[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [672] trunk/py/scripts/addons: align_matrix for the rest add mesh scripts
Florian Meyer
florianfelix at web.de
Sun May 16 20:01:11 CEST 2010
Revision: 672
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=672
Author: testscreenings
Date: 2010-05-16 20:01:11 +0200 (Sun, 16 May 2010)
Log Message:
-----------
align_matrix for the rest add mesh scripts
all done now
Modified Paths:
--------------
trunk/py/scripts/addons/add_mesh_star.py
trunk/py/scripts/addons/add_mesh_twisted_torus.py
trunk/py/scripts/addons/add_mesh_wedge.py
Modified: trunk/py/scripts/addons/add_mesh_star.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_star.py 2010-05-16 16:04:45 UTC (rev 671)
+++ trunk/py/scripts/addons/add_mesh_star.py 2010-05-16 18:01:11 UTC (rev 672)
@@ -34,7 +34,7 @@
import bpy
import mathutils
-from mathutils import Vector, Quaternion
+from mathutils import Vector, Quaternion, TranslationMatrix, Matrix
from math import pi
from bpy.props import IntProperty, FloatProperty, BoolProperty
@@ -59,18 +59,18 @@
ob['recall'] = recall_properties
-# 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
-
+# calculates the matrix for the new object
+# depending on user pref
+def align_matrix(context):
+ loc = TranslationMatrix(context.scene.cursor_location)
+ obj_align = 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()
+ rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
+ else:
+ rot = Matrix()
+ align_matrix = loc * rot
+ return align_matrix
# Create a new mesh (object) from verts/edges/faces.
@@ -79,7 +79,7 @@
# 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):
+def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
scene = context.scene
obj_act = scene.objects.active
@@ -132,10 +132,9 @@
ob_new.selected = True
# Place the object at the 3D cursor location.
- ob_new.location = scene.cursor_location
+ # apply viewRotaion
+ ob_new.matrix = align_matrix
- apply_object_align(context, ob_new)
-
if obj_act and obj_act.mode == 'EDIT':
if not edit:
# We are in EditMode, switch to ObjectMode.
@@ -315,6 +314,7 @@
min=0.01,
max=9999.0,
default=0.5)
+ align_matrix = Matrix()
def execute(self, context):
props = self.properties
@@ -326,7 +326,7 @@
props.height)
obj = create_mesh_object(context, verts, [], faces, "Star",
- props.edit)
+ props.edit, self.align_matrix)
# Store 'recall' properties in the object.
recall_args_list = {
@@ -339,6 +339,11 @@
return {'FINISHED'}
+ def invoke(self, context, event):
+ self.align_matrix = align_matrix(context)
+ self.execute(context)
+ return {'FINISHED'}
+
# Register the operator
menu_func = (lambda self, context: self.layout.operator(AddStar.bl_idname,
Modified: trunk/py/scripts/addons/add_mesh_twisted_torus.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_twisted_torus.py 2010-05-16 16:04:45 UTC (rev 671)
+++ trunk/py/scripts/addons/add_mesh_twisted_torus.py 2010-05-16 18:01:11 UTC (rev 672)
@@ -80,18 +80,18 @@
ob['recall'] = recall_properties
-# 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
-
+# calculates the matrix for the new object
+# depending on user pref
+def align_matrix(context):
+ loc = TranslationMatrix(context.scene.cursor_location)
+ obj_align = 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()
+ rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
+ else:
+ rot = Matrix()
+ align_matrix = loc * rot
+ return align_matrix
# Create a new mesh (object) from verts/edges/faces.
@@ -100,7 +100,7 @@
# 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):
+def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
scene = context.scene
obj_act = scene.objects.active
@@ -153,10 +153,9 @@
ob_new.selected = True
# Place the object at the 3D cursor location.
- ob_new.location = scene.cursor_location
+ # apply viewRotaion
+ ob_new.matrix = align_matrix
- apply_object_align(context, ob_new)
-
if obj_act and obj_act.mode == 'EDIT':
if not edit:
# We are in EditMode, switch to ObjectMode.
@@ -349,6 +348,7 @@
min=0.01,
max=100.0,
default=0.5)
+ align_matrix = Matrix()
def execute(self, context):
props = self.properties
@@ -367,7 +367,7 @@
# Actually create the mesh object from this geometry data.
obj = create_mesh_object(context, verts, [], faces, "TwistedTorus",
- props.edit)
+ props.edit, self.align_matrix)
# Store 'recall' properties in the object.
recall_args_list = {
@@ -384,6 +384,10 @@
return {'FINISHED'}
+ def invoke(self, context, event):
+ self.align_matrix = align_matrix(context)
+ self.execute(context)
+ return {'FINISHED'}
# Add to the menu
menu_func = (lambda self,
Modified: trunk/py/scripts/addons/add_mesh_wedge.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_wedge.py 2010-05-16 16:04:45 UTC (rev 671)
+++ trunk/py/scripts/addons/add_mesh_wedge.py 2010-05-16 18:01:11 UTC (rev 672)
@@ -76,18 +76,18 @@
ob['recall'] = recall_properties
-# 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
-
+# calculates the matrix for the new object
+# depending on user pref
+def align_matrix(context):
+ loc = TranslationMatrix(context.scene.cursor_location)
+ obj_align = 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()
+ rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
+ else:
+ rot = Matrix()
+ align_matrix = loc * rot
+ return align_matrix
# Create a new mesh (object) from verts/edges/faces.
@@ -96,7 +96,7 @@
# 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):
+def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
scene = context.scene
obj_act = scene.objects.active
@@ -149,10 +149,9 @@
ob_new.selected = True
# Place the object at the 3D cursor location.
- ob_new.location = scene.cursor_location
+ # apply viewRotaion
+ ob_new.matrix = align_matrix
- apply_object_align(context, ob_new)
-
if obj_act and obj_act.mode == 'EDIT':
if not edit:
# We are in EditMode, switch to ObjectMode.
@@ -310,6 +309,7 @@
min=0.01,
max=9999.0,
default=2.00)
+ align_matrix = Matrix()
def execute(self, context):
props = self.properties
@@ -320,7 +320,7 @@
props.size_z)
obj = create_mesh_object(context, verts, [], faces, "Wedge",
- props.edit)
+ props.edit, self.align_matrix)
# Store 'recall' properties in the object.
recall_args_list = {
@@ -332,6 +332,10 @@
return {'FINISHED'}
+ def invoke(self, context, event):
+ self.align_matrix = align_matrix(context)
+ self.execute(context)
+ return {'FINISHED'}
# Register the operator
menu_func = (lambda self, context: self.layout.operator(AddWedge.bl_idname,
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