[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1507] trunk/py/scripts/addons: remove boiler plate add-object code and use python module as add_torus uses .

Campbell Barton ideasman42 at gmail.com
Wed Jan 26 16:14:05 CET 2011


Revision: 1507
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=1507
Author:   campbellbarton
Date:     2011-01-26 15:14:04 +0000 (Wed, 26 Jan 2011)
Log Message:
-----------
remove boiler plate add-object code and use python module as add_torus uses.
there are some known issues with this but much easier to fix bugs in the one place.

Modified Paths:
--------------
    trunk/py/scripts/addons/add_mesh_ant_landscape.py
    trunk/py/scripts/addons/add_mesh_extras.py
    trunk/py/scripts/addons/add_mesh_gears.py
    trunk/py/scripts/addons/add_mesh_gemstones.py
    trunk/py/scripts/addons/add_mesh_solid.py
    trunk/py/scripts/addons/add_mesh_twisted_torus.py

Modified: trunk/py/scripts/addons/add_mesh_ant_landscape.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_ant_landscape.py	2011-01-26 15:04:57 UTC (rev 1506)
+++ trunk/py/scripts/addons/add_mesh_ant_landscape.py	2011-01-26 15:14:04 UTC (rev 1507)
@@ -77,24 +77,11 @@
 from math import *
 
 
-###------------------------------------------------------------
-# calculates the matrix for the new object depending on user pref
-def align_matrix(context):
-    loc = Matrix.Translation(context.scene.cursor_location)
-    obj_align = context.user_preferences.edit.object_align
-    if (context.space_data.type == 'VIEW_3D'
-        and obj_align == 'VIEW'):
-        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.
 # verts/edges/faces ... List of vertices/edges/faces for the
 #                    new mesh (as used in from_pydata).
 # name ... Name of the new mesh (& object).
-def create_mesh_object(context, verts, edges, faces, name, align_matrix):
+def create_mesh_object(context, verts, edges, faces, name):
     scene = context.scene
     obj_act = scene.objects.active
 
@@ -107,45 +94,9 @@
     # Update mesh geometry after adding stuff.
     mesh.update()
 
-    # Deselect all objects.
-    bpy.ops.object.select_all(action='DESELECT')
+    import add_object_utils
+    return add_object_utils.object_data_add(context, mesh, operator=None)
 
-    # Always 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.select = True
-
-    # Place the object at the 3D cursor location.
-    # apply viewRotaion
-    ob_new.matrix_world = align_matrix
-
-    if obj_act and obj_act.mode == 'EDIT':
-        # We are in EditMode, switch to ObjectMode.
-        bpy.ops.object.mode_set(mode='OBJECT')
-
-        # Select the active object as well.
-        obj_act.select = 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
-
 # A very simple "bridge" tool.
 # Connects two equally long vertex rows with faces.
 # Returns a list of the new faces (list of  lists)
@@ -489,9 +440,6 @@
     bl_options = {'REGISTER', 'UNDO'}
     bl_description = "Add landscape mesh"
 
-    # align_matrix for the invoke
-    align_matrix = Matrix()
-
     # properties
     AutoUpdate = BoolProperty(name="Mesh update",
                 default=True,
@@ -829,7 +777,7 @@
                 verts, faces = grid_gen( self.Subdivision, self.MeshSize, options )
 
             # create mesh object
-            obj = create_mesh_object(context, verts, [], faces, "Landscape", self.align_matrix)
+            obj = create_mesh_object(context, verts, [], faces, "Landscape")
 
             # sphere, remove doubles
             if self.SphereMesh !=0:
@@ -848,10 +796,6 @@
         else:
             return {'PASS_THROUGH'}
 
-    def invoke(self, context, event):
-        self.align_matrix = align_matrix(context)
-        self.execute(context)
-        return {'FINISHED'}
 
 ###------------------------------------------------------------
 # Register

Modified: trunk/py/scripts/addons/add_mesh_extras.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_extras.py	2011-01-26 15:04:57 UTC (rev 1506)
+++ trunk/py/scripts/addons/add_mesh_extras.py	2011-01-26 15:14:04 UTC (rev 1507)
@@ -36,24 +36,11 @@
 from math import *
 from bpy.props import *
 
-# calculates the matrix for the new object
-# depending on user pref
-def align_matrix(context):
-    loc = Matrix.Translation(context.scene.cursor_location)
-    obj_align = context.user_preferences.edit.object_align
-    if (context.space_data.type == 'VIEW_3D'
-        and obj_align == 'VIEW'):
-        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.
 # verts/edges/faces ... List of vertices/edges/faces for the
 #                       new mesh (as used in from_pydata).
 # name ... Name of the new mesh (& object).
-def create_mesh_object(context, verts, edges, faces, name, align_matrix):
+def create_mesh_object(context, verts, edges, faces, name):
     scene = context.scene
     obj_act = scene.objects.active
 
@@ -66,46 +53,10 @@
     # Update mesh geometry after adding stuff.
     mesh.update()
 
