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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 #####
    
    bl_info = {
        "name": "Drop to Ground1",
        "author": "Unnikrishnan(kodemax), Florian Meyer(testscreenings)",
        "blender": (2, 71, 0),
    
        "location": "3D View > Toolshelf > Create > Drop To Ground",
    
        "description": "Drop selected objects on active object",
        "warning": "",
        "category": "Object"}
    
    
    import bpy
    import bmesh
    from mathutils import (
            Vector,
            Matrix,
            )
    from bpy.types import (
            Operator,
            Panel,
            )
    from bpy.props import BoolProperty
    
    
    
    def test_ground_object(ground):
        if ground.type in {'MESH', 'FONT', 'META', 'CURVE', 'SURFACE'}:
            return True
        return False
    
    
    
    def get_align_matrix(location, normal):
        up = Vector((0, 0, 1))
        angle = normal.angle(up)
        axis = up.cross(normal)
        mat_rot = Matrix.Rotation(angle, 4, axis)
        mat_loc = Matrix.Translation(location)
        mat_align = mat_rot * mat_loc
        return mat_align
    
    
    def transform_ground_to_world(sc, ground):
        tmpMesh = ground.to_mesh(sc, True, 'PREVIEW')
        tmpMesh.transform(ground.matrix_world)
        tmp_ground = bpy.data.objects.new('tmpGround', tmpMesh)
        sc.objects.link(tmp_ground)
        sc.update()
    
        return tmp_ground
    
    
    def get_lowest_world_co_from_mesh(ob, mat_parent=None):
        bme = bmesh.new()
        bme.from_mesh(ob.data)
        mat_to_world = ob.matrix_world.copy()
        if mat_parent:
            mat_to_world = mat_parent * mat_to_world
        lowest = None
        for v in bme.verts:
            if not lowest:
                lowest = v
            if (mat_to_world * v.co).z < (mat_to_world * lowest.co).z:
                lowest = v
        lowest_co = mat_to_world * lowest.co
        bme.free()
    
        return lowest_co
    
    
    def get_lowest_world_co(context, ob, mat_parent=None):
        if ob.type == 'MESH':
            return get_lowest_world_co_from_mesh(ob)
    
        elif ob.type == 'EMPTY' and ob.dupli_type == 'GROUP':
            if not ob.dupli_group:
                return None
    
            else:
                lowest_co = None
                for ob_l in ob.dupli_group.objects:
                    if ob_l.type == 'MESH':
                        lowest_ob_l = get_lowest_world_co_from_mesh(ob_l, ob.matrix_world)
                        if not lowest_co:
                            lowest_co = lowest_ob_l
                        if lowest_ob_l.z < lowest_co.z:
                            lowest_co = lowest_ob_l
    
                return lowest_co
    
    
    def drop_objectsall(self, context):
    
        ground = context.active_object
    
        name = ground.name
    
        for obs in bpy.context.scene.objects:
            obs.select = True
            if obs.name == name:
                obs.select = False
    
        obs2 = context.selected_objects
    
        tmp_ground = transform_ground_to_world(context.scene, ground)
        down = Vector((0, 0, -10000))
    
        for ob in obs2:
            if self.use_origin:
                lowest_world_co = ob.location
            else:
                lowest_world_co = get_lowest_world_co(context, ob)
    
            if not lowest_world_co:
    
                message = "Object {} is of type {} works only with Use Center option " \
                          "checked".format(ob.name, ob.type)
    
                self.reported.append(message)
    
                continue
            is_hit, hit_location, hit_normal, hit_index = tmp_ground.ray_cast(lowest_world_co, down)
    
                message = ob.name + " did not hit the Ground"
                self.reported.append(message)
    
                continue
    
            # simple drop down
            to_ground_vec = hit_location - lowest_world_co
            ob.location += to_ground_vec
    
            # drop with align to hit normal
            if self.align:
                to_center_vec = ob.location - hit_location  # vec: hit_loc to origin
                # rotate object to align with face normal
                mat_normal = get_align_matrix(hit_location, hit_normal)
                rot_euler = mat_normal.to_euler()
                mat_ob_tmp = ob.matrix_world.copy().to_3x3()
                mat_ob_tmp.rotate(rot_euler)
                mat_ob_tmp = mat_ob_tmp.to_4x4()
                ob.matrix_world = mat_ob_tmp
                # move_object to hit_location
                ob.location = hit_location
                # move object above surface again
                to_center_vec.rotate(rot_euler)
                ob.location += to_center_vec
    
