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authorCampbell Barton <ideasman42@gmail.com>2011-01-26 18:14:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2011-01-26 18:14:04 +0300
commit10ad28fcf0e011fae094d8c20362ee7f28fc4df6 (patch)
tree613c9dcf67d6c4062b8c3baa31b75391bfcc6713 /add_mesh_ant_landscape.py
parent489bf0ee72290e4c0b4cae861672d20896a7b658 (diff)
remove boiler plate add-object code and use python module as add_torus uses.
there are some known issues with this but much easier to fix bugs in the one place.
Diffstat (limited to 'add_mesh_ant_landscape.py')
-rw-r--r--add_mesh_ant_landscape.py64
1 files changed, 4 insertions, 60 deletions
diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py
index 896f7fe2..977e5213 100644
--- a/add_mesh_ant_landscape.py
+++ b/add_mesh_ant_landscape.py
@@ -77,24 +77,11 @@ from noise import *
from math import *
-###------------------------------------------------------------
-# 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).
-def create_mesh_object(context, verts, edges, faces, name, align_matrix):
+def create_mesh_object(context, verts, edges, faces, name):
scene = context.scene
obj_act = scene.objects.active
@@ -107,44 +94,8 @@ def create_mesh_object(context, verts, edges, faces, name, align_matrix):
# Update mesh geometry after adding stuff.
mesh.update()
- # Deselect all objects.
- bpy.ops.object.select_all(action='DESELECT')
-
- # Always 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':
- # 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
+ import add_object_utils
+ return add_object_utils.object_data_add(context, mesh, operator=None)
# A very simple "bridge" tool.
# Connects two equally long vertex rows with faces.
@@ -489,9 +440,6 @@ class landscape_add(bpy.types.Operator):
bl_options = {'REGISTER', 'UNDO'}
bl_description = "Add landscape mesh"
- # align_matrix for the invoke
- align_matrix = Matrix()
-
# properties
AutoUpdate = BoolProperty(name="Mesh update",
default=True,
@@ -829,7 +777,7 @@ 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", self.align_matrix)
+ obj = create_mesh_object(context, verts, [], faces, "Landscape")
# sphere, remove doubles
if self.SphereMesh !=0:
@@ -848,10 +796,6 @@ class landscape_add(bpy.types.Operator):
else:
return {'PASS_THROUGH'}
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
###------------------------------------------------------------
# Register