# ##### 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 ##### # __all__ = ( "add_object_align_init", "object_data_add", "AddObjectHelper", "object_add_grid_scale", "object_add_grid_scale_apply_operator", "object_image_guess", "world_to_camera_view", ) import bpy from bpy.props import ( BoolProperty, BoolVectorProperty, FloatVectorProperty, ) def add_object_align_init(context, operator): """ Return a matrix using the operator settings and view context. :arg context: The context to use. :type context: :class:`bpy.types.Context` :arg operator: The operator, checked for location and rotation properties. :type operator: :class:`bpy.types.Operator` :return: the matrix from the context and settings. :rtype: :class:`mathutils.Matrix` """ from mathutils import Matrix, Vector, Euler properties = operator.properties if operator is not None else None space_data = context.space_data if space_data and space_data.type != 'VIEW_3D': space_data = None # location if operator and properties.is_property_set("location"): location = Matrix.Translation(Vector(properties.location)) else: if space_data: # local view cursor is detected below location = Matrix.Translation(space_data.cursor_location) else: location = Matrix.Translation(context.scene.cursor_location) if operator: properties.location = location.to_translation() # rotation view_align = (context.user_preferences.edit.object_align == 'VIEW') view_align_force = False if operator: if properties.is_property_set("view_align"): view_align = view_align_force = operator.view_align else: if properties.is_property_set("rotation"): # ugh, 'view_align' callback resets value = properties.rotation[:] properties.view_align = view_align properties.rotation = value del value else: properties.view_align = view_align if operator and (properties.is_property_set("rotation") and not view_align_force): rotation = Euler(properties.rotation).to_matrix().to_4x4() else: if view_align and space_data: rotation = space_data.region_3d.view_matrix.to_3x3().inverted() rotation.resize_4x4() else: rotation = Matrix() # set the operator properties if operator: properties.rotation = rotation.to_euler() return location * rotation def object_data_add(context, obdata, operator=None, name=None): """ Add an object using the view context and preference to initialize the location, rotation and layer. :arg context: The context to use. :type context: :class:`bpy.types.Context` :arg obdata: the data used for the new object. :type obdata: valid object data type or None. :arg operator: The operator, checked for location and rotation properties. :type operator: :class:`bpy.types.Operator` :arg name: Optional name :type name: string :return: the newly created object in the scene. :rtype: :class:`bpy.types.Object` """ scene = context.scene layer = context.view_layer layer_collection = context.layer_collection for ob in layer.objects: ob.select_set(action='DESELECT') if not layer_collection: # when there is no collection linked to this view_layer create one scene_collection = scene.master_collection.collections.new("") layer_collection = layer.collections.link(scene_collection) else: scene_collection = layer_collection.collection if name is None: name = "Object" if obdata is None else obdata.name obj_act = layer.objects.active obj_new = bpy.data.objects.new(name, obdata) scene_collection.objects.link(obj_new) obj_new.select_set(action='SELECT') obj_new.matrix_world = add_object_align_init(context, operator) # XXX # caused because entering edit-mode does not add a empty undo slot! if context.user_preferences.edit.use_enter_edit_mode: if not (obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type): _obdata = bpy.data.meshes.new(name) obj_act = bpy.data.objects.new(_obdata.name, _obdata) obj_act.matrix_world = obj_new.matrix_world scene_collection.objects.link(obj_act) layer.objects.active = obj_act bpy.ops.object.mode_set(mode='EDIT') # need empty undo step bpy.ops.ed.undo_push(message="Enter Editmode") # XXX if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type: bpy.ops.mesh.select_all(action='DESELECT') obj_act.select_set(action='SELECT') bpy.ops.object.mode_set(mode='OBJECT') obj_act.select_set(action='SELECT') scene.update() # apply location # layer.objects.active = obj_new # Match up UV layers, this is needed so adding an object with UV's # doesn't create new layers when there happens to be a naming mis-match. uv_new = obdata.uv_layers.active if uv_new is not None: uv_act = obj_act.data.uv_layers.active if uv_act is not None: uv_new.name = uv_act.name bpy.ops.object.join() # join into the active. if obdata: bpy.data.meshes.remove(obdata) bpy.ops.object.mode_set(mode='EDIT') else: layer.objects.active = obj_new if context.user_preferences.edit.use_enter_edit_mode: bpy.ops.object.mode_set(mode='EDIT') return obj_new class AddObjectHelper: def view_align_update_callback(self, context): if not self.view_align: self.rotation.zero() view_align: BoolProperty( name="Align to View", default=False, update=view_align_update_callback, ) location: FloatVectorProperty( name="Location", subtype='TRANSLATION', ) rotation: FloatVectorProperty( name="Rotation", subtype='EULER', ) @classmethod def poll(self, context): return context.scene.library is None def object_add_grid_scale(context): """ Return scale which should be applied on object data to align it to grid scale """ space_data = context.space_data if space_data and space_data.type == 'VIEW_3D': return space_data.overlay.grid_scale_unit return 1.0 def object_add_grid_scale_apply_operator(operator, context): """ Scale an operators distance values by the grid size. """ grid_scale = object_add_grid_scale(context) properties = operator.properties properties_def = properties.bl_rna.properties for prop_id in properties_def.keys(): if not properties.is_property_set(prop_id): prop_def = properties_def[prop_id] if prop_def.unit == 'LENGTH' and prop_def.subtype == 'DISTANCE': setattr(operator, prop_id, getattr(operator, prop_id) * grid_scale) def object_image_guess(obj, bm=None): """ Return a single image used by the object, first checking the texture-faces, then the material. """ # TODO, cycles/nodes materials me = obj.data if bm is None: if obj.mode == 'EDIT': import bmesh bm = bmesh.from_edit_mesh(me) if bm is not None: tex_layer = bm.faces.layers.tex.active if tex_layer is not None: for f in bm.faces: image = f[tex_layer].image if image is not None: return image else: tex_layer = me.uv_textures.active if tex_layer is not None: for tf in tex_layer.data: image = tf.image if image is not None: return image for m in obj.data.materials: if m is not None: # backwards so topmost are highest priority for mtex in reversed(m.texture_slots): if mtex and mtex.use_map_color_diffuse: texture = mtex.texture if texture and texture.type == 'IMAGE': image = texture.image if image is not None: return image return None def world_to_camera_view(scene, obj, coord): """ Returns the camera space coords for a 3d point. (also known as: normalized device coordinates - NDC). Where (0, 0) is the bottom left and (1, 1) is the top right of the camera frame. values outside 0-1 are also supported. A negative 'z' value means the point is behind the camera. Takes shift-x/y, lens angle and sensor size into account as well as perspective/ortho projections. :arg scene: Scene to use for frame size. :type scene: :class:`bpy.types.Scene` :arg obj: Camera object. :type obj: :class:`bpy.types.Object` :arg coord: World space location. :type coord: :class:`mathutils.Vector` :return: a vector where X and Y map to the view plane and Z is the depth on the view axis. :rtype: :class:`mathutils.Vector` """ from mathutils import Vector co_local = obj.matrix_world.normalized().inverted() * coord z = -co_local.z camera = obj.data frame = [-v for v in camera.view_frame(scene=scene)[:3]] if camera.type != 'ORTHO': if z == 0.0: return Vector((0.5, 0.5, 0.0)) else: frame = [(v / (v.z / z)) for v in frame] min_x, max_x = frame[1].x, frame[2].x min_y, max_y = frame[0].y, frame[1].y x = (co_local.x - min_x) / (max_x - min_x) y = (co_local.y - min_y) / (max_y - min_y) return Vector((x, y, z))