[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [578] trunk/py/scripts/addons/ mesh_utils.py: * Added mesh_utils.py (Temporarily - This may be moved to " modules" in the future).
Martin Buerbaum
martin.buerbaum at gmx.at
Wed Apr 14 16:17:20 CEST 2010
Revision: 578
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=578
Author: pontiac
Date: 2010-04-14 16:17:20 +0200 (Wed, 14 Apr 2010)
Log Message:
-----------
* Added mesh_utils.py (Temporarily - This may be moved to "modules" in the future).
* See also the patch [#21731] New module mesh_utils.py (various functions to create "smart" mesh objects)
* http://projects.blender.org/tracker/index.php?func=detail&aid=21731&group_id=9&atid=127
Added Paths:
-----------
trunk/py/scripts/addons/mesh_utils.py
Added: trunk/py/scripts/addons/mesh_utils.py
===================================================================
--- trunk/py/scripts/addons/mesh_utils.py (rev 0)
+++ trunk/py/scripts/addons/mesh_utils.py 2010-04-14 14:17:20 UTC (rev 578)
@@ -0,0 +1,126 @@
+# ##### 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 #####
+
+import bpy
+
+
+# Stores the values of a list of properties in a
+# property group (named like the operator) in the object.
+# Could (in theory) be used for non-objects.
+# Note: Replaces any existing property group with the same name!
+def store_recall_properties(ob, op, prop_list):
+ if ob and op and prop_list:
+ # Store new recall properties.
+ prop_list['recall_op'] = op.bl_idname
+ ob['recall'] = prop_list
+
+
+# Apply view rotation to objects if "Align To" for
+# new objects was set to "VIEW" in the User Preference.
+def apply_object_align(context, ob):
+ obj_align = bpy.context.user_preferences.edit.object_align
+
+ if (context.space_data.type == 'VIEW_3D'
+ and obj_align == 'VIEW'):
+ view3d = context.space_data
+ region = view3d.region_3d
+ viewMatrix = region.view_matrix
+ rot = viewMatrix.rotation_part()
+ ob.rotation_euler = rot.invert().to_euler()
+
+
+# Create a new mesh (object) from verts/edges/faces.
+# verts/edges/faces ... List of vertices and faces for the new mesh.
+# name ... Name of the new mesh (& object).
+# edit ... Replace existing mesh data.
+# Note: Using "edit" will destroy/delete existing mesh data.
+def create_mesh_object(context, verts, edges, faces, name, edit):
+ '''Creates Meshes (& Objects) for the given lists of vertices and faces.'''
+
+ scene = context.scene
+ obj_act = scene.objects.active
+
+ if edit and not obj_act:
+ return None
+
+ # Create new mesh
+ mesh = bpy.data.meshes.new(name)
+
+ # Make a mesh from a list of verts/edges/faces.
+ mesh.from_pydata(verts, edges, faces)
+
+ # Update mesh geometry after adding stuff.
+ mesh.update()
+
+ # Deselect all objects.
+ bpy.ops.object.select_all(action='DESELECT')
+
+ if edit:
+ # Replace geometry of existing object
+ ob_new = obj_act
+
+ if obj_act.mode == 'OBJECT':
+ # Remove existing vertices.
+ # @todo There is probably a better/faster way (delete(mesh)?).
+ bpy.ops.object.mode_set(mode='EDIT')
+ bpy.ops.mesh.select_all(action='SELECT')
+ bpy.ops.mesh.delete(type='VERT')
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ ob_new.data = mesh
+
+ ob_new.selected = True
+
+ else:
+ # Create new object
+ ob_new = bpy.data.objects.new(name, mesh)
+
+ # Link new object to the given scene and select it.
+ scene.objects.link(ob_new)
+ ob_new.selected = True
+
+ # Place the object at the 3D cursor location.
+ ob_new.location = scene.cursor_location
+
+ apply_object_align(context, ob_new)
+
+ if obj_act and obj_act.mode == 'EDIT':
+ if not edit:
+ # We are in EditMode, switch to ObjectMode.
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ # Select the active object as well.
+ obj_act.selected = True
+
+ # Apply location of new object.
+ scene.update()
+
+ # Join new object into the active.
+ bpy.ops.object.join()
+
+ # Switching back to EditMode.
+ bpy.ops.object.mode_set(mode='EDIT')
+
+ ob_new = obj_act
+
+ else:
+ # We are in ObjectMode.
+ # Make the new object the active one.
+ scene.objects.active = ob_new
+
+ return ob_new
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