Sun Feb 3 02:53:50 CET 2019

```Commit: 288fa42419d70dd7709d15f00e8a6bee10c24e89
Date:   Sun Feb 3 03:51:50 2019 +0200
Branches: master
https://developer.blender.org/rBA288fa42419d70dd7709d15f00e8a6bee10c24e89

===================================================================

===================================================================

index 38305813..d7fbe2a4 100644

-    if context.mode != 'OBJECT':
-        # fix in D2142 will allow to work in EDIT_CURVE
-        return None
-
layout = self.layout

+    if context.mode != 'OBJECT':
+        # fix in D2142 will allow to work in EDIT_CURVE
+        return None
layout.separator()

index 3a0bdaf3..2f8fc3de 100644
@@ -20,7 +20,7 @@
bl_info = {
"name": "Curveaceous Galore!",
"author": "Jimmy Hazevoet, testscreenings",
-    "version": (0, 2, 2),
+    "version": (0, 2, 3),
"blender": (2, 80),
"location": "View3D > Add > Curve",
"description": "Adds many different types of Curves",
@@ -32,11 +32,13 @@ bl_info = {
"""

import bpy
+from bpy_extras import object_utils
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
+        FloatVectorProperty
)
from mathutils import Matrix, Vector
from bpy.types import Operator
@@ -717,35 +719,17 @@ def NoiseCurve(type=0, number=100, length=2.0, size=0.5,
# ------------------------------------------------------------
# calculates the matrix for the new object
# depending on user pref
-def align_matrix(context):
-
-    loc = Matrix.Translation(context.scene.cursor_location)
+def align_matrix(context, location):
+    loc = Matrix.Translation(location)
obj_align = context.preferences.edit.object_align
-
if (context.space_data.type == 'VIEW_3D' and
-                obj_align == 'VIEW'):
+            obj_align == 'VIEW'):
rot = context.space_data.region_3d.view_matrix.to_3x3().inverted().to_4x4()
else:
rot = Matrix()
-
align_matrix = loc @ rot
-    return align_matrix
-
-
-# ------------------------------------------------------------
-# Curve creation functions, sets bezierhandles to auto
-def setBezierHandles(obj, mode='AUTO'):
-    scene = bpy.context.scene
-
-    if obj.type != 'CURVE':
-        return

-    #scene.objects.active = obj
-    #bpy.ops.object.mode_set(mode='EDIT', toggle=True)
-    #bpy.ops.curve.select_all(action='SELECT')
-    #obj.select_set(action='SELECT')
-    #bpy.ops.curve.handle_type_set(type=mode)
-    #bpy.ops.object.mode_set(mode='OBJECT', toggle=True)
+    return align_matrix

# get array of vertcoordinates according to splinetype
def vertsToPoints(Verts, splineType):
@@ -773,17 +757,31 @@ def vertsToPoints(Verts, splineType):

# create new CurveObject from vertarray and splineType
def createCurve(context, vertArray, self, align_matrix):
-    scene = bpy.context.scene
-
# output splineType 'POLY' 'NURBS' 'BEZIER'
splineType = self.outputType
-
+
# GalloreType as name
name = self.ProfileType
-
-    # create curve
-    newCurve = bpy.data.curves.new(name, type='CURVE')
-    newSpline = newCurve.splines.new(type=splineType)
+
+    # create object
+    if bpy.context.mode == 'EDIT_CURVE':
+        Curve = context.active_object
+        newSpline = Curve.data.splines.new(type=splineType)          # spline
+        Curve.matrix_world = align_matrix  # apply matrix
+        Curve.rotation_euler = self.rotation_euler
+    else:
+        # create curve
+        newCurve = bpy.data.curves.new(name, type='CURVE')  # curve data block
+        newSpline = newCurve.splines.new(type=splineType)          # spline
+
+        # set curveOptions
+        newCurve.dimensions = self.shape
+
+        # create object with newCurve
+        SimpleCurve = object_utils.object_data_add(context, newCurve, operator=self)  # place in active scene
+        SimpleCurve.select_set(True)
+        SimpleCurve.matrix_world = align_matrix  # apply matrix
+        SimpleCurve.rotation_euler = self.rotation_euler

# create spline from vertarray
if splineType == 'BEZIER':
@@ -798,32 +796,15 @@ def createCurve(context, vertArray, self, align_matrix):
newSpline.use_endpoint_u = True

# set curveOptions
-    newCurve.dimensions = self.shape
newSpline.use_cyclic_u = self.use_cyclic_u
newSpline.use_endpoint_u = self.endp_u
newSpline.order_u = self.order_u
-
-    # create object with newCurve
-    new_obj = bpy.data.objects.new(name, newCurve)
-    new_obj.select_set(True)
-    #scene.objects.active = new_obj
-    new_obj.matrix_world = align_matrix
-
-    # set bezierhandles
-    #if splineType == 'BEZIER':