-    # Deselect all objects.
-    bpy.ops.object.select_all(action='DESELECT')
+    import add_object_utils
+    return add_object_utils.object_data_add(context, mesh, operator=None)
 
-    # Always 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.select = True
-
-    # Place the object at the 3D cursor location.
-    # apply viewRotaion
-    ob_new.matrix_world = align_matrix
-
-    if obj_act and obj_act.mode == 'EDIT':
-        # We are in EditMode, switch to ObjectMode.
-        bpy.ops.object.mode_set(mode='OBJECT')
-
-        # Select the active object as well.
-        obj_act.select = 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
-
-
 # A very simple "bridge" tool.
 # Connects two equally long vertex rows with faces.
 # Returns a list of the new faces (list of  lists)
@@ -437,7 +388,6 @@
         description="Enable to subdivide the faces on the outside." \
             " This results in equally spaced vertices.",
         default=True)
-    align_matrix = Matrix()
 
     def execute(self, context):
 
@@ -447,15 +397,10 @@
             self.subdivide)
 
         # Create mesh object (and meshdata)
-        obj = create_mesh_object(context, verts, [], faces, "Sqorus",
-            self.align_matrix)
+        obj = create_mesh_object(context, verts, [], faces, "Sqorus")
 
         return {'FINISHED'}
 
-    def invoke(self, context, event):
-        self.align_matrix = align_matrix(context)
-        self.execute(context)
-        return {'FINISHED'}
 
 class AddWedge(bpy.types.Operator):
     '''Add a wedge mesh.'''
@@ -478,7 +423,6 @@
         min=0.01,
         max=9999.0,
         default=2.00)
-    align_matrix = Matrix()
 
     def execute(self, context):
 
@@ -487,17 +431,11 @@
             self.size_y,
             self.size_z)
 
-        obj = create_mesh_object(context, verts, [], faces, "Wedge",
-            self.align_matrix)
+        obj = create_mesh_object(context, verts, [], faces, "Wedge")
 
         return {'FINISHED'}
 
-    def invoke(self, context, event):
-        self.align_matrix = align_matrix(context)
-        self.execute(context)
-        return {'FINISHED'}
 
-
 class AddStar(bpy.types.Operator):
     '''Add a star mesh.'''
     bl_idname = "mesh.primitive_star_add"
@@ -524,7 +462,6 @@
         min=0.01,
         max=9999.0,
         default=0.5)
-    align_matrix = Matrix()
 
     def execute(self, context):
 
@@ -534,17 +471,11 @@
             self.innter_radius,
             self.height)
 
-        obj = create_mesh_object(context, verts, [], faces, "Star",
-            self.align_matrix)
+        obj = create_mesh_object(context, verts, [], faces, "Star")
 
         return {'FINISHED'}
 
-    def invoke(self, context, event):
-        self.align_matrix = align_matrix(context)
-        self.execute(context)
-        return {'FINISHED'}
 
-
 class AddTrapezohedron(bpy.types.Operator):
     """Add a trapezohedron"""
     bl_idname = "mesh.primitive_trapezohedron_add"
@@ -561,15 +492,14 @@
     height = FloatProperty(name = "Tip height",
                 description = "Height of the tip",
                 default = 1, min = 0.01, max = 100.0)
-    align_matrix = Matrix()
+
     def execute(self,context):
         # generate mesh
         verts,faces = trapezohedron(self.segments,
                                     self.radius,
                                     self.height)
         
-        obj = create_mesh_object(context, verts, [], faces, "Trapazohedron",
-            self.align_matrix)
+        obj = create_mesh_object(context, verts, [], faces, "Trapazohedron")
 
         return {'FINISHED'}
 

Modified: trunk/py/scripts/addons/add_mesh_gears.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_gears.py	2011-01-26 15:04:57 UTC (rev 1506)
+++ trunk/py/scripts/addons/add_mesh_gears.py	2011-01-26 15:14:04 UTC (rev 1507)
@@ -69,24 +69,11 @@
 from math import *
 from bpy.props import *
 
-# calculates the matrix for the new object
-# depending on user pref
-def align_matrix(context):
-    loc = mathutils.Matrix.Translation(context.scene.cursor_location)
-    obj_align = context.user_preferences.edit.object_align
-    if (context.space_data.type == 'VIEW_3D'
-        and obj_align == 'VIEW'):
-        rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
-    else:
-        rot = mathutils.Matrix()
-    align_matrix = loc * rot
-    return align_matrix
-
 # Create a new mesh (object) from verts/edges/faces.
 # verts/edges/faces ... List of vertices/edges/faces for the
 #                       new mesh (as used in from_pydata).
 # name ... Name of the new mesh (& object).
-def create_mesh_object(context, verts, edges, faces, name, align_matrix):
+def create_mesh_object(context, verts, edges, faces, name):
     scene = context.scene
     obj_act = scene.objects.active
 
@@ -99,47 +86,10 @@
     # Update mesh geometry after adding stuff.
     mesh.update()
 
-    # Deselect all objects.
-    bpy.ops.object.select_all(action='DESELECT')

@@ Diff output truncated at 10240 characters. @@


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