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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": "Easy Lattice Object",
"author": "Kursad Karatas",
"blender": (2, 66, 0),
"location": "View3D > Easy Lattice",
"description": "Create a lattice for shape editing",
"warning": "",
"wiki_url": "https://wiki.blender.org/index.php/Easy_Lattice_Editing_Addon",
"tracker_url": "https://bitbucket.org/kursad/blender_addons_easylattice/src",
import bpy
from mathutils import (
from bpy.types import Operator
from bpy.props import (
# Create lattice and object
lat = bpy.data.lattices.new('EasyLattice')
ob = bpy.data.objects.new('EasyLattice', lat)
# Take into consideration any selected vertices (default: all vertices)
selectedVertices = createVertexGroup(obj)
size, pos = findBBox(obj, selectedVertices)
loc, rot = getTransformations(obj)
# the position comes from the bbox
ob.location = pos
# the size from bbox * the incoming scale factor
ob.scale = size * props[3]
# the rotation comes from the combined obj world
# matrix which was converted to euler pairs
ob.rotation_euler = buildRot_World(obj)
ob.show_in_front = True
# Link object to scene
scn = context.scene
# Take care of the local view
base = scn.objects.link(ob)
scn.objects.active = ob
v3d = None
if context.space_data and context.space_data.type == 'VIEW_3D':
v3d = context.space_data
if v3d and v3d.local_view:
base.layers_from_view(v3d)
lat.points_u = props[0]
lat.points_v = props[1]
lat.points_w = props[2]
lat.interpolation_type_u = props[4]
lat.interpolation_type_v = props[4]
lat.interpolation_type_w = props[4]
lat.use_outside = False
vertices = obj.data.vertices
selverts = []
if obj.mode == "EDIT":
bpy.ops.object.editmode_toggle()
group = obj.vertex_groups.new(name="easy_lattice_group")
for vert in vertices:
if vert.select is True:
selverts.append(vert)
group.add([vert.index], 1.0, "REPLACE")
# Default: use all vertices
if not selverts:
for vert in vertices:
selverts.append(vert)
group.add([vert.index], 1.0, "REPLACE")
return selverts
def getTransformations(obj):
rot = obj.rotation_euler
loc = obj.location
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def findBBox(obj, selvertsarray):
mat = buildTrnScl_WorldMat(obj)
mat_world = obj.matrix_world
minx, miny, minz = selvertsarray[0].co
maxx, maxy, maxz = selvertsarray[0].co
c = 1
for c in range(len(selvertsarray)):
co = selvertsarray[c].co
if co.x < minx:
minx = co.x
if co.y < miny:
miny = co.y
if co.z < minz:
minz = co.z
if co.x > maxx:
maxx = co.x
if co.y > maxy:
maxy = co.y
if co.z > maxz:
maxz = co.z
c += 1
minpoint = Vector((minx, miny, minz))
maxpoint = Vector((maxx, maxy, maxz))
# The middle position has to be calculated based on the real world matrix
pos = ((minpoint + maxpoint) / 2)
minpoint = mat * minpoint # Calculate only based on loc/scale
maxpoint = mat * maxpoint # Calculate only based on loc/scale
pos = mat_world * pos # the middle position has to be calculated based on the real world matrix
size = maxpoint - minpoint
size = Vector((max(0.1, abs(size.x)), max(0.1, abs(size.y)), max(0.1, abs(size.z)))) # Prevent zero size dimensions
def buildTrnSclMat(obj):
# This function builds a local matrix that encodes translation
# and scale and it leaves out the rotation matrix
# The rotation is applied at object level if there is any
mat_trans = Matrix.Translation(obj.location)
mat_scale = Matrix.Scale(obj.scale[0], 4, (1, 0, 0))
mat_scale *= Matrix.Scale(obj.scale[1], 4, (0, 1, 0))
mat_scale *= Matrix.Scale(obj.scale[2], 4, (0, 0, 1))
mat_final = mat_trans * mat_scale
return mat_final
def buildTrnScl_WorldMat(obj):
