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# ##### 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 #####
# <pep8-80 compliant>
__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,
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:
location = Matrix.Translation(context.scene.cursor.location)
if operator:
properties.location = location.to_translation()
# rotation
view_align = (context.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 or layer.active_layer_collection
scene_collection = layer_collection.collection
for ob in layer.objects:
ob.select_set(False)
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(True)
obj_new.matrix_world = add_object_align_init(context, operator)
space_data = context.space_data
if space_data.type == 'VIEW_3D':
if space_data.local_view:
obj_new.local_view_set(space_data, True)
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(True)
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.select_set(True)
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.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(cls, 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))
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