blender/scripts/modules/bpy_extras/object_utils.py
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +01:00

263 lines
8.4 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
from __future__ import annotations
__all__ = (
"add_object_align_init",
"object_data_add",
"AddObjectHelper",
"object_add_grid_scale",
"object_add_grid_scale_apply_operator",
"world_to_camera_view",
)
import bpy
from bpy.props import (
FloatVectorProperty,
EnumProperty,
)
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
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
add_align_preference = context.preferences.edit.object_align
if operator:
if not properties.is_property_set("rotation"):
# So one of "align" and "rotation" will be set
properties.align = add_align_preference
if properties.align == 'WORLD':
rotation = properties.rotation.to_matrix().to_4x4()
elif properties.align == 'VIEW':
rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
rotation.resize_4x4()
properties.rotation = rotation.to_euler()
elif properties.align == 'CURSOR':
rotation = context.scene.cursor.matrix
rotation.col[3][0:3] = 0.0, 0.0, 0.0
properties.rotation = rotation.to_euler()
else:
rotation = properties.rotation.to_matrix().to_4x4()
else:
if (add_align_preference == 'VIEW') and space_data:
rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
rotation.resize_4x4()
elif add_align_preference == 'CURSOR':
rotation = context.scene.cursor.rotation_euler.to_matrix().to_4x4()
else:
rotation = Matrix()
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`
"""
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 and space_data.type != 'VIEW_3D':
space_data = None
if space_data:
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)
layer.update() # apply location
# layer.objects.active = obj_new
# Match up UV layers, this is needed so adding an object with UVs
# doesn't create new layers when there happens to be a naming mismatch.
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:
if obdata and obdata.library is None:
obtype = obj_new.type
mode = None
if obtype in {'ARMATURE', 'CURVE', 'CURVES', 'FONT', 'LATTICE', 'MESH', 'META', 'SURFACE'}:
mode = 'EDIT'
elif obtype == 'GPENCIL':
mode = 'EDIT_GPENCIL'
if mode is not None:
bpy.ops.object.mode_set(mode=mode)
return obj_new
class AddObjectHelper:
def align_update_callback(self, _context):
if self.align == 'WORLD':
self.rotation.zero()
align: EnumProperty(
name="Align",
items=(
('WORLD', "World", "Align the new object to the world"),
('VIEW', "View", "Align the new object to the view"),
('CURSOR', "3D Cursor", "Use the 3D cursor orientation for the new object"),
),
default='WORLD',
update=AddObjectHelper.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.
"""
# This is a Python version of the C function `WM_operator_view3d_unit_defaults`.
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, ghost=False):
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 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[2].x, frame[1].x
min_y, max_y = frame[1].y, frame[0].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))