        # cleanup
        bpy.ops.object.select_all(action='DESELECT')
        tmp_ground.select = True
        bpy.ops.object.delete('EXEC_DEFAULT')
        for ob in obs2:
            ob.select = True
        ground.select = True
    
    
    def drop_objects(self, context):
    
        ground = context.active_object
    
    
        obs = context.selected_objects
    
        if ground in obs:
            obs.remove(ground)
    
    
        tmp_ground = transform_ground_to_world(context.scene, ground)
        down = Vector((0, 0, -10000))
    
        for ob in obs:
            if self.use_origin:
                lowest_world_co = ob.location
            else:
                lowest_world_co = get_lowest_world_co(context, ob)
    
            if not lowest_world_co:
    
                message = "Object {} is of type {} works only with Use Center option " \
                          "checked".format(ob.name, ob.type)
    
                self.reported.append(message)
    
            is_hit, hit_location, hit_normal, hit_index = tmp_ground.ray_cast(lowest_world_co, down)
            if not is_hit:
    
                message = ob.name + " did not hit the Active Object"
    
                self.reported.append(message)
    
                continue
    
            # simple drop down
            to_ground_vec = hit_location - lowest_world_co
            ob.location += to_ground_vec
    
            # drop with align to hit normal
            if self.align:
                to_center_vec = ob.location - hit_location  # vec: hit_loc to origin
                # rotate object to align with face normal
                mat_normal = get_align_matrix(hit_location, hit_normal)
                rot_euler = mat_normal.to_euler()
                mat_ob_tmp = ob.matrix_world.copy().to_3x3()
                mat_ob_tmp.rotate(rot_euler)
                mat_ob_tmp = mat_ob_tmp.to_4x4()
                ob.matrix_world = mat_ob_tmp
                # move_object to hit_location
                ob.location = hit_location
                # move object above surface again
                to_center_vec.rotate(rot_euler)
                ob.location += to_center_vec
    
        # cleanup
        bpy.ops.object.select_all(action='DESELECT')
        tmp_ground.select = True
        bpy.ops.object.delete('EXEC_DEFAULT')
        for ob in obs:
            ob.select = True
        ground.select = True
    
    
    
    # define base dummy class for inheritance
    class DropBaseAtributes:
    
        align = BoolProperty(
                name="Align to ground",
    
                description="Aligns the objects' rotation to the ground",
    
                default=True)
        use_origin = BoolProperty(
    
                name="Use Origins",
                description="Drop to objects' origins\n"
                            "Use this option for dropping all types of Objects",
    
    
    
    class OBJECT_OT_drop_to_ground(Operator, DropBaseAtributes):
        bl_idname = "object.drop_on_active"
        bl_label = "Drop to Ground"
        bl_description = ("Drop selected objects on the Active object\n"
                          "Active Object has to be of following the types:\n"
                          "Mesh, Font, Metaball, Curve, Surface")
        bl_options = {'REGISTER', 'UNDO'}
    
    
    
