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Commit 10ad28fc authored by Campbell Barton's avatar Campbell Barton
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remove boiler plate add-object code and use python module as add_torus uses.

there are some known issues with this but much easier to fix bugs in the one place.
parent 489bf0ee
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......@@ -77,24 +77,11 @@ from noise import *
from math import *
###------------------------------------------------------------
# calculates the matrix for the new object depending on user pref
def align_matrix(context):
loc = Matrix.Translation(context.scene.cursor_location)
obj_align = context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rot = Matrix()
align_matrix = loc * rot
return align_matrix
# Create a new mesh (object) from verts/edges/faces.
# verts/edges/faces ... List of vertices/edges/faces for the
# new mesh (as used in from_pydata).
# name ... Name of the new mesh (& object).
def create_mesh_object(context, verts, edges, faces, name, align_matrix):
def create_mesh_object(context, verts, edges, faces, name):
scene = context.scene
obj_act = scene.objects.active
......@@ -107,44 +94,8 @@ def create_mesh_object(context, verts, edges, faces, name, align_matrix):
# Update mesh geometry after adding stuff.
mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
# Always create new object
ob_new = bpy.data.objects.new(name, mesh)
# Link new object to the given scene and select it.
scene.objects.link(ob_new)
ob_new.select = True
# Place the object at the 3D cursor location.
# apply viewRotaion
ob_new.matrix_world = align_matrix
if obj_act and obj_act.mode == 'EDIT':
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.select = True
# Apply location of new object.
scene.update()
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
ob_new = obj_act
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
import add_object_utils
return add_object_utils.object_data_add(context, mesh, operator=None)
# A very simple "bridge" tool.
# Connects two equally long vertex rows with faces.
......@@ -489,9 +440,6 @@ class landscape_add(bpy.types.Operator):
bl_options = {'REGISTER', 'UNDO'}
bl_description = "Add landscape mesh"
# align_matrix for the invoke
align_matrix = Matrix()
# properties
AutoUpdate = BoolProperty(name="Mesh update",
default=True,
......@@ -829,7 +777,7 @@ class landscape_add(bpy.types.Operator):
verts, faces = grid_gen( self.Subdivision, self.MeshSize, options )
# create mesh object
obj = create_mesh_object(context, verts, [], faces, "Landscape", self.align_matrix)
obj = create_mesh_object(context, verts, [], faces, "Landscape")
# sphere, remove doubles
if self.SphereMesh !=0:
......@@ -848,10 +796,6 @@ class landscape_add(bpy.types.Operator):
else:
return {'PASS_THROUGH'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
###------------------------------------------------------------
# Register
......
......@@ -36,24 +36,11 @@ from mathutils import *
from math import *
from bpy.props import *
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = Matrix.Translation(context.scene.cursor_location)
obj_align = context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rot = Matrix()
align_matrix = loc * rot
return align_matrix
# Create a new mesh (object) from verts/edges/faces.
# verts/edges/faces ... List of vertices/edges/faces for the
# new mesh (as used in from_pydata).
# name ... Name of the new mesh (& object).
def create_mesh_object(context, verts, edges, faces, name, align_matrix):
def create_mesh_object(context, verts, edges, faces, name):
scene = context.scene
obj_act = scene.objects.active
......@@ -66,44 +53,8 @@ def create_mesh_object(context, verts, edges, faces, name, align_matrix):
# Update mesh geometry after adding stuff.
mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
# Always create new object
ob_new = bpy.data.objects.new(name, mesh)
# Link new object to the given scene and select it.
scene.objects.link(ob_new)
ob_new.select = True
# Place the object at the 3D cursor location.
# apply viewRotaion
ob_new.matrix_world = align_matrix
if obj_act and obj_act.mode == 'EDIT':
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.select = True
# Apply location of new object.
scene.update()
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
ob_new = obj_act
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
import add_object_utils
return add_object_utils.object_data_add(context, mesh, operator=None)
# A very simple "bridge" tool.
......@@ -437,7 +388,6 @@ class AddSqorus(bpy.types.Operator):
description="Enable to subdivide the faces on the outside." \
" This results in equally spaced vertices.",
default=True)
align_matrix = Matrix()
def execute(self, context):
......@@ -447,15 +397,10 @@ class AddSqorus(bpy.types.Operator):
self.subdivide)
# Create mesh object (and meshdata)
obj = create_mesh_object(context, verts, [], faces, "Sqorus",
self.align_matrix)
obj = create_mesh_object(context, verts, [], faces, "Sqorus")
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddWedge(bpy.types.Operator):
'''Add a wedge mesh.'''
......@@ -478,7 +423,6 @@ class AddWedge(bpy.types.Operator):
min=0.01,
max=9999.0,
default=2.00)
align_matrix = Matrix()
def execute(self, context):
......@@ -487,16 +431,10 @@ class AddWedge(bpy.types.Operator):
self.size_y,
self.size_z)
obj = create_mesh_object(context, verts, [], faces, "Wedge",
self.align_matrix)
obj = create_mesh_object(context, verts, [], faces, "Wedge")
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddStar(bpy.types.Operator):
'''Add a star mesh.'''
