Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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_gemstones.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_gemstones.py')
-rw-r--r--add_mesh_gemstones.py70
1 files changed, 5 insertions, 65 deletions
diff --git a/add_mesh_gemstones.py b/add_mesh_gemstones.py
index 1ebcc4eb..3cd37157 100644
--- a/add_mesh_gemstones.py
+++ b/add_mesh_gemstones.py
@@ -36,24 +36,11 @@ from mathutils import *
from math import *
from bpy.props 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
@@ -66,44 +53,8 @@ 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.
@@ -320,7 +271,6 @@ class AddDiamond(bpy.types.Operator):
min=0.01,
max=9999.0,
default=0.8)
- align_matrix = Matrix()
def execute(self, context):
verts, faces = add_diamond(self.segments,
@@ -329,15 +279,10 @@ class AddDiamond(bpy.types.Operator):
self.crown_height,
self.pavilion_height)
- obj = create_mesh_object(context, verts, [], faces,
- "Diamond", self.align_matrix)
+ obj = create_mesh_object(context, verts, [], faces, "Diamond")
return {'FINISHED'}
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
class AddGem(bpy.types.Operator):
"""Add a diamond gem"""
@@ -371,7 +316,6 @@ class AddGem(bpy.types.Operator):
min=0.01,
max=9999.0,
default=0.8)
- align_matrix = Matrix()
def execute(self, context):
@@ -383,14 +327,10 @@ class AddGem(bpy.types.Operator):
self.pavilion_height,
self.crown_height)
- obj = create_mesh_object(context, verts, [], faces, "Gem", self.align_matrix)
+ obj = create_mesh_object(context, verts, [], faces, "Gem")
return {'FINISHED'}
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
class INFO_MT_mesh_gemstones_add(bpy.types.Menu):
# Define the "Gemstones" menu