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
263 lines
8.4 KiB
Python
263 lines
8.4 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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from __future__ import annotations
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__all__ = (
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"add_object_align_init",
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"object_data_add",
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"AddObjectHelper",
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"object_add_grid_scale",
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"object_add_grid_scale_apply_operator",
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"world_to_camera_view",
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)
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import bpy
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from bpy.props import (
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FloatVectorProperty,
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EnumProperty,
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)
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def add_object_align_init(context, operator):
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"""
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Return a matrix using the operator settings and view context.
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:arg context: The context to use.
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:type context: :class:`bpy.types.Context`
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:arg operator: The operator, checked for location and rotation properties.
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:type operator: :class:`bpy.types.Operator`
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:return: the matrix from the context and settings.
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:rtype: :class:`mathutils.Matrix`
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"""
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from mathutils import Matrix, Vector
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properties = operator.properties if operator is not None else None
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space_data = context.space_data
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if space_data and space_data.type != 'VIEW_3D':
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space_data = None
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# location
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if operator and properties.is_property_set("location"):
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location = Matrix.Translation(Vector(properties.location))
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else:
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location = Matrix.Translation(context.scene.cursor.location)
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if operator:
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properties.location = location.to_translation()
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# rotation
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add_align_preference = context.preferences.edit.object_align
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if operator:
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if not properties.is_property_set("rotation"):
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# So one of "align" and "rotation" will be set
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properties.align = add_align_preference
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if properties.align == 'WORLD':
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rotation = properties.rotation.to_matrix().to_4x4()
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elif properties.align == 'VIEW':
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rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
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rotation.resize_4x4()
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properties.rotation = rotation.to_euler()
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elif properties.align == 'CURSOR':
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rotation = context.scene.cursor.matrix
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rotation.col[3][0:3] = 0.0, 0.0, 0.0
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properties.rotation = rotation.to_euler()
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else:
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rotation = properties.rotation.to_matrix().to_4x4()
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else:
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if (add_align_preference == 'VIEW') and space_data:
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rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
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rotation.resize_4x4()
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elif add_align_preference == 'CURSOR':
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rotation = context.scene.cursor.rotation_euler.to_matrix().to_4x4()
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else:
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rotation = Matrix()
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return location @ rotation
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def object_data_add(context, obdata, operator=None, name=None):
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"""
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Add an object using the view context and preference to initialize the
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location, rotation and layer.
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:arg context: The context to use.
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:type context: :class:`bpy.types.Context`
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:arg obdata: the data used for the new object.
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:type obdata: valid object data type or None.
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:arg operator: The operator, checked for location and rotation properties.
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:type operator: :class:`bpy.types.Operator`
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:arg name: Optional name
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:type name: string
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:return: the newly created object in the scene.
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:rtype: :class:`bpy.types.Object`
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"""
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layer = context.view_layer
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layer_collection = context.layer_collection or layer.active_layer_collection
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scene_collection = layer_collection.collection
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for ob in layer.objects:
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ob.select_set(False)
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if name is None:
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name = "Object" if obdata is None else obdata.name
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obj_act = layer.objects.active
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obj_new = bpy.data.objects.new(name, obdata)
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scene_collection.objects.link(obj_new)
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obj_new.select_set(True)
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obj_new.matrix_world = add_object_align_init(context, operator)
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space_data = context.space_data
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if space_data and space_data.type != 'VIEW_3D':
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space_data = None
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if space_data:
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if space_data.local_view:
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obj_new.local_view_set(space_data, True)
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if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
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bpy.ops.mesh.select_all(action='DESELECT')
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obj_act.select_set(True)
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bpy.ops.object.mode_set(mode='OBJECT')
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obj_act.select_set(True)
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layer.update() # apply location
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# layer.objects.active = obj_new
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# Match up UV layers, this is needed so adding an object with UVs
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# doesn't create new layers when there happens to be a naming mismatch.
