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Commit 644e86a3 authored by Martin Buerbaum's avatar Martin Buerbaum
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* Added mesh_utils.py (Temporarily - This may be moved to "modules" in the future).

* See also the patch [#21731] New module mesh_utils.py (various functions to create "smart" mesh objects)
* http://projects.blender.org/tracker/index.php?func=detail&aid=21731&group_id=9&atid=127
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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 #####
import bpy
# Stores the values of a list of properties in a
# property group (named like the operator) in the object.
# Could (in theory) be used for non-objects.
# Note: Replaces any existing property group with the same name!
def store_recall_properties(ob, op, prop_list):
if ob and op and prop_list:
# Store new recall properties.
prop_list['recall_op'] = op.bl_idname
ob['recall'] = prop_list
# 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 and faces for the new mesh.
# 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):
'''Creates Meshes (& Objects) for the given lists of vertices and faces.'''
scene = context.scene
obj_act = scene.objects.active
if edit and not obj_act:
return None
# Create new mesh
mesh = bpy.data.meshes.new(name)
# Make a mesh from a list of verts/edges/faces.
mesh.from_pydata(verts, edges, faces)
# Update mesh geometry after adding stuff.
mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
if edit:
# Replace geometry of existing object
ob_new = obj_act
if obj_act.mode == 'OBJECT':
# Remove existing vertices.
# @todo There is probably a better/faster way (delete(mesh)?).
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')
ob_new.data = mesh
ob_new.selected = True
else:
# 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.selected = 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':
if not edit:
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.selected = 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
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