        @classmethod
        def poll(cls, context):
    
            act_obj = context.active_object
            return (len(context.selected_objects) >= 2 and
                    act_obj and test_ground_object(act_obj))
    
    
        def execute(self, context):
            drop_objects(self, context)
    
    
            if self.reported:
                self.report({"INFO"},
    
                            "Some objects could not be dropped (See the Console for more Info)")
    
                report_items = "  \n".join(self.reported)
                print("\n[Drop to Ground Report]\n{}\n".format(report_items))
    
    
    class OBJECT_OT_drop_all_ground(Operator, DropBaseAtributes):
    
        bl_idname = "object.drop_all_active"
    
        bl_label = "Drop All to Ground (Active Object)"
    
        bl_description = ("Drop all other objects onto Active Object\n"
                          "Active Object has to be of following the types:\n"
                          "Mesh, Font, Metaball, Curve, Surface")
    
        bl_options = {'REGISTER', 'UNDO'}
    
        reported = []
    
        @classmethod
        def poll(cls, context):
    
            act_obj = context.active_object
            return act_obj and test_ground_object(act_obj)
    
    
        def execute(self, context):
            drop_objectsall(self, context)
    
    
            if self.reported:
                self.report({"INFO"},
    
                            "Some objects could not be dropped (See the Console for more Info)")
    
                report_items = "  \n".join(self.reported)
                print("\n[Drop All to Ground Report]\n{}\n".format(report_items))
    
    
    class Drop_help(Operator):
    
        bl_idname = "help.drop"
    
        bl_label = "Drop to Ground Help"
        bl_description = "Clik for some information about Drop to Ground"
        bl_options = {"REGISTER", "INTERNAL"}
    
        is_all = BoolProperty(
                default=True,
                options={"HIDDEN"}
                )
    
    
        def draw(self, context):
            layout = self.layout
    
    
            layout.label("General Info:")
            layout.label("The Active Object has to be of a Mesh, Font,")
            layout.label("Metaball, Curve or Surface type and")
            layout.label("be at the lowest Z location")
            layout.label("The option Use Origins must be enabled to drop")
            layout.label("objects that are not of a Mesh or DupliGroup type")
            layout.label("The Active Object has to be big enough to catch them")
            layout.label("To check that, use the Orthographic Top View")
            layout.separator()
    
    
            if self.is_all is False:
    
                layout.label("Select objects to drop")
                layout.label("Then Shift Select the object to be the ground")
                layout.label("Drops Selected Object to the Active one")
    
                layout.label("Select the ground Mesh and press Drop all")
                layout.label("The unselected Objects will be moved straight")
                layout.label("down the Z axis, so they have to be above")
                layout.label("the Selected / Active one to fall")
    
    
        def execute(self, context):
            return {'FINISHED'}
    
        def invoke(self, context, event):
            return context.window_manager.invoke_popup(self, width=300)
    
    
    class Drop_Operator_Panel(Panel):
        bl_label = "Drop To Ground"
        bl_region_type = "TOOLS"
        bl_space_type = "VIEW_3D"
        bl_options = {'DEFAULT_CLOSED'}
        bl_context = "objectmode"
        bl_category = "Create"
    
        def draw(self, context):
            layout = self.layout
    
    
            row = layout.split(percentage=0.8, align=True)
    
            row.operator(OBJECT_OT_drop_to_ground.bl_idname,
                         text="Drop Selected")
    
            row.operator("help.drop", text="", icon="LAYER_USED").is_all = False
    
    
            row = layout.split(percentage=0.8, align=True)
    
            row.operator(OBJECT_OT_drop_all_ground.bl_idname,
                         text="Drop All")
    
            row.operator("help.drop", text="", icon="LAYER_USED").is_all = True
    
        bpy.utils.register_class(OBJECT_OT_drop_all_ground)
        bpy.utils.register_class(OBJECT_OT_drop_to_ground)
        bpy.utils.register_class(Drop_Operator_Panel)
        bpy.utils.register_class(Drop_help)
    
        bpy.utils.unregister_class(OBJECT_OT_drop_all_ground)
        bpy.utils.unregister_class(OBJECT_OT_drop_to_ground)
        bpy.utils.unregister_class(Drop_Operator_Panel)
        bpy.utils.unregister_class(Drop_help)
    
    
    
    if __name__ == "__main__":
        register()