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authorAaron Keith <aaroninusa@gmail.com>2010-11-08 11:26:50 +0300
committerAaron Keith <aaroninusa@gmail.com>2010-11-08 11:26:50 +0300
commit5b0bf07235337163c2a28b9413181a3cce480798 (patch)
tree3d9aacb7ec29bd24f0f0c044e03d3a5d9760c3c9 /add_mesh_BoltFactory/createMesh.py
parent0f094dc171561bccdcbcd31c010f18ff655ab895 (diff)
Now works in edit mode
Diffstat (limited to 'add_mesh_BoltFactory/createMesh.py')
-rw-r--r--add_mesh_BoltFactory/createMesh.py127
1 files changed, 105 insertions, 22 deletions
diff --git a/add_mesh_BoltFactory/createMesh.py b/add_mesh_BoltFactory/createMesh.py
index f6562072..87b5bc39 100644
--- a/add_mesh_BoltFactory/createMesh.py
+++ b/add_mesh_BoltFactory/createMesh.py
@@ -2057,6 +2057,108 @@ def Bolt_Mesh(props, context):
return Move_Verts_Up_Z(verts,Thread_Height),faces
+# 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).
+# 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):
+ 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)
+
+ # 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
+
+ # 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()
+
+ # 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
+
+ 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.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
+
def Create_New_Mesh(props, context, align_matrix):
@@ -2081,29 +2183,10 @@ def Create_New_Mesh(props, context, align_matrix):
verts, faces = RemoveDoubles(verts, faces)
verts = Scale_Mesh_Verts(verts,GLOBAL_SCALE)
-
-
- mesh = bpy.data.meshes.new(sMeshName)
-
- mesh.vertices.add(len(verts))
- mesh.faces.add(len(faces))
-
- mesh.vertices.foreach_set("co", unpack_list(verts))
- mesh.faces.foreach_set("vertices_raw", unpack_face_list(faces))
-
-
- scene = context.scene
-
- bpy.ops.object.select_all(action='DESELECT')
-
- mesh.update()
- ob_new = bpy.data.objects.new(sObjName, mesh)
- scene.objects.link(ob_new)
- ob_new.select = True
- scene.objects.active = ob_new
+
+ obj = create_mesh_object(context, verts, [], faces,sObjName,
+ props.edit, align_matrix)
- #ob_new.location = scene.cursor_location
- ob_new.matrix_world = align_matrix
#print("Created_Object")
return