......@@ -524,7 +462,6 @@ class AddStar(bpy.types.Operator):
min=0.01,
max=9999.0,
default=0.5)
align_matrix = Matrix()
def execute(self, context):
......@@ -534,16 +471,10 @@ class AddStar(bpy.types.Operator):
self.innter_radius,
self.height)
obj = create_mesh_object(context, verts, [], faces, "Star",
self.align_matrix)
obj = create_mesh_object(context, verts, [], faces, "Star")
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddTrapezohedron(bpy.types.Operator):
"""Add a trapezohedron"""
......@@ -561,15 +492,14 @@ class AddTrapezohedron(bpy.types.Operator):
height = FloatProperty(name = "Tip height",
description = "Height of the tip",
default = 1, min = 0.01, max = 100.0)
align_matrix = Matrix()
def execute(self,context):
# generate mesh
verts,faces = trapezohedron(self.segments,
self.radius,
self.height)
obj = create_mesh_object(context, verts, [], faces, "Trapazohedron",
self.align_matrix)
obj = create_mesh_object(context, verts, [], faces, "Trapazohedron")
return {'FINISHED'}
......
......@@ -69,24 +69,11 @@ import mathutils
from math import *
from bpy.props import *
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = mathutils.Matrix.Translation(context.scene.cursor_location)
obj_align = context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rot = mathutils.Matrix()
align_matrix = loc * rot
return align_matrix
# Create a new mesh (object) from verts/edges/faces.
# verts/edges/faces ... List of vertices/edges/faces for the
# new mesh (as used in from_pydata).
# name ... Name of the new mesh (& object).
def create_mesh_object(context, verts, edges, faces, name, align_matrix):
def create_mesh_object(context, verts, edges, faces, name):
scene = context.scene
obj_act = scene.objects.active
......@@ -99,45 +86,8 @@ def create_mesh_object(context, verts, edges, faces, name, align_matrix):
# Update mesh geometry after adding stuff.
mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
# Always create new object
ob_new = bpy.data.objects.new(name, mesh)
# Link new object to the given scene and select it.
scene.objects.link(ob_new)
ob_new.select = True
# Place the object at the 3D cursor location.
# apply viewRotaion
ob_new.matrix_world = align_matrix
if obj_act and obj_act.mode == 'EDIT':
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.select = True
# Apply location of new object.
scene.update()
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
ob_new = obj_act
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
import add_object_utils
return add_object_utils.object_data_add(context, mesh, operator=None)
# A very simple "bridge" tool.
......@@ -709,7 +659,6 @@ class AddGear(bpy.types.Operator):
min=0.0,
max=100.0,
default=0.0)
align_matrix = mathutils.Matrix()
def draw(self, context):
layout = self.layout
......@@ -744,7 +693,8 @@ class AddGear(bpy.types.Operator):
crown=self.crown)
# Actually create the mesh object from this geometry data.
obj = create_mesh_object(context, verts, [], faces, "Gear", self.align_matrix)
base = create_mesh_object(context, verts, [], faces, "Gear")
obj = base.object
# Create vertex groups from stored vertices.
tipGroup = obj.vertex_groups.new('Tips')
......@@ -755,10 +705,6 @@ class AddGear(bpy.types.Operator):
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddWormGear(bpy.types.Operator):
'''Add a worm gear mesh.'''
......@@ -811,7 +757,6 @@ class AddWormGear(bpy.types.Operator):
min=0.0,
max=100.0,
default=0.0)
align_matrix = mathutils.Matrix()
def draw(self, context):
layout = self.layout
......@@ -842,8 +787,8 @@ class AddWormGear(bpy.types.Operator):
crown=self.crown)
# Actually create the mesh object from this geometry data.
obj = create_mesh_object(context, verts, [], faces, "Worm Gear",
self.align_matrix)
base = create_mesh_object(context, verts, [], faces, "Worm Gear")
obj = base.object
# Create vertex groups from stored vertices.
tipGroup = obj.vertex_groups.new('Tips')
......@@ -854,10 +799,6 @@ class AddWormGear(bpy.types.Operator):
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class INFO_MT_mesh_gears_add(bpy.types.Menu):
# Define the "Gears" menu
......
......@@ -36,24 +36,11 @@ from mathutils import *
from math import *
from bpy.props import *
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = Matrix.Translation(context.scene.cursor_location)
obj_align = context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rot = Matrix()
align_matrix = loc * rot
return align_matrix
# Create a new mesh (object) from verts/edges/faces.
# verts/edges/faces ... List of vertices/edges/faces for the
# new mesh (as used in from_pydata).
# name ... Name of the new mesh (& object).
def create_mesh_object(context, verts, edges, faces, name, align_matrix):
def create_mesh_object(context, verts, edges, faces, name):
scene = context.scene
obj_act = scene.objects.active
......@@ -66,44 +53,8 @@ def create_mesh_object(context, verts, edges, faces, name, align_matrix):
# Update mesh geometry after adding stuff.
mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
# Always create new object
ob_new = bpy.data.objects.new(name, mesh)
# Link new object to the given scene and select it.
scene.objects.link(ob_new)
