Welcome to mirror list, hosted at ThFree Co, Russian Federation.

add_utils.py « modules - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 27fc9d6da1b2b1e64a0b25bc29ef30d793024f91 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
# ##### 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(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