# This function builds a real world matrix that encodes translation
# and scale and it leaves out the rotation matrix
# The rotation is applied at object level if there is any
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loc, rot, scl = obj.matrix_world.decompose()
mat_trans = Matrix.Translation(loc)
mat_scale = Matrix.Scale(scl[0], 4, (1, 0, 0))
mat_scale *= Matrix.Scale(scl[1], 4, (0, 1, 0))
mat_scale *= Matrix.Scale(scl[2], 4, (0, 0, 1))
mat_final = mat_trans * mat_scale
return mat_final
# Feature use
def buildRot_WorldMat(obj):
# This function builds a real world matrix that encodes rotation
# and it leaves out translation and scale matrices
loc, rot, scl = obj.matrix_world.decompose()
rot = rot.to_euler()
mat_rot = Matrix.Rotation(rot[0], 4, 'X')
mat_rot *= Matrix.Rotation(rot[1], 4, 'Z')
mat_rot *= Matrix.Rotation(rot[2], 4, 'Y')
return mat_rot
def buildTrn_WorldMat(obj):
# This function builds a real world matrix that encodes translation
# and scale and it leaves out the rotation matrix
# The rotation is applied at object level if there is any
loc, rot, scl = obj.matrix_world.decompose()
mat_trans = Matrix.Translation(loc)
return mat_trans
def buildScl_WorldMat(obj):
# This function builds a real world matrix that encodes translation
# and scale and it leaves out the rotation matrix
# The rotation is applied at object level if there is any
loc, rot, scl = obj.matrix_world.decompose()
mat_scale = Matrix.Scale(scl[0], 4, (1, 0, 0))
mat_scale *= Matrix.Scale(scl[1], 4, (0, 1, 0))
mat_scale *= Matrix.Scale(scl[2], 4, (0, 0, 1))
return mat_scale
def buildRot_World(obj):
# This function builds a real world rotation values
loc, rot, scl = obj.matrix_world.decompose()
rot = rot.to_euler()
return rot
def main(context, lat_props):
obj = context.object
if obj.type == "MESH":
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_pattern(pattern=lat.name, extend=False)
context.view_layer.objects.active = lat
class EasyLattice(Operator):
bl_idname = "object.easy_lattice"
bl_label = "Easy Lattice Creator"
bl_description = ("Create a Lattice modifier ready to edit\n"
name="Lattice u",
description="Points in u direction",
default=3
)
name="Lattice v",
description="Points in v direction",
default=3
)
name="Lattice w",
description="Points in w direction",
default=3
)
name="Lattice scale factor",
description="Adjustment to the lattice scale",
default=1,
min=0.1,
step=1,
precision=2
)
lat_types = (('KEY_LINEAR', "Linear", "Linear Interpolation type"),
('KEY_CARDINAL', "Cardinal", "Cardinal Interpolation type"),
('KEY_CATMULL_ROM', "Catmull-Rom", "Catmull-Rom Interpolation type"),
('KEY_BSPLINE', "BSpline", "Key BSpline Interpolation Type")
name="Lattice Type",
description="Choose Lattice Type",
items=lat_types,
@classmethod
def poll(cls, context):
obj = context.active_object
return obj is not None and obj.type == "MESH"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.prop(self, "lat_u")
col.prop(self, "lat_w")
layout.prop(self, "lat_type")
def execute(self, context):
lat_u = self.lat_u
# enum property no need to complicate things
lat_type = self.lat_type
# XXX, should use keyword args
lat_props = [lat_u, lat_v, lat_w, lat_scale_factor, lat_type]
try:
main(context, lat_props)
except Exception as ex:
print("\n[Add Advanced Objects]\nOperator:object.easy_lattice\n{}\n".format(ex))
self.report(
{'WARNING'},
"Easy Lattice Creator could not be completed (See Console for more info)"
)
return {"CANCELLED"}
return {"FINISHED"}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def register():
bpy.utils.register_class(EasyLattice)
def unregister():
bpy.utils.unregister_class(EasyLattice)
if __name__ == "__main__":
register()