diff options
author | Campbell Barton <ideasman42@gmail.com> | 2007-04-28 03:54:30 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2007-04-28 03:54:30 +0400 |
commit | 3bd0d2e227276f7350dc72e06a43f23001429047 (patch) | |
tree | 7660a384387aafa8fd7b09d659d490f535f53b5a /release | |
parent | a2000b53cd2a8c8b3945c8f457f1189f750c8c98 (diff) |
Draw.c - error setting the callback button values when using UIBlock (was not offset)
BPyMesh.py - own dumb error, was using dir as an arg (which is a py keyword)
object_drop.py - new script, the first to use UIBlock, it drops objects into terrain, either a group or the active object. on teh Z axis or view axis.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/bpymodules/BPyMesh.py | 22 | ||||
-rw-r--r-- | release/scripts/object_drop.py | 224 |
2 files changed, 235 insertions, 11 deletions
diff --git a/release/scripts/bpymodules/BPyMesh.py b/release/scripts/bpymodules/BPyMesh.py index f04c3531f3e..70fc1a87a52 100644 --- a/release/scripts/bpymodules/BPyMesh.py +++ b/release/scripts/bpymodules/BPyMesh.py @@ -427,7 +427,7 @@ def getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=Tru return mesh -def faceRayIntersect(f, orig, dir): +def faceRayIntersect(f, orig, rdir): ''' Returns face, side Side is the side of a quad we intersect. @@ -435,23 +435,23 @@ def faceRayIntersect(f, orig, dir): side 1 == 0,2,3 ''' f_v= f.v - isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[1].co, f_v[2].co, dir, orig, 1) # 1==clip + isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[1].co, f_v[2].co, rdir, orig, 1) # 1==clip if isect: return isect, 0 if len(f_v)==4: - isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[2].co, f_v[3].co, dir, orig, 1) # 1==clip + isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[2].co, f_v[3].co, rdir, orig, 1) # 1==clip if isect: return isect, 1 return False, 0 -def pickMeshRayFace(me, orig, dir): +def pickMeshRayFace(me, orig, rdir): best_dist= 1000000 best_isect= best_side= best_face= None for f in me.faces: - isect, side= faceRayIntersect(f, orig, dir) + isect, side= faceRayIntersect(f, orig, rdir) if isect: dist= (isect-orig).length if dist<best_dist: @@ -463,8 +463,8 @@ def pickMeshRayFace(me, orig, dir): return best_face, best_isect, best_side -def pickMeshRayFaceWeight(me, orig, dir): - f, isect, side = pickMeshRayFace(me, orig, dir) +def pickMeshRayFaceWeight(me, orig, rdir): + f, isect, side = pickMeshRayFace(me, orig, rdir) if f==None: return None, None, None, None, None @@ -490,8 +490,8 @@ def pickMeshRayFaceWeight(me, orig, dir): -def pickMeshGroupWeight(me, act_group, orig, dir): - f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, dir) +def pickMeshGroupWeight(me, act_group, orig, rdir): + f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, rdir) if f==None: return None @@ -509,9 +509,9 @@ def pickMeshGroupWeight(me, act_group, orig, dir): return w0*vws[0] + w1*vws[1] + w2*vws[2] -def pickMeshGroupVCol(me, orig, dir): +def pickMeshGroupVCol(me, orig, rdir): Vector= Blender.Mathutils.Vector - f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, dir) + f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, rdir) if f==None: return None diff --git a/release/scripts/object_drop.py b/release/scripts/object_drop.py new file mode 100644 index 00000000000..4ea8bde2ca8 --- /dev/null +++ b/release/scripts/object_drop.py @@ -0,0 +1,224 @@ +#!BPY +""" +Name: 'Drop Onto Ground' +Blender: 243 +Group: 'Object' +Tooltip: 'Drop the selected objects onto "ground" objects' +""" +__author__= "Campbell Barton" +__url__= ["blender.org", "blenderartists.org"] +__version__= "1.0" + +__bpydoc__= """ +""" + +# -------------------------------------------------------------------------- +# Drop Objects v1.0 by Campbell Barton (AKA Ideasman42) +# -------------------------------------------------------------------------- +# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- + + +from Blender import Draw, Geometry, Mathutils, Window +import bpy + + +GLOBALS = {} +GLOBALS['GROUND_SOURCE'] = [Draw.Create(1), Draw.Create(0)] +GLOBALS['GROUND_GROUP_NAME'] = Draw.Create('terrain') +GLOBALS['DROP_AXIS'] = [Draw.Create(1), Draw.Create(0)] # on what axis will we drop? +GLOBALS['DROP_OVERLAP_CHECK'] = Draw.Create(1) # is the terrain a single skin? +GLOBALS['EVENT'] = 2 +GLOBALS['MOUSE'] = None + +def collect_terrain_triangles(obs_terrain): + terrain_tris = [] + me = bpy.data.meshes.new() + + for ob in obs_terrain: + # this matrix takes the object and drop matrix into account + ob_mat = ob.matrixWorld # * drop_matrix + + def blend_face_to_terrain_tris(f): + cos = [v.co*ob_mat for v in f] + if len(cos) == 4: return [(cos[0], cos[1], cos[2]), (cos[0], cos[2], cos[3])] + else: return [(cos[0], cos[1], cos[2]), ] + + # Clear + me.verts = None + try: me.getFromObject(ob) + except: pass + + for f in me.faces: # may be [], thats ok + terrain_tris.extend( blend_face_to_terrain_tris(f) ) + + me.verts = None # clear to save ram + return terrain_tris + +def calc_drop_loc(ob, terrain_tris, axis): + pt = Mathutils.Vector(ob.loc) + + isect = None + isect_best = None + isect_best_len = 0.0 + + for t1,t2,t3 in terrain_tris: + #if Geometry.PointInTriangle2D(pt, t1,t2,t3): + isect = Mathutils.Intersect(t1, t2, t3, axis, pt, 1) # 1==clip + if isect: + if not GLOBALS['DROP_OVERLAP_CHECK'].val: + # Find the first location + return isect + else: + if isect_best: + isect_len = (pt-isect).length + if isect_len < isect_best_len: + isect_best_len = isect_len + isect_best = isect + + else: + isect_best_len = (pt-isect).length + isect_best = isect; + return isect_best + + +def error_nogroup(): + Draw.PupMenu('The Group name does not exist') +def error_noact(): + Draw.PupMenu('There is no active object') +def error_noground(): + Draw.PupMenu('No triangles could be found to drop the objects onto') +def error_no_obs(): + Draw.PupMenu('No objects selected to drop') + +# event and value arnt used +def terrain_clamp(event, value): + + sce = bpy.data.scenes.active + if GLOBALS['GROUND_SOURCE'][0].val: + obs_terrain = [sce.objects.active] + if not obs_terrain[0]: + error_noact() + return + else: + try: obs_terrain = bpy.data.groups[ GLOBALS['GROUND_GROUP_NAME'].val ].objects + except: + error_nogroup() + return + + obs_clamp = [ob for ob in sce.objects.context if ob not in obs_terrain and not ob.lib] + if not obs_clamp: + error_no_obs() + return + + terrain_tris = collect_terrain_triangles(obs_terrain) + if not terrain_tris: + error_noground() + return + + + + if GLOBALS['DROP_AXIS'][0].val: + axis = Mathutils.Vector(0,0,-1) + else: + axis = Mathutils.Vector(Window.GetViewVector()) + + for ob in obs_clamp: + loc = calc_drop_loc(ob, terrain_tris, axis) + if loc: + ob.loc = loc + + # to make the while loop exist + GLOBALS['EVENT'] = EVENT_EXIT + + +# UI STUFF ------------------------ +def do_axis_z(e,v): + GLOBALS['DROP_AXIS'][0].val = 1 + GLOBALS['DROP_AXIS'][1].val = 0 + GLOBALS['EVENT'] = e + +def do_axis_view(e,v): + GLOBALS['DROP_AXIS'][0].val = 0 + GLOBALS['DROP_AXIS'][1].val = 1 + GLOBALS['EVENT'] = e + +def do_ground_source_act(e,v): + GLOBALS['GROUND_SOURCE'][0].val = 1 + GLOBALS['GROUND_SOURCE'][1].val = 0 + GLOBALS['EVENT'] = e + +def do_ground_source_group(e,v): + GLOBALS['GROUND_SOURCE'][0].val = 0 + GLOBALS['GROUND_SOURCE'][1].val = 1 + GLOBALS['EVENT'] = e + +def do_ground_group_name(e,v): + try: g = bpy.data.groups[v] + except: g = None + if not g: error_nogroup() + GLOBALS['EVENT'] = e + + + +EVENT_NONE = 0 +EVENT_EXIT = 1 +EVENT_REDRAW = 2 +def terain_clamp_ui(): + + # Only to center the UI + x,y = GLOBALS['MOUSE'] + x-=40 + y-=60 + + Draw.Label('Drop Axis', x-70,y+120, 60, 20) + Draw.BeginAlign() + GLOBALS['DROP_AXIS'][0] = Draw.Toggle('Z', EVENT_REDRAW, x+20, y+120, 30, 20, GLOBALS['DROP_AXIS'][0].val, 'Drop down on the global Z axis', do_axis_z) + GLOBALS['DROP_AXIS'][1] = Draw.Toggle('View Z', EVENT_REDRAW, x+50, y+120, 70, 20, GLOBALS['DROP_AXIS'][1].val, 'Drop allong the view vector', do_axis_view) + Draw.EndAlign() + + # Source + Draw.Label('Drop on to...', x-70,y+90, 120, 20) + Draw.BeginAlign() + GLOBALS['GROUND_SOURCE'][0] = Draw.Toggle('Active Object', EVENT_REDRAW, x-70, y+70, 110, 20, GLOBALS['GROUND_SOURCE'][0].val, '', do_ground_source_act) + GLOBALS['GROUND_SOURCE'][1] = Draw.Toggle('Group', EVENT_REDRAW, x+40, y+70, 80, 20, GLOBALS['GROUND_SOURCE'][1].val, '', do_ground_source_group) + if GLOBALS['GROUND_SOURCE'][1].val: + GLOBALS['GROUND_GROUP_NAME'] = Draw.String('GR:', EVENT_REDRAW+1001, x-70, y+50, 190, 20, GLOBALS['GROUND_GROUP_NAME'].val, 21, '', do_ground_group_name) + Draw.EndAlign() + + GLOBALS['DROP_OVERLAP_CHECK'] = Draw.Toggle('Overlapping Terrain', EVENT_NONE, x-70, y+20, 190, 20, GLOBALS['DROP_OVERLAP_CHECK'].val, "Check all terrain triangles and use the top most (slow)") + + Draw.PushButton('Drop Objects', EVENT_EXIT, x+20, y-10, 100, 20, 'Drop the selected objects', terrain_clamp) + + # So moving the mouse outside the popup exits the while loop + GLOBALS['EVENT'] = EVENT_EXIT + +def main(): + + # This is to set the position if the popup + GLOBALS['MOUSE'] = Window.GetMouseCoords() + + # hack so the toggle buttons redraw. this is not nice at all + while GLOBALS['EVENT'] == EVENT_REDRAW: + Draw.UIBlock(terain_clamp_ui) + +if __name__ == '__main__': + main() + +GLOBALS.clear()
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