# ##### 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. # ######################################################## # 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(list): '''flatten a list of vetcors to use in foreach_set and the like''' if not list: return None result = [] for vec in list: result.extend([i for i in vec]) return result 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