Skip to content
Snippets Groups Projects
Commit a9fa6efc authored by Campbell Barton's avatar Campbell Barton
Browse files

patch [#25632] Get rid of obsolete magic edit property

from Lawrence D'Oliveiro (ldo)
parent 9700b009
No related branches found
No related tags found
No related merge requests found
......@@ -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:
......
......@@ -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'}
......
......@@ -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')
......
......@@ -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'}
......
......@@ -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
......
......@@ -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'}
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment