Get the latest Blender, older versions, or experimental builds.
Stay up-to-date with the new features in the latest Blender releases.
Access production assets and knowledge from the open movies.
Documentation on the usage and features in Blender.
Latest development updates, by Blender developers.
Guidelines, release notes and development docs.
A platform to collect and share results of the Blender Benchmark.
The yearly event that brings the community together.
Support core development with a monthly contribution.
Perform a single donation with more payment options available.
# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
import mathutils
def add_object_align_init(context, operator):
if operator and operator.properties.is_property_set("location") and operator.properties.is_property_set("rotation"):
location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
rotation = mathutils.Euler(operator.properties.rotation).to_matrix().resize4x4()
else:
# TODO, local view cursor!
location = mathutils.Matrix.Translation(context.scene.cursor_location)
if context.user_preferences.edit.object_align == 'VIEW' and context.space_data.type == 'VIEW_3D':
rotation = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
rotation = mathutils.Matrix()
# set the operator properties
if operator:
operator.properties.location = location.translation_part()
operator.properties.rotation = rotation.to_euler()
return location * rotation
def object_data_add(context, obdata, operator=None):
scene = context.scene
# ugh, could be made nicer
for ob in scene.objects:
ob.select = False
obj_new = bpy.data.objects.new(obdata.name, obdata)
base = scene.objects.link(obj_new)
base.select = True
if context.space_data and context.space_data.type == 'VIEW_3D':
base.layers_from_view(context.space_data)
obj_new.matrix_world = add_object_align_init(context, operator)
obj_act = scene.objects.active
if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.select = True
scene.update() # apply location
#scene.objects.active = obj_new
bpy.ops.object.join() # join into the active.
bpy.ops.object.mode_set(mode='EDIT')
scene.objects.active = obj_new
if context.user_preferences.edit.use_enter_edit_mode:
return base