- base_object.layers_from_view(view3d), needed for setting local layers
- module 'add_object_utils', so each script doesnt need its own add object code, dealing with layers, scene, cursor location, editmode etc.
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57
release/scripts/modules/add_object_utils.py
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57
release/scripts/modules/add_object_utils.py
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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def add_object_data(obdata, context):
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scene = context.scene
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# ugh, could be made nicer
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for ob in scene.objects:
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ob.selected = False
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obj_new = bpy.data.objects.new(obdata.name, obdata)
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base = scene.objects.link(obj_new)
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base.selected = True
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if context.space_data and context.space_data.type == 'VIEW_3D':
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base.layers_from_view(context.space_data)
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# TODO, local view cursor!
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obj_new.location = scene.cursor_location
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obj_act = scene.objects.active
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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.object.mode_set(mode='OBJECT')
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obj_act.selected = True
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scene.update() # apply location
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#scene.objects.active = obj_new
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bpy.ops.object.join() # join into the active.
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bpy.ops.object.mode_set(mode='EDIT')
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else:
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scene.objects.active = obj_new
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if context.user_preferences.edit.enter_edit_mode:
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bpy.ops.object.mode_set(mode='EDIT')
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