#!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()