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authorSergey Sharybin <sergey.vfx@gmail.com>2012-03-14 12:56:32 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-03-14 12:56:32 +0400
commit35e7d2e2c6e8ebb8911e65fdfb6eee6cbabc6146 (patch)
treed502ed00e3ccdea7265e848abea853509688ffb5 /modules
parentff5c86fcc343ef8bfa208d4594712ce53fac6b9e (diff)
De-duplicate functions needed for object add operators:
Remove module add_utils.py which fully duplicates functions from trunk's object_utils.py module and switch all dependent addons to use module from trunk.
Diffstat (limited to 'modules')
-rw-r--r--modules/add_utils.py137
1 files changed, 0 insertions, 137 deletions
diff --git a/modules/add_utils.py b/modules/add_utils.py
deleted file mode 100644
index 39aed56d..00000000
--- a/modules/add_utils.py
+++ /dev/null
@@ -1,137 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-########################################################
-#
-# Before changing this file please discuss with admins.
-#
-########################################################
-# <pep8 compliant>
-
-import bpy
-import mathutils
-from bpy.props import FloatVectorProperty
-
-
-class AddObjectHelper:
- '''Helper Class for Add Object Operators'''
- location = FloatVectorProperty(name='Location', description='Location of new Object')
- rotation = FloatVectorProperty(name='Rotation', description='Rotation of new Object')
-
-
-#Initialize loc, rot of operator
-def add_object_align_init(context, operator):
- '''Initialize loc, rot of operator
- context: Blender Context
- operator: the active Operator (self)
- Initializes the Operators location and rotation variables
- according to user preferences (align to view)
- See AddObjectHelper class
- Returns Matrix
- '''
- if (operator
- and operator.properties.is_property_set("location")
- and operator.properties.is_property_set("rotation")):
- location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
- rotation = mathutils.Euler(operator.properties.rotation).to_matrix().to_4x4()
- else:
- # TODO, local view cursor!
- location = mathutils.Matrix.Translation(context.scene.cursor_location)
-
- if context.user_preferences.edit.object_align == 'VIEW' and context.space_data.type == 'VIEW_3D':
- rotation = context.space_data.region_3d.view_matrix.to_3x3().inverted().to_4x4()
- else:
- rotation = mathutils.Matrix()
-
- # set the operator properties
- if operator:
- operator.properties.location = location.to_translation()
- operator.properties.rotation = rotation.to_euler()
-
- return location * rotation
-
-
-def add_object_data(context, obdata, operator=None):
- '''Create Object from data
-
- context: Blender Context
- obdata: Object data (mesh, curve, camera,...)
- operator: the active operator (self)
-
- Returns the Object
- '''
-
- scene = context.scene
-
- # ugh, could be made nicer
- for ob in scene.objects:
- ob.select = False
-
- obj_new = bpy.data.objects.new(obdata.name, obdata)
- obj_new.update_tag()
-
- base = scene.objects.link(obj_new)
- base.select = True
-
- if context.space_data and context.space_data.type == 'VIEW_3D':
- base.layers_from_view(context.space_data)
-
- obj_new.matrix_world = add_object_align_init(context, operator)
-
- obj_act = scene.objects.active
-
- if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
- bpy.ops.object.mode_set(mode='OBJECT')
-
- obj_act.select = True
- scene.update() # apply location
- #scene.objects.active = obj_new
-
- bpy.ops.object.join() # join into the active.
-
- bpy.ops.object.mode_set(mode='EDIT')
- else:
- scene.objects.active = obj_new
- if context.user_preferences.edit.use_enter_edit_mode:
- bpy.ops.object.mode_set(mode='EDIT')
-
- return base
-
-
-def flatten_vector_list(ls):
- '''flatten a list of vetcors to use in foreach_set and the like'''
- if not ls:
- return None
-
- return [i for v in ls for i in v]
-
-
-def list_to_vector_list(list, dimension=3):
- '''make Vector objects out of a list'''
- #test if list contains right number of elements
-
- result = []
- for i in range(0, len(list), dimension):
- try:
- vec = mathutils.Vector([list[i + ind] for ind in range(dimension)])
- except:
- print('Number of elemnts doesnt match into the vectors.')
- return None
-
- result.append(vec)
-
- return result