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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
########################################################
#
# Before changing this file please discuss with admins.
#
########################################################
# <pep8 compliant>
import bpy
import mathutils
from bpy.props import FloatVectorProperty
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class AddObjectHelper:
'''Helper Class for Add Object Operators'''
location = FloatVectorProperty(name='Location', description='Location of new Object')
rotation = FloatVectorProperty(name='Rotation', description='Rotation of new Object')
#Initialize loc, rot of operator
def add_object_align_init(context, operator):
'''Initialize loc, rot of operator
context: Blender Context
operator: the active Operator (self)
Initializes the Operators location and rotation variables
according to user preferences (align to view)
See AddObjectHelper class
Returns Matrix
'''
if (operator
and operator.properties.is_property_set("location")
and operator.properties.is_property_set("rotation")):
location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
rotation = mathutils.Euler(operator.properties.rotation).to_matrix().to_4x4()
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else:
# TODO, local view cursor!
location = mathutils.Matrix.Translation(context.scene.cursor_location)
if context.user_preferences.edit.object_align == 'VIEW' and context.space_data.type == 'VIEW_3D':
rotation = context.space_data.region_3d.view_matrix.to_3x3().inverted().to_4x4()
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else:
rotation = mathutils.Matrix()
# set the operator properties
if operator:
operator.properties.location = location.to_translation()
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operator.properties.rotation = rotation.to_euler()
return location * rotation
def add_object_data(context, obdata, operator=None):
'''Create Object from data
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context: Blender Context
obdata: Object data (mesh, curve, camera,...)
operator: the active operator (self)
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Returns the Object
'''
scene = context.scene
# ugh, could be made nicer
for ob in scene.objects:
ob.select = False
obj_new = bpy.data.objects.new(obdata.name, obdata)
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base = scene.objects.link(obj_new)
base.select = True
if context.space_data and context.space_data.type == 'VIEW_3D':
base.layers_from_view(context.space_data)
obj_new.matrix_world = add_object_align_init(context, operator)
obj_act = scene.objects.active
if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.select = True
scene.update() # apply location
#scene.objects.active = obj_new
bpy.ops.object.join() # join into the active.
bpy.ops.object.mode_set(mode='EDIT')
else:
scene.objects.active = obj_new
if context.user_preferences.edit.use_enter_edit_mode:
bpy.ops.object.mode_set(mode='EDIT')
return base
def flatten_vector_list(list):
'''flatten a list of vetcors to use in foreach_set and the like'''
if not list:
return None
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for vec in list:
result.extend([i for i in vec])
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return result
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def list_to_vector_list(list, dimension=3):
'''make Vector objects out of a list'''
#test if list contains right number of elements
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result = []
for i in range(0, len(list), dimension):
try:
vec = mathutils.Vector([list[i + ind] for ind in range(dimension)])
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except:
print('Number of elemnts doesnt match into the vectors.')
return None
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result.append(vec)