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:
@@ -427,7 +427,7 @@ def getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=Tru
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return mesh
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def faceRayIntersect(f, orig, dir):
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def faceRayIntersect(f, orig, rdir):
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'''
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Returns face, side
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Side is the side of a quad we intersect.
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@@ -435,23 +435,23 @@ def faceRayIntersect(f, orig, dir):
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side 1 == 0,2,3
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'''
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f_v= f.v
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isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[1].co, f_v[2].co, dir, orig, 1) # 1==clip
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isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[1].co, f_v[2].co, rdir, orig, 1) # 1==clip
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if isect:
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return isect, 0
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if len(f_v)==4:
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isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[2].co, f_v[3].co, dir, orig, 1) # 1==clip
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isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[2].co, f_v[3].co, rdir, orig, 1) # 1==clip
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if isect:
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return isect, 1
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return False, 0
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def pickMeshRayFace(me, orig, dir):
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def pickMeshRayFace(me, orig, rdir):
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best_dist= 1000000
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best_isect= best_side= best_face= None
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for f in me.faces:
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isect, side= faceRayIntersect(f, orig, dir)
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isect, side= faceRayIntersect(f, orig, rdir)
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if isect:
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dist= (isect-orig).length
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if dist<best_dist:
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@@ -463,8 +463,8 @@ def pickMeshRayFace(me, orig, dir):
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return best_face, best_isect, best_side
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def pickMeshRayFaceWeight(me, orig, dir):
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f, isect, side = pickMeshRayFace(me, orig, dir)
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def pickMeshRayFaceWeight(me, orig, rdir):
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f, isect, side = pickMeshRayFace(me, orig, rdir)
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if f==None:
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return None, None, None, None, None
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@@ -490,8 +490,8 @@ def pickMeshRayFaceWeight(me, orig, dir):
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def pickMeshGroupWeight(me, act_group, orig, dir):
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f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, dir)
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def pickMeshGroupWeight(me, act_group, orig, rdir):
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f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, rdir)
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if f==None:
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return None
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@@ -509,9 +509,9 @@ def pickMeshGroupWeight(me, act_group, orig, dir):
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return w0*vws[0] + w1*vws[1] + w2*vws[2]
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def pickMeshGroupVCol(me, orig, dir):
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def pickMeshGroupVCol(me, orig, rdir):
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Vector= Blender.Mathutils.Vector
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f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, dir)
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f, side, w0, w1, w2= pickMeshRayFaceWeight(me, orig, rdir)
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if f==None:
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return None
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224
release/scripts/object_drop.py
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224
release/scripts/object_drop.py
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@@ -0,0 +1,224 @@
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#!BPY
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"""
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Name: 'Drop Onto Ground'
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Blender: 243
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Group: 'Object'
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Tooltip: 'Drop the selected objects onto "ground" objects'
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"""
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__author__= "Campbell Barton"
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__url__= ["blender.org", "blenderartists.org"]
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__version__= "1.0"
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__bpydoc__= """
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"""
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# --------------------------------------------------------------------------
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# Drop Objects v1.0 by Campbell Barton (AKA Ideasman42)
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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from Blender import Draw, Geometry, Mathutils, Window
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import bpy
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GLOBALS = {}
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GLOBALS['GROUND_SOURCE'] = [Draw.Create(1), Draw.Create(0)]
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GLOBALS['GROUND_GROUP_NAME'] = Draw.Create('terrain')
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GLOBALS['DROP_AXIS'] = [Draw.Create(1), Draw.Create(0)] # on what axis will we drop?
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GLOBALS['DROP_OVERLAP_CHECK'] = Draw.Create(1) # is the terrain a single skin?
