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Diffstat (limited to 'release/scripts/object_drop.py')
-rw-r--r--release/scripts/object_drop.py253
1 files changed, 0 insertions, 253 deletions
diff --git a/release/scripts/object_drop.py b/release/scripts/object_drop.py
deleted file mode 100644
index 19cc1f8d15a..00000000000
--- a/release/scripts/object_drop.py
+++ /dev/null
@@ -1,253 +0,0 @@
-#!BPY
-"""
-Name: 'Drop Onto Ground'
-Blender: 249
-Group: 'Object'
-Tooltip: 'Drop the selected objects onto "ground" objects'
-"""
-__author__= "Campbell Barton"
-__url__= ["blender.org", "blenderartists.org"]
-__version__= "1.1"
-
-__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
-from Blender.Mathutils import Vector, AngleBetweenVecs, RotationMatrix
-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['DROP_ORIENT'] = Draw.Create(1)
-GLOBALS['DROP_ORIENT_VALUE'] = Draw.Create(100.0)
-GLOBALS['EVENT'] = 2
-GLOBALS['MOUSE'] = None
-
-def collect_terrain_triangles(obs_terrain):
- terrain_tris = []
- me = bpy.data.meshes.new()
-
- for ob in obs_terrain:
- def blend_face_to_terrain_tris(f):
- no = f.no
- cos = [v.co for v in f]
- if len(cos) == 4: return [(cos[0], cos[1], cos[2], no), (cos[0], cos[2], cos[3], no)]
- else: return [(cos[0], cos[1], cos[2], no), ]
-
- # Clear
- me.verts = None
- try: me.getFromObject(ob)
- except: pass
-
- me.transform(ob.matrixWorld)
- 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 = Vector(ob.loc)
-
- isect = None
- isect_best = None
- isect_best_no = None
- isect_best_len = 0.0
-
- for t1,t2,t3, no 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, no
- else:
- if isect_best:
- isect_len = (pt-isect).length
- if isect_len < isect_best_len:
- isect_best_len = isect_len
- isect_best = isect
- isect_best_no = no
-
- else:
- isect_best_len = (pt-isect).length
- isect_best = isect;
- isect_best_no = no
-
- return isect_best, isect_best_no
-
-
-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 = Vector(0,0,-1)
- else:
- axis = Vector(Window.GetViewVector())
-
- do_orient = GLOBALS['DROP_ORIENT'].val
- do_orient_val = GLOBALS['DROP_ORIENT_VALUE'].val/100.0
- if not do_orient_val: do_orient = False
-
- for ob in obs_clamp:
- loc, no = calc_drop_loc(ob, terrain_tris, axis)
- if loc:
- if do_orient:
- try: ang = AngleBetweenVecs(no, axis)
- except:ang = 0.0
- if ang > 90.0:
- no = -no
- ang = 180.0-ang
-
- if ang > 0.0001:
- ob_matrix = ob.matrixWorld * RotationMatrix(ang * do_orient_val, 4, 'r', axis.cross(no))
- ob.setMatrix(ob_matrix)
-
- 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
-
-def do_dummy(e,v):
- 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-=70
-
- 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.BeginAlign()
- GLOBALS['DROP_ORIENT'] = Draw.Toggle('Orient Normal', EVENT_REDRAW, x-70, y-10, 110, 20, GLOBALS['DROP_ORIENT'].val, "Rotate objects to the face normal", do_dummy)
- if GLOBALS['DROP_ORIENT'].val:
- GLOBALS['DROP_ORIENT_VALUE'] = Draw.Number('', EVENT_NONE, x+40, y-10, 80, 20, GLOBALS['DROP_ORIENT_VALUE'].val, 0.0, 100.0, "Percentage to orient 0.0 - 100.0")
- Draw.EndAlign()
-
- Draw.PushButton('Drop Objects', EVENT_EXIT, x+20, y-40, 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, 0)
-
-if __name__ == '__main__':
- main()
-
-GLOBALS.clear()
-