-        #bpy.ops.curve.handle_type_set(type='AUTO')
-        #setBezierHandles(new_obj, self.handleType)
-
return

# ------------------------------------------------------------
# Main Function
def main(context, self, align_matrix):
-    # deselect all objects
-    #bpy.ops.object.select_all(action='DESELECT')
-
# options
proType = self.ProfileType
splineType = self.outputType
@@ -934,14 +915,14 @@ def main(context, self, align_matrix):
return

-class Curveaceous_galore(Operator):
bl_idname = "curve.curveaceous_galore"
bl_label = "Curve Profiles"
bl_description = "Construct many types of curves"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}

# align_matrix for the invoke
-    align_matrix = None
+    align_matrix : Matrix()

# general properties
ProfileType : EnumProperty(
@@ -1294,6 +1275,19 @@ class Curveaceous_galore(Operator):
min=0,
description="Random Seed"
)
+    # Line properties
+    startlocation : FloatVectorProperty(
+            name="",
+            description="Start location",
+            default=(0.0, 0.0, 0.0),
+            subtype='TRANSLATION'
+            )
+    rotation_euler : FloatVectorProperty(
+            name="",
+            description="Rotation",
+            default=(0.0, 0.0, 0.0),
+            subtype='EULER'
+            )

def draw(self, context):
layout = self.layout
@@ -1413,16 +1407,26 @@ class Curveaceous_galore(Operator):
col.prop(self, "noiseBasis")
col.prop(self, "noiseSeed")

+        # output options
col = layout.column()
col.label(text="Output Curve Type:")
col.row().prop(self, "outputType", expand=True)
-
-        # output options
+
if self.outputType == 'NURBS':
col.prop(self, 'order_u')
elif self.outputType == 'BEZIER':
col.row().prop(self, 'handleType', expand=True)

+        #col = layout.column()
+        #col.row().prop(self, "use_cyclic_u", expand=True)
+
+        box = layout.box()
+        box.label(text="Location:")
+        box.prop(self, "startlocation")
+        box = layout.box()
+        box.label(text="Rotation:")
+        box.prop(self, "rotation_euler")
+
@classmethod
def poll(cls, context):
return context.scene is not None
@@ -1452,6 +1456,7 @@ class Curveaceous_galore(Operator):
self.use_cyclic_u = True

# main function
+        self.align_matrix = align_matrix(context, self.startlocation)
main(context, self, self.align_matrix or Matrix())

# restore pre operator undo state
@@ -1459,13 +1464,6 @@ class Curveaceous_galore(Operator):

return {'FINISHED'}

-    def invoke(self, context, event):
-        # store creation_matrix
-        self.align_matrix = align_matrix(context)
-        self.execute(context)
-
-        return {'FINISHED'}
-
# Register
classes = [
Curveaceous_galore
index 6cc0ab3a..39a5f159 100644
@@ -19,7 +19,7 @@
bl_info = {
"name": "Simple Curve",
-    "version": (1, 5, 4),
+    "version": (1, 5, 5),
"blender": (2, 80, 0),
"location": "View3D > Add > Curve",
@@ -32,6 +32,7 @@ bl_info = {
# ------------------------------------------------------------

import bpy
+from bpy_extras import object_utils
from bpy.types import (
Operator,
@@ -392,56 +393,74 @@ def align_matrix(context, location):

return align_matrix

+# ------------------------------------------------------------
+# get array of vertcoordinates according to splinetype
+def vertsToPoints(Verts, splineType):
+
+    # main vars
+    vertArray = []
+
+    # array for BEZIER spline output (V3)
+    if splineType == 'BEZIER':
+        for v in Verts:
+            vertArray += v
+
+    # array for nonBEZIER output (V4)
+    else:
+        for v in Verts:
+            vertArray += v
+            if splineType == 'NURBS':
+                # for nurbs w=1
+                vertArray.append(1)
+            else:
+                # for poly w=0
+                vertArray.append(0)
+    return vertArray
+

# ------------------------------------------------------------
# Main Function

def main(context, self, align_matrix):
-    # create object
-    scene = bpy.context.scene
+    # output splineType 'POLY' 'NURBS' 'BEZIER'
+    splineType = self.outputType

+    # create object
if bpy.context.mode == 'EDIT_CURVE':
-        newCurve = context.active_object.data
-        newSpline = newCurve.splines.new('BEZIER')          # spline
+        Curve = context.active_object
+        newSpline = Curve.data.splines.new(type=splineType)          # spline
+        Curve.matrix_world = align_m

@@ Diff output truncated at 10240 characters. @@

```