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GLOBALS['EVENT'] = 2
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GLOBALS['MOUSE'] = None
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def collect_terrain_triangles(obs_terrain):
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terrain_tris = []
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me = bpy.data.meshes.new()
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for ob in obs_terrain:
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# this matrix takes the object and drop matrix into account
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ob_mat = ob.matrixWorld # * drop_matrix
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def blend_face_to_terrain_tris(f):
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cos = [v.co*ob_mat for v in f]
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if len(cos) == 4: return [(cos[0], cos[1], cos[2]), (cos[0], cos[2], cos[3])]
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else: return [(cos[0], cos[1], cos[2]), ]
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# Clear
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me.verts = None
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try: me.getFromObject(ob)
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except: pass
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for f in me.faces: # may be [], thats ok
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terrain_tris.extend( blend_face_to_terrain_tris(f) )
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me.verts = None # clear to save ram
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return terrain_tris
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def calc_drop_loc(ob, terrain_tris, axis):
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pt = Mathutils.Vector(ob.loc)
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isect = None
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isect_best = None
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isect_best_len = 0.0
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for t1,t2,t3 in terrain_tris:
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#if Geometry.PointInTriangle2D(pt, t1,t2,t3):
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isect = Mathutils.Intersect(t1, t2, t3, axis, pt, 1) # 1==clip
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if isect:
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if not GLOBALS['DROP_OVERLAP_CHECK'].val:
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# Find the first location
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return isect
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else:
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if isect_best:
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isect_len = (pt-isect).length
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if isect_len < isect_best_len:
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isect_best_len = isect_len
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isect_best = isect
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else:
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isect_best_len = (pt-isect).length
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isect_best = isect;
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return isect_best
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def error_nogroup():
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Draw.PupMenu('The Group name does not exist')
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def error_noact():
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Draw.PupMenu('There is no active object')
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def error_noground():
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Draw.PupMenu('No triangles could be found to drop the objects onto')
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def error_no_obs():
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Draw.PupMenu('No objects selected to drop')
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# event and value arnt used
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def terrain_clamp(event, value):
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sce = bpy.data.scenes.active
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if GLOBALS['GROUND_SOURCE'][0].val:
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obs_terrain = [sce.objects.active]
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if not obs_terrain[0]:
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error_noact()
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return
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else:
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try: obs_terrain = bpy.data.groups[ GLOBALS['GROUND_GROUP_NAME'].val ].objects
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except:
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error_nogroup()
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return
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obs_clamp = [ob for ob in sce.objects.context if ob not in obs_terrain and not ob.lib]
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if not obs_clamp:
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error_no_obs()
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return
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terrain_tris = collect_terrain_triangles(obs_terrain)
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if not terrain_tris:
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error_noground()
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return
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if GLOBALS['DROP_AXIS'][0].val:
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axis = Mathutils.Vector(0,0,-1)
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else:
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axis = Mathutils.Vector(Window.GetViewVector())
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for ob in obs_clamp:
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loc = calc_drop_loc(ob, terrain_tris, axis)
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if loc:
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ob.loc = loc
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# to make the while loop exist
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GLOBALS['EVENT'] = EVENT_EXIT
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# UI STUFF ------------------------
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def do_axis_z(e,v):
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GLOBALS['DROP_AXIS'][0].val = 1
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GLOBALS['DROP_AXIS'][1].val = 0
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GLOBALS['EVENT'] = e
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def do_axis_view(e,v):
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GLOBALS['DROP_AXIS'][0].val = 0
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GLOBALS['DROP_AXIS'][1].val = 1
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GLOBALS['EVENT'] = e
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def do_ground_source_act(e,v):
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GLOBALS['GROUND_SOURCE'][0].val = 1
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GLOBALS['GROUND_SOURCE'][1].val = 0
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GLOBALS['EVENT'] = e
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def do_ground_source_group(e,v):
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GLOBALS['GROUND_SOURCE'][0].val = 0
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GLOBALS['GROUND_SOURCE'][1].val = 1
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GLOBALS['EVENT'] = e
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def do_ground_group_name(e,v):
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try: g = bpy.data.groups[v]
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except: g = None
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if not g: error_nogroup()
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GLOBALS['EVENT'] = e
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EVENT_NONE = 0
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EVENT_EXIT = 1
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EVENT_REDRAW = 2
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def terain_clamp_ui():
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# Only to center the UI
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x,y = GLOBALS['MOUSE']
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x-=40
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y-=60
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Draw.Label('Drop Axis', x-70,y+120, 60, 20)
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Draw.BeginAlign()
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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)
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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)
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Draw.EndAlign()
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# Source
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Draw.Label('Drop on to...', x-70,y+90, 120, 20)
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Draw.BeginAlign()
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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)
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GLOBALS['GROUND_SOURCE'][1] = Draw.Toggle('Group', EVENT_REDRAW, x+40, y+70, 80, 20, GLOBALS['GROUND_SOURCE'][1].val, '', do_ground_source_group)
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if GLOBALS['GROUND_SOURCE'][1].val:
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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)
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Draw.EndAlign()
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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)")
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Draw.PushButton('Drop Objects', EVENT_EXIT, x+20, y-10, 100, 20, 'Drop the selected objects', terrain_clamp)
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# So moving the mouse outside the popup exits the while loop
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GLOBALS['EVENT'] = EVENT_EXIT
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def main():
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# This is to set the position if the popup
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GLOBALS['MOUSE'] = Window.GetMouseCoords()
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# hack so the toggle buttons redraw. this is not nice at all
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while GLOBALS['EVENT'] == EVENT_REDRAW:
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Draw.UIBlock(terain_clamp_ui)
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if __name__ == '__main__':
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main()
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GLOBALS.clear()
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@@ -791,7 +791,11 @@ static void exec_but_callback(PyObject *callback, uiBut *but)
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printf("Error, no button type matched.");
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}
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PyTuple_SetItem( arg, 0, PyInt_FromLong(but->retval - EXPP_BUTTON_EVENTS_OFFSET) );
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if (uiblock==NULL)
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PyTuple_SetItem( arg, 0, PyInt_FromLong(but->retval - EXPP_BUTTON_EVENTS_OFFSET) );
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else
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PyTuple_SetItem( arg, 0, PyInt_FromLong(but->retval) );
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PyTuple_SetItem( arg, 1, pyvalue );
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result = PyObject_CallObject( callback, arg );
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