diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py index 6e220572ff8c0f05bca4f163732f23fab1a3e24f..896f7fe271bfe5c8423cf18ea22b9228a5da0274 100644 --- a/add_mesh_ant_landscape.py +++ b/add_mesh_ant_landscape.py @@ -19,8 +19,8 @@ bl_info = { "name": "ANT Landscape", "author": "Jimmy Hazevoet", - "version": (0,1,0), - "blender": (2, 5, 4), + "version": (0,1,1), + "blender": (2, 5, 6), "api": 32411, "location": "Add Mesh menu", "description": "Adds a landscape primitive", @@ -94,16 +94,10 @@ def align_matrix(context): # 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, align_matrix): +def create_mesh_object(context, verts, edges, faces, name, align_matrix): 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) @@ -116,60 +110,34 @@ def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix): # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') - if edit: - # Replace geometry of existing object - - # Use the active obj and select it. - ob_new = obj_act - ob_new.select = True - - if obj_act.mode == 'OBJECT': - # Get existing mesh datablock. - old_mesh = ob_new.data - - # Set object data to nothing - ob_new.data = None - - # Clear users of existing mesh datablock. - old_mesh.user_clear() + # Always create new object + ob_new = bpy.data.objects.new(name, mesh) - # Remove old mesh datablock if no users are left. - if (old_mesh.users == 0): - bpy.data.meshes.remove(old_mesh) + # Link new object to the given scene and select it. + scene.objects.link(ob_new) + ob_new.select = True - # Assign new mesh datablock. - ob_new.data = mesh - - 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.select = True - - # Place the object at the 3D cursor location. - # apply viewRotaion - ob_new.matrix_world = align_matrix + # Place the object at the 3D cursor location. + # apply viewRotaion + ob_new.matrix_world = align_matrix 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') + # We are in EditMode, switch to ObjectMode. + bpy.ops.object.mode_set(mode='OBJECT') - # Select the active object as well. - obj_act.select = True + # Select the active object as well. + obj_act.select = True - # Apply location of new object. - scene.update() + # Apply location of new object. + scene.update() - # Join new object into the active. - bpy.ops.object.join() + # Join new object into the active. + bpy.ops.object.join() - # Switching back to EditMode. - bpy.ops.object.mode_set(mode='EDIT') + # Switching back to EditMode. + bpy.ops.object.mode_set(mode='EDIT') - ob_new = obj_act + ob_new = obj_act else: # We are in ObjectMode. @@ -521,12 +489,6 @@ class landscape_add(bpy.types.Operator): bl_options = {'REGISTER', 'UNDO'} bl_description = "Add landscape mesh" - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) - # align_matrix for the invoke align_matrix = Matrix() @@ -820,8 +782,6 @@ class landscape_add(bpy.types.Operator): # Execute def execute(self, context): - edit = self.edit - #mesh update if self.AutoUpdate != 0: @@ -869,7 +829,7 @@ 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", edit, self.align_matrix) + obj = create_mesh_object(context, verts, [], faces, "Landscape", self.align_matrix) # sphere, remove doubles if self.SphereMesh !=0: diff --git a/add_mesh_extras.py b/add_mesh_extras.py index ab5292b51e9551f4e3bce6069019b9c59bd53b2b..1c76393236ee8ecc8b8296d19166462420dec3d5 100644 --- a/add_mesh_extras.py +++ b/add_mesh_extras.py @@ -19,8 +19,8 @@ bl_info = { "name": "Extras", "author": "Pontiac, Fourmadmen, meta-androcto", - "version": (0,4), - "blender": (2, 5, 5), + "version": (0, 5), + "blender": (2, 5, 6), "api": 33832, "location": "View3D > Add > Mesh > Extras", "description": "Adds Star, Wedge, & Sqorus objects.", @@ -53,16 +53,10 @@ def align_matrix(context): # 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, align_matrix): +def create_mesh_object(context, verts, edges, faces, name, align_matrix): 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) @@ -75,60 +69,34 @@ def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix): # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') - if edit: - # Replace geometry of existing object - - # Use the active obj and select it. - ob_new = obj_act - ob_new.select = True - - if obj_act.mode == 'OBJECT': - # Get existing mesh datablock. - old_mesh = ob_new.data - - # Set object data to nothing - ob_new.data = None + # Always create new object + ob_new = bpy.data.objects.new(name, mesh) - # Clear users of existing mesh datablock. - old_mesh.user_clear() + # Link new object to the given scene and select it. + scene.objects.link(ob_new) + ob_new.select = True - # 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 - 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 + # Place the object at the 3D cursor location. + # apply viewRotaion + ob_new.matrix_world = align_matrix 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') + # We are in EditMode, switch to ObjectMode. + bpy.ops.object.mode_set(mode='OBJECT') - # Select the active object as well. - obj_act.select = True + # Select the active object as well. + obj_act.select = True - # Apply location of new object. - scene.update() + # Apply location of new object. + scene.update() - # Join new object into the active. - bpy.ops.object.join() + # Join new object into the active. + bpy.ops.object.join() - # Switching back to EditMode. - bpy.ops.object.mode_set(mode='EDIT') + # Switching back to EditMode. + bpy.ops.object.mode_set(mode='EDIT') - ob_new = obj_act + ob_new = obj_act else: # We are in ObjectMode. @@ -460,11 +428,6 @@ class AddSqorus(bpy.types.Operator): bl_label = "Add Sqorus" bl_options = {'REGISTER', 'UNDO'} - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) hole_size = FloatProperty(name="Hole Size", description="Size of the Hole", min=0.01, @@ -485,7 +448,7 @@ class AddSqorus(bpy.types.Operator): # Create mesh object (and meshdata) obj = create_mesh_object(context, verts, [], faces, "Sqorus", - self.edit, self.align_matrix) + self.align_matrix) return {'FINISHED'} @@ -500,11 +463,6 @@ class AddWedge(bpy.types.Operator): bl_label = "Add Wedge" bl_options = {'REGISTER', 'UNDO'} - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) size_x = FloatProperty(name="Size X", description="Size along the X axis", min=0.01, @@ -530,7 +488,7 @@ class AddWedge(bpy.types.Operator): self.size_z) obj = create_mesh_object(context, verts, [], faces, "Wedge", - self.edit, self.align_matrix) + self.align_matrix) return {'FINISHED'} @@ -546,11 +504,6 @@ class AddStar(bpy.types.Operator): bl_label = "Add Star" bl_options = {'REGISTER', 'UNDO'} - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) points = IntProperty(name="Points", description="Number of points for the star", min=2, @@ -582,7 +535,7 @@ class AddStar(bpy.types.Operator): self.height) obj = create_mesh_object(context, verts, [], faces, "Star", - self.edit, self.align_matrix) + self.align_matrix) return {'FINISHED'} @@ -608,10 +561,6 @@ class AddTrapezohedron(bpy.types.Operator): height = FloatProperty(name = "Tip height", description = "Height of the tip", default = 1, min = 0.01, max = 100.0) - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) align_matrix = Matrix() def execute(self,context): # generate mesh @@ -620,7 +569,7 @@ class AddTrapezohedron(bpy.types.Operator): self.height) obj = create_mesh_object(context, verts, [], faces, "Trapazohedron", - self.edit, self.align_matrix) + self.align_matrix) return {'FINISHED'} diff --git a/add_mesh_gears.py b/add_mesh_gears.py index 22b4728cd89ec0555e0c0a080ebd61e4abb0b701..22ae52868eec0d44d47f8efb5f15901610460729 100644 --- a/add_mesh_gears.py +++ b/add_mesh_gears.py @@ -22,8 +22,8 @@ bl_info = { "name": "Gears", "author": "Michel J. Anders (varkenvarken)", - "version": (2,4,1), - "blender": (2, 5, 3), + "version": (2, 4, 2), + "blender": (2, 5, 6), "api": 32411, "location": "View3D > Add > Mesh > Gears ", "description": "Adds a mesh Gear to the Add Mesh menu", @@ -86,16 +86,10 @@ def