Blender-ZeroEngine-MSH2-Plugin/src_research_readme/blender_2.43_scripts/object_drop.py

254 lines
7.8 KiB
Python

#!BPY
"""
Name: 'Drop Onto Ground'
Blender: 249
Group: 'Object'
Tooltip: 'Drop the selected objects onto "ground" objects'
"""
__author__= "Campbell Barton"
__url__= ["blender.org", "blenderartists.org"]
__version__= "1.1"
__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
from Blender.Mathutils import Vector, AngleBetweenVecs, RotationMatrix
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['DROP_ORIENT'] = Draw.Create(1)
GLOBALS['DROP_ORIENT_VALUE'] = Draw.Create(100.0)
GLOBALS['EVENT'] = 2
GLOBALS['MOUSE'] = None
def collect_terrain_triangles(obs_terrain):
terrain_tris = []
me = bpy.data.meshes.new()
for ob in obs_terrain:
def blend_face_to_terrain_tris(f):
no = f.no
cos = [v.co for v in f]
if len(cos) == 4: return [(cos[0], cos[1], cos[2], no), (cos[0], cos[2], cos[3], no)]
else: return [(cos[0], cos[1], cos[2], no), ]
# Clear
me.verts = None
try: me.getFromObject(ob)
except: pass
me.transform(ob.matrixWorld)
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 = Vector(ob.loc)
isect = None
isect_best = None
isect_best_no = None
isect_best_len = 0.0
for t1,t2,t3, no 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, no
else:
if isect_best:
isect_len = (pt-isect).length
if isect_len < isect_best_len:
isect_best_len = isect_len
isect_best = isect
isect_best_no = no
else:
isect_best_len = (pt-isect).length
isect_best = isect;
isect_best_no = no
return isect_best, isect_best_no
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 = Vector(0,0,-1)
else:
axis = Vector(Window.GetViewVector())
do_orient = GLOBALS['DROP_ORIENT'].val
do_orient_val = GLOBALS['DROP_ORIENT_VALUE'].val/100.0
if not do_orient_val: do_orient = False
for ob in obs_clamp:
loc, no = calc_drop_loc(ob, terrain_tris, axis)
if loc:
if do_orient:
try: ang = AngleBetweenVecs(no, axis)
except:ang = 0.0
if ang > 90.0:
no = -no
ang = 180.0-ang
if ang > 0.0001:
ob_matrix = ob.matrixWorld * RotationMatrix(ang * do_orient_val, 4, 'r', axis.cross(no))
ob.setMatrix(ob_matrix)
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
def do_dummy(e,v):
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-=70
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.BeginAlign()
GLOBALS['DROP_ORIENT'] = Draw.Toggle('Orient Normal', EVENT_REDRAW, x-70, y-10, 110, 20, GLOBALS['DROP_ORIENT'].val, "Rotate objects to the face normal", do_dummy)
if GLOBALS['DROP_ORIENT'].val:
GLOBALS['DROP_ORIENT_VALUE'] = Draw.Number('', EVENT_NONE, x+40, y-10, 80, 20, GLOBALS['DROP_ORIENT_VALUE'].val, 0.0, 100.0, "Percentage to orient 0.0 - 100.0")
Draw.EndAlign()
Draw.PushButton('Drop Objects', EVENT_EXIT, x+20, y-40, 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, 0)
if __name__ == '__main__':
main()
GLOBALS.clear()