Draw.c - error setting the callback button values when using UIBlock (was not offset)

BPyMesh.py - own dumb error, was using dir as an arg (which is a py keyword)

object_drop.py - new script, the first to use UIBlock, it drops objects into terrain, either a group or the active object. on teh Z axis or view axis.
This commit is contained in:
2007-04-27 23:54:30 +00:00
parent a2000b53cd
commit 3bd0d2e227
3 changed files with 240 additions and 12 deletions

View File

@@ -427,7 +427,7 @@ def getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=Tru
return mesh return mesh
def faceRayIntersect(f, orig, dir): def faceRayIntersect(f, orig, rdir):
''' '''
Returns face, side Returns face, side
Side is the side of a quad we intersect. Side is the side of a quad we intersect.
@@ -435,23 +435,23 @@ def faceRayIntersect(f, orig, dir):
side 1 == 0,2,3 side 1 == 0,2,3
''' '''
f_v= f.v f_v= f.v
isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[1].co, f_v[2].co, dir, orig, 1) # 1==clip isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[1].co, f_v[2].co, rdir, orig, 1) # 1==clip
if isect: if isect:
return isect, 0 return isect, 0
if len(f_v)==4: if len(f_v)==4:
isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[2].co, f_v[3].co, dir, orig, 1) # 1==clip isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[2].co, f_v[3].co, rdir, orig, 1) # 1==clip
if isect: if isect:
return isect, 1 return isect, 1
return False, 0 return False, 0
def pickMeshRayFace(me, orig, dir): def pickMeshRayFace(me, orig, rdir):
best_dist= 1000000 best_dist= 1000000
best_isect= best_side= best_face= None best_isect= best_side= best_face= None
for f in me.faces: for f in me.faces:
isect, side= faceRayIntersect(f, orig, dir) isect, side= faceRayIntersect(f, orig, rdir)
if isect: if isect:
dist= (isect-orig).length dist= (isect-orig).length
if dist<best_dist: if dist<best_dist:
@@ -463,8 +463,8 @@ def pickMeshRayFace(me, orig, dir):
return best_face, best_isect, best_side return best_face, best_isect, best_side
def pickMeshRayFaceWeight(me, orig, dir): def pickMeshRayFaceWeight(me, orig, rdir):
f, isect, side = pickMeshRayFace(me, orig, dir) f, isect, side = pickMeshRayFace(me, orig, rdir)
if f==None: if f==None:
return None, None, None, None, None return None, None, None, None, None
@@ -490,8 +490,8 @@ def pickMeshRayFaceWeight(me, orig, dir):
def pickMeshGroupWeight(me, act_group, orig, dir): def pickMeshGroupWeight(me, act_group, orig, rdir):
f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, dir) f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, rdir)
if f==None: if f==None:
return None return None
@@ -509,9 +509,9 @@ def pickMeshGroupWeight(me, act_group, orig, dir):
return w0*vws[0] + w1*vws[1] + w2*vws[2] return w0*vws[0] + w1*vws[1] + w2*vws[2]
def pickMeshGroupVCol(me, orig, dir): def pickMeshGroupVCol(me, orig, rdir):
Vector= Blender.Mathutils.Vector Vector= Blender.Mathutils.Vector
f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, dir) f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, rdir)
if f==None: if f==None:
return None return None

View File

@@ -0,0 +1,224 @@
#!BPY
"""
Name: 'Drop Onto Ground'
Blender: 243
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()

View File

@@ -791,7 +791,11 @@ static void exec_but_callback(PyObject *callback, uiBut *but)
printf("Error, no button type matched."); printf("Error, no button type matched.");
} }
PyTuple_SetItem( arg, 0, PyInt_FromLong(but->retval - EXPP_BUTTON_EVENTS_OFFSET) ); if (uiblock==NULL)
PyTuple_SetItem( arg, 0, PyInt_FromLong(but->retval - EXPP_BUTTON_EVENTS_OFFSET) );
else
PyTuple_SetItem( arg, 0, PyInt_FromLong(but->retval) );
PyTuple_SetItem( arg, 1, pyvalue ); PyTuple_SetItem( arg, 1, pyvalue );
result = PyObject_CallObject( callback, arg ); result = PyObject_CallObject( callback, arg );