align_matrix(context): # 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, align_matrix): +def create_mesh_object(context, verts, edges, faces, name, align_matrix): 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) @@ -108,61 +102,35 @@ def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix): # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') - if edit: - # Replace geometry of existing object - - # Use the active obj and select it. - ob_new = obj_act - ob_new.select = True - - if obj_act.mode == 'OBJECT': - # Get existing mesh datablock. - old_mesh = ob_new.data - - # Set object data to nothing - ob_new.data = None + # Always create new object + ob_new = bpy.data.objects.new(name, mesh) - # Clear users of existing mesh datablock. - old_mesh.user_clear() + # Link new object to the given scene and select it. + scene.objects.link(ob_new) + ob_new.select = True - # 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 - 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 + # Place the object at the 3D cursor location. + # apply viewRotaion + ob_new.matrix_world = align_matrix 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') + # We are in EditMode, switch to ObjectMode. + bpy.ops.object.mode_set(mode='OBJECT') - # Select the active object as well. - obj_act.select = True + # Select the active object as well. + obj_act.select = True - # Apply location of new object. - scene.update() + # Apply location of new object. + scene.update() - # Join new object into the active. - bpy.ops.object.join() + # Join new object into the active. + bpy.ops.object.join() - # Switching back to EditMode. - bpy.ops.object.mode_set(mode='EDIT') + # Switching back to EditMode. + bpy.ops.object.mode_set(mode='EDIT') - ob_new = obj_act + ob_new = obj_act else: # We are in ObjectMode. @@ -691,11 +659,6 @@ class AddGear(bpy.types.Operator): bl_label = "Add Gear" bl_options = {'REGISTER', 'UNDO'} - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) number_of_teeth = IntProperty(name="Number of Teeth", description="Number of teeth on the gear", min=2, @@ -781,7 +744,7 @@ 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.edit, self.align_matrix) + obj = create_mesh_object(context, verts, [], faces, "Gear", self.align_matrix) # Create vertex groups from stored vertices. tipGroup = obj.vertex_groups.new('Tips') @@ -803,11 +766,6 @@ class AddWormGear(bpy.types.Operator): bl_label = "Add Worm Gear" bl_options = {'REGISTER', 'UNDO'} - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) number_of_teeth = IntProperty(name="Number of Teeth", description="Number of teeth on the gear", min=2, @@ -885,7 +843,7 @@ class AddWormGear(bpy.types.Operator): # Actually create the mesh object from this geometry data. obj = create_mesh_object(context, verts, [], faces, "Worm Gear", - self.edit, self.align_matrix) + self.align_matrix) # Create vertex groups from stored vertices. tipGroup = obj.vertex_groups.new('Tips') diff --git a/add_mesh_gemstones.py b/add_mesh_gemstones.py index 9dd147a10f81359dc40ee61cf58170cc7f350a03..1ebcc4eb42599c59a4144abd072d744a64db0f78 100644 --- a/add_mesh_gemstones.py +++ b/add_mesh_gemstones.py @@ -19,8 +19,8 @@ bl_info = { "name": "Gemstones", "author": "Pontiac, Fourmadmen, Dreampainter", - "version": (0,3), - "blender": (2, 5, 3), + "version": (0, 4), + "blender": (2, 5, 6), "api": 32411, "location": "View3D > Add > Mesh > Gemstones", "description": "Adds various gemstone (Diamond & Gem) meshes.", @@ -53,16 +53,10 @@ def align_matrix(context): # 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, align_matrix): +def create_mesh_object(context, verts, edges, faces, name, align_matrix): 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) @@ -75,60 +69,34 @@ def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix): # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') - if edit: - # Replace geometry of existing object - - # Use the active obj and select it. - ob_new = obj_act - ob_new.select = True - - if obj_act.mode == 'OBJECT': - # Get existing mesh datablock. - old_mesh = ob_new.data - - # Set object data to nothing - ob_new.data = None + # Always create new object + ob_new = bpy.data.objects.new(name, mesh) - # Clear users of existing mesh datablock. - old_mesh.user_clear() + # Link new object to the given scene and select it. + scene.objects.link(ob_new) + ob_new.select = True - # 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 - 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 + # Place the object at the 3D cursor location. + # apply viewRotaion + ob_new.matrix_world = align_matrix 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') + # We are in EditMode, switch to ObjectMode. + bpy.ops.object.mode_set(mode='OBJECT') - # Select the active object as well. - obj_act.select = True + # Select the active object as well. + obj_act.select = True - # Apply location of new object. - scene.update() + # Apply location of new object. + scene.update() - # Join new object into the active. - bpy.ops.object.join() + # Join new object into the active. + bpy.ops.object.join() - # Switching back to EditMode. - bpy.ops.object.mode_set(mode='EDIT') + # Switching back to EditMode. + bpy.ops.object.mode_set(mode='EDIT') - ob_new = obj_act + ob_new = obj_act else: # We are in ObjectMode. @@ -327,11 +295,6 @@ class AddDiamond(bpy.types.Operator): bl_label = "Add Diamond" bl_options = {'REGISTER', 'UNDO'} - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) segments = IntProperty(name="Segments", description="Number of segments for the diamond", min=3, @@ -367,7 +330,7 @@ class AddDiamond(bpy.types.Operator): self.pavilion_height) obj = create_mesh_object(context, verts, [], faces, - "Diamond", self.edit, self.align_matrix) + "Diamond", self.align_matrix) return {'FINISHED'} @@ -383,11 +346,6 @@ class AddGem(bpy.types.Operator): bl_description = "Create an offset faceted gem." bl_options = {'REGISTER', 'UNDO'} - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) segments = IntProperty(name="Segments", description="Longitudial segmentation", min=3, @@ -425,7 +383,7 @@ class AddGem(bpy.types.Operator): self.pavilion_height, self.crown_height) - obj = create_mesh_object(context, verts, [], faces, "Gem", self.edit, self.align_matrix) + obj = create_mesh_object(context, verts, [], faces, "Gem", self.align_matrix) return {'FINISHED'} diff --git a/add_mesh_solid.py b/add_mesh_solid.py index 63f657e17a31ec766048eff06ba9b35b5a7d8bbd..507358630c6851bae27bf1dd6094ae5ba644dc6b 100644 --- a/add_mesh_solid.py +++ b/add_mesh_solid.py @@ -20,7 +20,7 @@ bl_info = { "name": "Regular Solids", "author": "DreamPainter", - "version": (1,), + "version": (1, 0, 1), "blender": (2, 5, 3), "api": 32411, "location": "View3D > Add > Mesh > Regular Solids", @@ -58,16 +58,10 @@ def apply_object_align(context, ob): # 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): +def create_mesh_object(context, verts, edges, faces, name): 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) @@ -80,61 +74,35 @@ def create_mesh_object(context, verts, edges, faces, name, edit): # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') - if edit: - # Replace geometry of existing object - - # Use the active obj and select it. - ob_new = obj_act - ob_new.select = True + # Always create new object + ob_new = bpy.data.objects.new(name, mesh) - if obj_act.mode == 'OBJECT': - # Get existing mesh datablock. - old_mesh = ob_new.data + # Link new object to the given scene and select it. + scene.objects.link(ob_new) + ob_new.select = True - # Set object data to nothing - ob_new.data = None + # Place the object at the 3D cursor location. + ob_new.location = scene.cursor_location - # 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 - 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) + 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') + # We are in EditMode, switch to ObjectMode. + bpy.ops.object.mode_set(mode='OBJECT') - # Select