1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225
|
#!BPY
"""
Name: 'Drop Onto Ground'
Blender: 245
Group: 'Object'
Tooltip: 'Drop the selected objects onto "ground" objects'
"""
__author__= "Campbell Barton"
__url__= ["blender.org", "blenderartists.org"]
__version__= "1.0"
__bpydoc__= """
"""
# --------------------------------------------------------------------------
# Drop Objects v1.0 by Campbell Barton (AKA Ideasman42)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
from Blender import Draw, Geometry, Mathutils, Window
import bpy
GLOBALS = {}
GLOBALS['GROUND_SOURCE'] = [Draw.Create(1), Draw.Create(0)]
GLOBALS['GROUND_GROUP_NAME'] = Draw.Create('terrain')
GLOBALS['DROP_AXIS'] = [Draw.Create(1), Draw.Create(0)] # on what axis will we drop?
GLOBALS['DROP_OVERLAP_CHECK'] = Draw.Create(1) # is the terrain a single skin?
GLOBALS['EVENT'] = 2
GLOBALS['MOUSE'] = None
def collect_terrain_triangles(obs_terrain):
terrain_tris = []
me = bpy.data.meshes.new()
for ob in obs_terrain:
# this matrix takes the object and drop matrix into account
ob_mat = ob.matrixWorld # * drop_matrix
def blend_face_to_terrain_tris(f):
cos = [v.co*ob_mat for v in f]
if len(cos) == 4: return [(cos[0], cos[1], cos[2]), (cos[0], cos[2], cos[3])]
else: return [(cos[0], cos[1], cos[2]), ]
# Clear
me.verts = None
try: me.getFromObject(ob)
except: pass
for f in me.faces: # may be [], thats ok
terrain_tris.extend( blend_face_to_terrain_tris(f) )
me.verts = None # clear to save ram
return terrain_tris
def calc_drop_loc(ob, terrain_tris, axis):
pt = Mathutils.Vector(ob.loc)
isect = None
isect_best = None
isect_best_len = 0.0
for t1,t2,t3 in terrain_tris:
#if Geometry.PointInTriangle2D(pt, t1,t2,t3):
isect = Mathutils.Intersect(t1, t2, t3, axis, pt, 1) # 1==clip
if isect:
if not GLOBALS['DROP_OVERLAP_CHECK'].val:
# Find the first location
return isect
else:
if isect_best:
isect_len = (pt-isect).length
if isect_len < isect_best_len:
isect_best_len = isect_len
isect_best = isect
else:
isect_best_len = (pt-isect).length
isect_best = isect;
return isect_best
def error_nogroup():
Draw.PupMenu('The Group name does not exist')
def error_noact():
Draw.PupMenu('There is no active object')
def error_noground():
Draw.PupMenu('No triangles could be found to drop the objects onto')
def error_no_obs():
Draw.PupMenu('No objects selected to drop')
# event and value arnt used
def terrain_clamp(event, value):
sce = bpy.data.scenes.active
if GLOBALS['GROUND_SOURCE'][0].val:
obs_terrain = [sce.objects.active]
if not obs_terrain[0]:
error_noact()
return
else:
try: obs_terrain = bpy.data.groups[ GLOBALS['GROUND_GROUP_NAME'].val ].objects
except:
error_nogroup()
return
obs_clamp = [ob for ob in sce.objects.context if ob not in obs_terrain and not ob.lib]
if not obs_clamp:
error_no_obs()
return
terrain_tris = collect_terrain_triangles(obs_terrain)
if not terrain_tris:
error_noground()
return
if GLOBALS['DROP_AXIS'][0].val:
axis = Mathutils.Vector(0,0,-1)
else:
axis = Mathutils.Vector(Window.GetViewVector())
for ob in obs_clamp:
loc = calc_drop_loc(ob, terrain_tris, axis)
if loc:
ob.loc = loc
# to make the while loop exist
GLOBALS['EVENT'] = EVENT_EXIT
# UI STUFF ------------------------
def do_axis_z(e,v):
GLOBALS['DROP_AXIS'][0].val = 1
GLOBALS['DROP_AXIS'][1].val = 0
GLOBALS['EVENT'] = e
def do_axis_view(e,v):
GLOBALS['DROP_AXIS'][0].val = 0
GLOBALS['DROP_AXIS'][1].val = 1
GLOBALS['EVENT'] = e
def do_ground_source_act(e,v):
GLOBALS['GROUND_SOURCE'][0].val = 1
GLOBALS['GROUND_SOURCE'][1].val = 0
GLOBALS['EVENT'] = e
def do_ground_source_group(e,v):
GLOBALS['GROUND_SOURCE'][0].val = 0
GLOBALS['GROUND_SOURCE'][1].val = 1
GLOBALS['EVENT'] = e
def do_ground_group_name(e,v):
try: g = bpy.data.groups[v]
except: g = None
if not g: error_nogroup()
GLOBALS['EVENT'] = e
EVENT_NONE = 0
EVENT_EXIT = 1
EVENT_REDRAW = 2
def terain_clamp_ui():
# Only to center the UI
x,y = GLOBALS['MOUSE']
x-=40
y-=60
Draw.Label('Drop Axis', x-70,y+120, 60, 20)
Draw.BeginAlign()
GLOBALS['DROP_AXIS'][0] = Draw.Toggle('Z', EVENT_REDRAW, x+20, y+120, 30, 20, GLOBALS['DROP_AXIS'][0].val, 'Drop down on the global Z axis', do_axis_z)
GLOBALS['DROP_AXIS'][1] = Draw.Toggle('View Z', EVENT_REDRAW, x+50, y+120, 70, 20, GLOBALS['DROP_AXIS'][1].val, 'Drop allong the view vector', do_axis_view)
Draw.EndAlign()
# Source
Draw.Label('Drop on to...', x-70,y+90, 120, 20)
Draw.BeginAlign()
GLOBALS['GROUND_SOURCE'][0] = Draw.Toggle('Active Object', EVENT_REDRAW, x-70, y+70, 110, 20, GLOBALS['GROUND_SOURCE'][0].val, '', do_ground_source_act)
GLOBALS['GROUND_SOURCE'][1] = Draw.Toggle('Group', EVENT_REDRAW, x+40, y+70, 80, 20, GLOBALS['GROUND_SOURCE'][1].val, '', do_ground_source_group)
if GLOBALS['GROUND_SOURCE'][1].val:
GLOBALS['GROUND_GROUP_NAME'] = Draw.String('GR:', EVENT_REDRAW+1001, x-70, y+50, 190, 20, GLOBALS['GROUND_GROUP_NAME'].val, 21, '', do_ground_group_name)
Draw.EndAlign()
GLOBALS['DROP_OVERLAP_CHECK'] = Draw.Toggle('Overlapping Terrain', EVENT_NONE, x-70, y+20, 190, 20, GLOBALS['DROP_OVERLAP_CHECK'].val, "Check all terrain triangles and use the top most (slow)")
Draw.PushButton('Drop Objects', EVENT_EXIT, x+20, y-10, 100, 20, 'Drop the selected objects', terrain_clamp)
# So moving the mouse outside the popup exits the while loop
GLOBALS['EVENT'] = EVENT_EXIT
def main():
# This is to set the position if the popup
GLOBALS['MOUSE'] = Window.GetMouseCoords()
# hack so the toggle buttons redraw. this is not nice at all
while GLOBALS['EVENT'] == EVENT_REDRAW:
Draw.UIBlock(terain_clamp_ui)
if __name__ == '__main__':
main()
GLOBALS.clear()
|