diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-01-26 17:59:57 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-01-26 17:59:57 +0300 |
commit | a9fa6efcde330570bd9837a1085a34ef4aac3222 (patch) | |
tree | f6a4a98683960ba3d05aefca91b12ead944c7b7d /add_mesh_solid.py | |
parent | 9700b00900b672355c76fd8795221d05ff2e0140 (diff) |
patch [#25632] Get rid of obsolete magic edit property
from Lawrence D'Oliveiro (ldo)
Diffstat (limited to 'add_mesh_solid.py')
-rw-r--r-- | add_mesh_solid.py | 81 |
1 files changed, 22 insertions, 59 deletions
diff --git a/add_mesh_solid.py b/add_mesh_solid.py index 63f657e1..50735863 100644 --- a/add_mesh_solid.py +++ b/add_mesh_solid.py @@ -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 |