ob_new.select = True
# Place the object at the 3D cursor location.
# apply viewRotaion
ob_new.matrix_world = align_matrix
if obj_act and obj_act.mode == 'EDIT':
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.select = True
# Apply location of new object.
scene.update()
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
ob_new = obj_act
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
import add_object_utils
return add_object_utils.object_data_add(context, mesh, operator=None)
# A very simple "bridge" tool.
......@@ -320,7 +271,6 @@ class AddDiamond(bpy.types.Operator):
min=0.01,
max=9999.0,
default=0.8)
align_matrix = Matrix()
def execute(self, context):
verts, faces = add_diamond(self.segments,
......@@ -329,15 +279,10 @@ class AddDiamond(bpy.types.Operator):
self.crown_height,
self.pavilion_height)
obj = create_mesh_object(context, verts, [], faces,
"Diamond", self.align_matrix)
obj = create_mesh_object(context, verts, [], faces, "Diamond")
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddGem(bpy.types.Operator):
"""Add a diamond gem"""
......@@ -371,7 +316,6 @@ class AddGem(bpy.types.Operator):
min=0.01,
max=9999.0,
default=0.8)
align_matrix = Matrix()
def execute(self, context):
......@@ -383,14 +327,10 @@ class AddGem(bpy.types.Operator):
self.pavilion_height,
self.crown_height)
obj = create_mesh_object(context, verts, [], faces, "Gem", self.align_matrix)
obj = create_mesh_object(context, verts, [], faces, "Gem")
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class INFO_MT_mesh_gemstones_add(bpy.types.Menu):
# Define the "Gemstones" menu
......
......@@ -40,20 +40,6 @@ from mathutils import Vector,Matrix
#from rawMeshUtils import *
from functools import reduce
# Apply view rotation to objects if "Align To" for
# new objects was set to "VIEW" in the User Preference.
def apply_object_align(context, ob):
obj_align = bpy.context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
view3d = context.space_data
region = view3d.region_3d
viewMatrix = region.view_matrix
rot = viewMatrix.rotation_part()
ob.rotation_euler = rot.invert().to_euler()
# Create a new mesh (object) from verts/edges/faces.
# verts/edges/faces ... List of vertices/edges/faces for the
# new mesh (as used in from_pydata).
......@@ -71,45 +57,8 @@ def create_mesh_object(context, verts, edges, faces, name):
# Update mesh geometry after adding stuff.
mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
# Always create new object
ob_new = bpy.data.objects.new(name, mesh)
# Link new object to the given scene and select it.
scene.objects.link(ob_new)
ob_new.select = True
# Place the object at the 3D cursor location.
ob_new.location = scene.cursor_location
apply_object_align(context, ob_new)
if obj_act and obj_act.mode == 'EDIT':
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.select = True
# Apply location of new object.
scene.update()
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
ob_new = obj_act
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
import add_object_utils
return add_object_utils.object_data_add(context, mesh, operator=None)
# A very simple "bridge" tool.
......
......@@ -51,25 +51,12 @@ import mathutils
from mathutils import *
from math import cos, sin, pi
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = Matrix.Translation(context.scene.cursor_location)
obj_align = context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rot = Matrix()
align_matrix = loc * rot
return align_matrix
# Create a new mesh (object) from verts/edges/faces.
# verts/edges/faces ... List of vertices/edges/faces for the
# new mesh (as used in from_pydata).
# name ... Name of the new mesh (& object).
def create_mesh_object(context, verts, edges, faces, name, align_matrix):
def create_mesh_object(context, verts, edges, faces, name):
scene = context.scene
obj_act = scene.objects.active
......@@ -82,44 +69,8 @@ def create_mesh_object(context, verts, edges, faces, name, align_matrix):
# Update mesh geometry after adding stuff.
mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
# Always create new object
ob_new = bpy.data.objects.new(name, mesh)
# Link new object to the given scene and select it.
scene.objects.link(ob_new)
ob_new.select = True
# Place the object at the 3D cursor location.
# apply viewRotaion
ob_new.matrix_world = align_matrix
if obj_act and obj_act.mode == 'EDIT':
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.select = True
# Apply location of new object.
scene.update()
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
ob_new = obj_act
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
import add_object_utils
return add_object_utils.object_data_add(context, mesh, operator=None)
# A very simple "bridge" tool.
# Connects two equally long vertex rows with faces.
......@@ -281,7 +232,6 @@ class AddTwistedTorus(bpy.types.Operator):
min=0.01,
max=100.0,
default=0.5)
align_matrix = Matrix()
def execute(self, context):
......@@ -298,15 +248,10 @@ class AddTwistedTorus(bpy.types.Operator):
self.twists)
# Actually create the mesh object from this geometry data.
obj = create_mesh_object(context, verts, [], faces, "TwistedTorus",
self.align_matrix)
obj = create_mesh_object(context, verts, [], faces, "TwistedTorus")
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
# Add to the menu
def menu_func(self, context):
......
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