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uv_new = obdata.uv_layers.active
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if uv_new is not None:
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uv_act = obj_act.data.uv_layers.active
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if uv_act is not None:
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uv_new.name = uv_act.name
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bpy.ops.object.join() # join into the active.
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if obdata:
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bpy.data.meshes.remove(obdata)
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bpy.ops.object.mode_set(mode='EDIT')
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else:
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layer.objects.active = obj_new
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if context.preferences.edit.use_enter_edit_mode:
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if obdata and obdata.library is None:
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obtype = obj_new.type
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mode = None
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if obtype in {'ARMATURE', 'CURVE', 'CURVES', 'FONT', 'LATTICE', 'MESH', 'META', 'SURFACE'}:
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mode = 'EDIT'
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elif obtype == 'GPENCIL':
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mode = 'EDIT_GPENCIL'
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if mode is not None:
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bpy.ops.object.mode_set(mode=mode)
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return obj_new
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class AddObjectHelper:
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def align_update_callback(self, _context):
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if self.align == 'WORLD':
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self.rotation.zero()
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align: EnumProperty(
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name="Align",
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items=(
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('WORLD', "World", "Align the new object to the world"),
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('VIEW', "View", "Align the new object to the view"),
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('CURSOR', "3D Cursor", "Use the 3D cursor orientation for the new object"),
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),
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default='WORLD',
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update=AddObjectHelper.align_update_callback,
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)
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location: FloatVectorProperty(
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name="Location",
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subtype='TRANSLATION',
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)
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rotation: FloatVectorProperty(
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name="Rotation",
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subtype='EULER',
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)
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@classmethod
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def poll(cls, context):
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return context.scene.library is None
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def object_add_grid_scale(context):
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"""
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Return scale which should be applied on object
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data to align it to grid scale
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"""
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space_data = context.space_data
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if space_data and space_data.type == 'VIEW_3D':
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return space_data.overlay.grid_scale_unit
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return 1.0
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def object_add_grid_scale_apply_operator(operator, context):
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"""
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Scale an operators distance values by the grid size.
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"""
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# This is a Python version of the C function `WM_operator_view3d_unit_defaults`.
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grid_scale = object_add_grid_scale(context)
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properties = operator.properties
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properties_def = properties.bl_rna.properties
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for prop_id in properties_def.keys():
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if not properties.is_property_set(prop_id, ghost=False):
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prop_def = properties_def[prop_id]
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if prop_def.unit == 'LENGTH' and prop_def.subtype == 'DISTANCE':
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setattr(operator, prop_id,
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getattr(operator, prop_id) * grid_scale)
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def world_to_camera_view(scene, obj, coord):
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"""
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Returns the camera space coords for a 3d point.
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(also known as: normalized device coordinates - NDC).
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Where (0, 0) is the bottom left and (1, 1)
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is the top right of the camera frame.
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values outside 0-1 are also supported.
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A negative 'z' value means the point is behind the camera.
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Takes shift-x/y, lens angle and sensor size into account
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as well as perspective/ortho projections.
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:arg scene: Scene to use for frame size.
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:type scene: :class:`bpy.types.Scene`
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:arg obj: Camera object.
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:type obj: :class:`bpy.types.Object`
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:arg coord: World space location.
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:type coord: :class:`mathutils.Vector`
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:return: a vector where X and Y map to the view plane and
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Z is the depth on the view axis.
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:rtype: :class:`mathutils.Vector`
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"""
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from mathutils import Vector
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co_local = obj.matrix_world.normalized().inverted() @ coord
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z = -co_local.z
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camera = obj.data
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frame = [v for v in camera.view_frame(scene=scene)[:3]]
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if camera.type != 'ORTHO':
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if z == 0.0:
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return Vector((0.5, 0.5, 0.0))
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else:
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frame = [-(v / (v.z / z)) for v in frame]
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min_x, max_x = frame[2].x, frame[1].x
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min_y, max_y = frame[1].y, frame[0].y
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x = (co_local.x - min_x) / (max_x - min_x)
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y = (co_local.y - min_y) / (max_y - min_y)
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return Vector((x, y, z))
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