the active object as well. - obj_act.select = True + # Select the active object as well. + obj_act.select = True - # Apply location of new object. - scene.update() + # Apply location of new object. + scene.update() - # Join new object into the active. - bpy.ops.object.join() + # Join new object into the active. + bpy.ops.object.join() - # Switching back to EditMode. - bpy.ops.object.mode_set(mode='EDIT') + # Switching back to EditMode. + bpy.ops.object.mode_set(mode='EDIT') - ob_new = obj_act + ob_new = obj_act else: # We are in ObjectMode. @@ -735,11 +703,6 @@ class Solids(bpy.types.Operator): "ds12":["12",1.1235,0.68,1,"L"], "c":["6",0,0,0,"0"], "sb":["20",2/3,0,0,"0"]} - - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) def execute(self,context): # turn off undo for better performance (3 - 5x faster), also makes sure @@ -774,7 +737,7 @@ class Solids(bpy.types.Operator): verts = [i*rad for i in verts] # generate object - obj = create_mesh_object(context,verts,[],faces,"Solid",self.edit) + obj = create_mesh_object(context,verts,[],faces,"Solid") # vertices will be on top of each other in some cases, # so remove doubles then diff --git a/add_mesh_twisted_torus.py b/add_mesh_twisted_torus.py index d50fb20e18d8e6ccc18430be2fc32786fc6e7d74..195dcad8195bf1258f7e8b80642e545d0c3e679c 100644 --- a/add_mesh_twisted_torus.py +++ b/add_mesh_twisted_torus.py @@ -23,7 +23,7 @@ bl_info = { "name": "Twisted Torus", "author": "Paulo_Gomes", - "version": (0,11), + "version": (0, 11, 1), "blender": (2, 5, 3), "api": 32411, "location": "View3D > Add > Mesh ", @@ -69,16 +69,10 @@ def align_matrix(context): # 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, align_matrix): +def create_mesh_object(context, verts, edges, faces, name, align_matrix): 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) @@ -90,61 +84,34 @@ def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix): # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') + # Always create new object + ob_new = bpy.data.objects.new(name, mesh) - if edit: - # Replace geometry of existing object - - # Use the active obj and select it. - ob_new = obj_act - ob_new.select = True - - if obj_act.mode == 'OBJECT': - # Get existing mesh datablock. - old_mesh = ob_new.data - - # Set object data to nothing - ob_new.data = None - - # Clear users of existing mesh datablock. - old_mesh.user_clear() + # Link new object to the given scene and select it. + scene.objects.link(ob_new) + ob_new.select = True - # 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 - 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 + # Place the object at the 3D cursor location. + # apply viewRotaion + ob_new.matrix_world = align_matrix 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') + # We are in EditMode, switch to ObjectMode. + bpy.ops.object.mode_set(mode='OBJECT') - # Select the active object as well. - obj_act.select = True + # Select the active object as well. + obj_act.select = True - # Apply location of new object. - scene.update() + # Apply location of new object. + scene.update() - # Join new object into the active. - bpy.ops.object.join() + # Join new object into the active. + bpy.ops.object.join() - # Switching back to EditMode. - bpy.ops.object.mode_set(mode='EDIT') + # Switching back to EditMode. + bpy.ops.object.mode_set(mode='EDIT') - ob_new = obj_act + ob_new = obj_act else: # We are in ObjectMode. @@ -274,11 +241,6 @@ class AddTwistedTorus(bpy.types.Operator): bl_label = "Add Torus" bl_options = {'REGISTER', 'UNDO'} - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) major_radius = FloatProperty(name="Major Radius", description="Radius from the origin to the" \ " center of the cross section", @@ -337,7 +299,7 @@ class AddTwistedTorus(bpy.types.Operator): # Actually create the mesh object from this geometry data. obj = create_mesh_object(context, verts, [], faces, "TwistedTorus", - self.edit, self.align_matrix) + self.align_matrix) return {'FINISHED'}