The choices are now World, View and 3D Cursor. This breaks Python API compatibility, add-ons that add objects with this parameter will need to be updated. Differential Revision: https://developer.blender.org/D4706
		
			
				
	
	
		
			146 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import bpy
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import bmesh
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def add_box(width, height, depth):
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    """
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    This function takes inputs and returns vertex and face arrays.
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    no actual mesh data creation is done here.
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    """
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    verts = [
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        (+1.0, +1.0, -1.0),
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        (+1.0, -1.0, -1.0),
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        (-1.0, -1.0, -1.0),
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        (-1.0, +1.0, -1.0),
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        (+1.0, +1.0, +1.0),
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        (+1.0, -1.0, +1.0),
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        (-1.0, -1.0, +1.0),
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        (-1.0, +1.0, +1.0),
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    ]
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    faces = [
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        (0, 1, 2, 3),
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        (4, 7, 6, 5),
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        (0, 4, 5, 1),
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        (1, 5, 6, 2),
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        (2, 6, 7, 3),
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        (4, 0, 3, 7),
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    ]
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    # apply size
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    for i, v in enumerate(verts):
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        verts[i] = v[0] * width, v[1] * depth, v[2] * height
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    return verts, faces
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from bpy.props import (
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    BoolProperty,
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    BoolVectorProperty,
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    FloatProperty,
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    FloatVectorProperty,
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)
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class AddBox(bpy.types.Operator):
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    """Add a simple box mesh"""
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    bl_idname = "mesh.primitive_box_add"
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    bl_label = "Add Box"
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    bl_options = {'REGISTER', 'UNDO'}
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    width: FloatProperty(
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        name="Width",
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        description="Box Width",
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        min=0.01, max=100.0,
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        default=1.0,
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    )
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    height: FloatProperty(
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        name="Height",
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        description="Box Height",
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        min=0.01, max=100.0,
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        default=1.0,
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    )
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    depth: FloatProperty(
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        name="Depth",
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        description="Box Depth",
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        min=0.01, max=100.0,
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        default=1.0,
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    )
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    layers: BoolVectorProperty(
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        name="Layers",
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        description="Object Layers",
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        size=20,
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        options={'HIDDEN', 'SKIP_SAVE'},
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    )
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    # generic transform props
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    align_items = (
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            ('WORLD', "World", "Align the new object to the world"),
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            ('VIEW', "View", "Align the new object to the view"),
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            ('CURSOR', "3D Cursor", "Use the 3D cursor orientation for the new object")
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    )
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    align: EnumProperty(
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            name="Align",
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            items=align_items,
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            default='WORLD',
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            update=AddObjectHelper.align_update_callback,
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            )
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    location: FloatVectorProperty(
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        name="Location",
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        subtype='TRANSLATION',
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    )
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    rotation: FloatVectorProperty(
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        name="Rotation",
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        subtype='EULER',
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    )
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    def execute(self, context):
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        verts_loc, faces = add_box(
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            self.width,
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            self.height,
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            self.depth,
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        )
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        mesh = bpy.data.meshes.new("Box")
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        bm = bmesh.new()
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        for v_co in verts_loc:
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            bm.verts.new(v_co)
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        bm.verts.ensure_lookup_table()
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        for f_idx in faces:
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            bm.faces.new([bm.verts[i] for i in f_idx])
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        bm.to_mesh(mesh)
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        mesh.update()
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        # add the mesh as an object into the scene with this utility module
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        from bpy_extras import object_utils
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        object_utils.object_data_add(context, mesh, operator=self)
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        return {'FINISHED'}
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def menu_func(self, context):
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    self.layout.operator(AddBox.bl_idname, icon='MESH_CUBE')
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def register():
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    bpy.utils.register_class(AddBox)
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    bpy.types.VIEW3D_MT_mesh_add.append(menu_func)
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def unregister():
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    bpy.utils.unregister_class(AddBox)
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    bpy.types.VIEW3D_MT_mesh_add.remove(menu_func)
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if __name__ == "__main__":
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    register()
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    # test call
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    bpy.ops.mesh.primitive_box_add()
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