diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-01-26 18:14:04 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2011-01-26 18:14:04 +0300 |
commit | 10ad28fcf0e011fae094d8c20362ee7f28fc4df6 (patch) | |
tree | 613c9dcf67d6c4062b8c3baa31b75391bfcc6713 /add_mesh_solid.py | |
parent | 489bf0ee72290e4c0b4cae861672d20896a7b658 (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_solid.py')
-rw-r--r-- | add_mesh_solid.py | 55 |
1 files changed, 2 insertions, 53 deletions
diff --git a/add_mesh_solid.py b/add_mesh_solid.py index 50735863..5bf08128 100644 --- a/add_mesh_solid.py +++ b/add_mesh_solid.py @@ -40,20 +40,6 @@ from mathutils import Vector,Matrix #from rawMeshUtils import * from functools import reduce -# Apply view rotation to objects if "Align To" for -# new objects was set to "VIEW" in the User Preference. -def apply_object_align(context, ob): - obj_align = bpy.context.user_preferences.edit.object_align - - if (context.space_data.type == 'VIEW_3D' - and obj_align == 'VIEW'): - view3d = context.space_data - region = view3d.region_3d - viewMatrix = region.view_matrix - rot = viewMatrix.rotation_part() - ob.rotation_euler = rot.invert().to_euler() - - # 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). @@ -71,45 +57,8 @@ def create_mesh_object(context, verts, edges, faces, name): # 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. - ob_new.location = scene.cursor_location - - apply_object_align(context, ob_new) - - 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. |