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-rw-r--r--add_mesh_ant_landscape.py64
-rw-r--r--add_mesh_extras.py86
-rw-r--r--add_mesh_gears.py73
-rw-r--r--add_mesh_gemstones.py70
-rw-r--r--add_mesh_solid.py55
-rw-r--r--add_mesh_twisted_torus.py63
6 files changed, 30 insertions, 381 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
diff --git a/add_mesh_extras.py b/add_mesh_extras.py
index 1c763932..423677f4 100644
--- a/add_mesh_extras.py
+++ b/add_mesh_extras.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.
@@ -437,7 +388,6 @@ class AddSqorus(bpy.types.Operator):
description="Enable to subdivide the faces on the outside." \
" This results in equally spaced vertices.",
default=True)
- align_matrix = Matrix()
def execute(self, context):
@@ -447,15 +397,10 @@ class AddSqorus(bpy.types.Operator):
self.subdivide)
# Create mesh object (and meshdata)
- obj = create_mesh_object(context, verts, [], faces, "Sqorus",
- self.align_matrix)
+ obj = create_mesh_object(context, verts, [], faces, "Sqorus")
return {'FINISHED'}
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
class AddWedge(bpy.types.Operator):
'''Add a wedge mesh.'''
@@ -478,7 +423,6 @@ class AddWedge(bpy.types.Operator):
min=0.01,
max=9999.0,
default=2.00)
- align_matrix = Matrix()
def execute(self, context):
@@ -487,16 +431,10 @@ class AddWedge(bpy.types.Operator):
self.size_y,
self.size_z)
- obj = create_mesh_object(context, verts, [], faces, "Wedge",
- self.align_matrix)
+ obj = create_mesh_object(context, verts, [], faces, "Wedge")
return {'FINISHED'}
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
-
class AddStar(bpy.types.Operator):
'''Add a star mesh.'''
@@ -524,7 +462,6 @@ class AddStar(bpy.types.Operator):
min=0.01,
max=9999.0,
default=0.5)
- align_matrix = Matrix()
def execute(self, context):
@@ -534,16 +471,10 @@ class AddStar(bpy.types.Operator):
self.innter_radius,
self.height)
- obj = create_mesh_object(context, verts, [], faces, "Star",
- self.align_matrix)
+ obj = create_mesh_object(context, verts, [], faces, "Star")
return {'FINISHED'}
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
-
class AddTrapezohedron(bpy.types.Operator):
"""Add a trapezohedron"""
@@ -561,15 +492,14 @@ class AddTrapezohedron(bpy.types.Operator):
height = FloatProperty(name = "Tip height",
description = "Height of the tip",
default = 1, min = 0.01, max = 100.0)
- align_matrix = Matrix()
+
def execute(self,context):
# generate mesh
verts,faces = trapezohedron(self.segments,
self.radius,
self.height)
- obj = create_mesh_object(context, verts, [], faces, "Trapazohedron",
- self.align_matrix)
+ obj = create_mesh_object(context, verts, [], faces, "Trapazohedron")
return {'FINISHED'}
diff --git a/add_mesh_gears.py b/add_mesh_gears.py
index 22ae5286..a623ce48 100644
--- a/add_mesh_gears.py
+++ b/add_mesh_gears.py
@@ -69,24 +69,11 @@ import mathutils
from math import *
from bpy.props import *
-# calculates the matrix for the new object
-# depending on user pref
-def align_matrix(context):
- loc = mathutils.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 = mathutils.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
@@ -99,45 +86,8 @@ 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.
@@ -709,7 +659,6 @@ class AddGear(bpy.types.Operator):
min=0.0,
max=100.0,
default=0.0)
- align_matrix = mathutils.Matrix()
def draw(self, context):
layout = self.layout
@@ -744,7 +693,8 @@ class AddGear(bpy.types.Operator):
crown=self.crown)
# Actually create the mesh object from this geometry data.
- obj = create_mesh_object(context, verts, [], faces, "Gear", self.align_matrix)
+ base = create_mesh_object(context, verts, [], faces, "Gear")
+ obj = base.object
# Create vertex groups from stored vertices.
tipGroup = obj.vertex_groups.new('Tips')
@@ -755,10 +705,6 @@ class AddGear(bpy.types.Operator):
return {'FINISHED'}
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
class AddWormGear(bpy.types.Operator):
'''Add a worm gear mesh.'''
@@ -811,7 +757,6 @@ class AddWormGear(bpy.types.Operator):
min=0.0,
max=100.0,
default=0.0)
- align_matrix = mathutils.Matrix()
def draw(self, context):
layout = self.layout
@@ -842,8 +787,8 @@ class AddWormGear(bpy.types.Operator):
crown=self.crown)
# Actually create the mesh object from this geometry data.
- obj = create_mesh_object(context, verts, [], faces, "Worm Gear",
- self.align_matrix)
+ base = create_mesh_object(context, verts, [], faces, "Worm Gear")
+ obj = base.object
# Create vertex groups from stored vertices.
tipGroup = obj.vertex_groups.new('Tips')
@@ -854,10 +799,6 @@ class AddWormGear(bpy.types.Operator):
return {'FINISHED'}
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
class INFO_MT_mesh_gears_add(bpy.types.Menu):
# Define the "Gears" menu
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
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.
diff --git a/add_mesh_twisted_torus.py b/add_mesh_twisted_torus.py
index 195dcad8..e33cf9c1 100644
--- a/add_mesh_twisted_torus.py
+++ b/add_mesh_twisted_torus.py
@@ -51,25 +51,12 @@ import mathutils
from mathutils import *
from math import cos, sin, pi
-# 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
@@ -82,44 +69,8 @@ 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.
@@ -281,7 +232,6 @@ class AddTwistedTorus(bpy.types.Operator):
min=0.01,
max=100.0,
default=0.5)
- align_matrix = Matrix()
def execute(self, context):
@@ -298,15 +248,10 @@ class AddTwistedTorus(bpy.types.Operator):
self.twists)
# Actually create the mesh object from this geometry data.
- obj = create_mesh_object(context, verts, [], faces, "TwistedTorus",
- self.align_matrix)
+ obj = create_mesh_object(context, verts, [], faces, "TwistedTorus")
return {'FINISHED'}
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
# Add to the menu
def menu_func(self, context):