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
|
# ##### 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 #####
# <pep8 compliant>
import bpy
import mathutils
def add_object_align_init(context, operator):
space_data = context.space_data
if space_data.type != 'VIEW_3D':
space_data = None
# location
if operator and operator.properties.is_property_set("location"):
location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
else:
if space_data: # local view cursor is detected below
location = mathutils.Matrix.Translation(space_data.cursor_location)
else:
location = mathutils.Matrix.Translation(context.scene.cursor_location)
if operator:
operator.properties.location = location.translation_part()
# rotation
view_align = (context.user_preferences.edit.object_align == 'VIEW')
view_align_force = False
if operator:
if operator.properties.is_property_set("view_align"):
view_align = view_align_force = operator.view_align
else:
operator.properties.view_align = view_align
if operator and operator.properties.is_property_set("rotation") and not view_align_force:
rotation = mathutils.Euler(operator.properties.rotation).to_matrix().resize4x4()
else:
if view_align and space_data:
rotation = space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rotation = mathutils.Matrix()
# set the operator properties
if operator:
operator.properties.rotation = rotation.to_euler()
return location * rotation
def object_data_add(context, obdata, operator=None):
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)
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.mesh.select_all(action='DESELECT')
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
|