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Commit 55c03163 authored by Martin Buerbaum's avatar Martin Buerbaum
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* v1.2 Updated gem script to use/write new recall data.

parent 58928e9b
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......@@ -23,7 +23,7 @@
bl_addon_info = {
'name': 'Add Mesh: Gem',
'author': 'Dreampainter',
'version': '1.1',
'version': '1.2',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'description': 'Adds a mesh Gem to the Add Mesh menu',
......@@ -35,26 +35,33 @@ bl_addon_info = {
import bpy
# Stores the values of a list of properties in a
# property group (named like the operator) in the object.
# Always replaces any existing property group with the same name!
# @todo: Should we do this in EDIT Mode? Sounds dangerous.
def obj_store_recall_properties(ob, op, prop_list):
if ob and op and prop_list:
#print("Storing recall data for operator: " + op.bl_idname) # DEBUG
# Stores the values of a list of properties and the
# operator id in a property group ('recall_op') inside the object.
# Could (in theory) be used for non-objects.
# Note: Replaces any existing property group with the same name!
# ob ... Object to store the properties in.
# op ... The operator that should be used.
# op_args ... A dictionary with valid Blender
# properties (operator arguments/parameters).
def store_recall_properties(ob, op, op_args):
if ob and op and op_args:
recall_properties = {}
# Add the operator identifier and op parameters to the properties.
recall_properties['op'] = op.bl_idname
recall_properties['args'] = op_args
# Store new recall properties.
prop_list['recall_op'] = op.bl_idname
ob['recall'] = prop_list
ob['recall'] = recall_properties
# Apply view rotation to objects if "Align To" for new objects
# was set to "VIEW" in the User Preference.
def apply_view_rotation(context, ob):
align = bpy.context.user_preferences.edit.object_align
# 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 align == 'VIEW'):
and obj_align == 'VIEW'):
view3d = context.space_data
region = view3d.region_3d
viewMatrix = region.view_matrix
......@@ -62,45 +69,55 @@ def apply_view_rotation(context, ob):
ob.rotation_euler = rot.invert().to_euler()
def createObject(context, verts, faces, name, edit):
'''Creates Meshes & Objects for the given lists of vertices and faces.'''
# 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).
# edit ... Replace existing mesh data.
# Note: Using "edit" will destroy/delete existing mesh data.
def create_mesh_object(context, verts, edges, faces, name, edit):
scene = context.scene
obj_act = scene.objects.active
# Can't edit anything, unless we have an active obj.
if edit and not obj_act:
return None
# Create new mesh
mesh = bpy.data.meshes.new(name)
# Add the geometry to the mesh.
#mesh.add_geometry(len(verts), 0, len(faces))
#mesh.verts.foreach_set("co", unpack_list(verts))
#mesh.faces.foreach_set("verts_raw", unpack_face_list(faces))
# Make a mesh from a list of verts/edges/faces.
mesh.from_pydata(verts, edges, faces)
# To quote the documentation:
# "Make a mesh from a list of verts/edges/faces Until we have a nicer
# way to make geometry, use this."
# http://www.blender.org/documentation/250PythonDoc/
# bpy.types.Mesh.html#bpy.types.Mesh.from_pydata
mesh.from_pydata(verts, [], faces)
# Update mesh geometry after adding stuff.
mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
# Update mesh geometry after adding stuff.
mesh.update()
if edit:
# Recreate geometry of existing object
obj_act = context.active_object
# Replace geometry of existing object
# Use the active obj and select it.
ob_new = obj_act
ob_new.selected = True
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='VERT')
bpy.ops.object.mode_set(mode='OBJECT')
if obj_act.mode == 'OBJECT':
# Get existing mesh datablock.
old_mesh = ob_new.data
ob_new.data = mesh
# Set object data to nothing
ob_new.data = None
ob_new.selected = True
# Clear users of existing mesh datablock.
old_mesh.user_clear()
# Remove old mesh datablock if no users are left.
if (old_mesh.users == 0):
bpy.data.meshes.remove(old_mesh)
# Assign new mesh datablock.
ob_new.data = mesh
else:
# Create new object
......@@ -113,9 +130,7 @@ def createObject(context, verts, faces, name, edit):
# Place the object at the 3D cursor location.
ob_new.location = scene.cursor_location
obj_act = scene.objects.active
apply_view_rotation(context, ob_new)
apply_object_align(context, ob_new)
if obj_act and obj_act.mode == 'EDIT':
if not edit:
......@@ -134,6 +149,8 @@ def createObject(context, verts, faces, name, edit):
# 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.
......@@ -244,17 +261,17 @@ class AddGem(bpy.types.Operator):
props.pav_height,
props.crown_height)
obj = createObject(context, verts, faces, "Gem", props.edit)
obj = create_mesh_object(context, verts, [], faces, "Gem", props.edit)
# Store 'recall' properties in the object.
recall_prop_list = {
recall_args_list = {
"edit": True,
"segments": props.segments,
"pav_radius": props.pav_radius,
"crown_radius": props.crown_radius,
"pav_height": props.pav_height,
"crown_height": props.crown_height}
obj_store_recall_properties(obj, self, recall_prop_list)
store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
......
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