blender/scripts/modules/bpy_extras/object_utils.py
Campbell Barton 3c09df88e4 PyDoc: add missing args, correct function directives
- Add missing doc-strings for function arguments & return.
- Remove unnecessary `bpy.type.` prefix.
- Correct function directives.

Ref !158251
2026-05-07 16:35:51 +10:00

319 lines
10 KiB
Python

# SPDX-FileCopyrightText: 2010-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
from __future__ import annotations
__all__ = (
"add_object_align_init",
"object_data_add",
"AddObjectHelper",
"object_add_grid_scale",
"object_add_grid_scale_apply_operator",
"world_to_camera_view",
"object_report_if_active_shape_key_is_locked",
)
import bpy
from bpy.props import (
FloatVectorProperty,
EnumProperty,
)
def add_object_align_init(context, operator):
"""
Return a matrix using the operator settings and view context.
:param context: The context to use.
:type context: :class:`bpy.types.Context`
:param operator: The operator, checked for location and rotation properties.
:type operator: :class:`bpy.types.Operator` | None
:return: the matrix from the context and settings.
:rtype: :class:`mathutils.Matrix`
"""
from mathutils import Matrix, Vector
properties = operator.properties if operator is not None else None
space_data = context.space_data
if space_data and space_data.type != 'VIEW_3D':
space_data = None
# location
if operator and properties.is_property_set("location"):
location = Matrix.Translation(Vector(properties.location))
else:
location = Matrix.Translation(context.scene.cursor.location)
if operator:
properties.location = location.to_translation()
# rotation
add_align_preference = context.preferences.edit.object_align
if operator:
if not properties.is_property_set("rotation"):
# So one of "align" and "rotation" will be set
properties.align = add_align_preference
if properties.align == 'WORLD':
rotation = properties.rotation.to_matrix().to_4x4()
elif properties.align == 'VIEW':
rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
rotation.resize_4x4()
properties.rotation = rotation.to_euler()
elif properties.align == 'CURSOR':
rotation = context.scene.cursor.matrix
rotation.col[3][0:3] = 0.0, 0.0, 0.0
properties.rotation = rotation.to_euler()
else:
rotation = properties.rotation.to_matrix().to_4x4()
else:
if (add_align_preference == 'VIEW') and space_data:
rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
rotation.resize_4x4()
elif add_align_preference == 'CURSOR':
rotation = context.scene.cursor.rotation_euler.to_matrix().to_4x4()
else:
rotation = Matrix()
return location @ rotation
def object_data_add(context, obdata, operator=None, name=None):
"""
Add an object using the view context and preference to initialize the
location, rotation and layer.
:param context: The context to use.
:type context: :class:`bpy.types.Context`
:param obdata: Valid object data to be used for the new object or None.
:type obdata: :class:`bpy.types.ID` | None
:param operator: The operator, checked for location and rotation properties.
:type operator: :class:`bpy.types.Operator` | None
:param name: Optional name
:type name: str | None
:return: the newly created object in the scene.
:rtype: :class:`bpy.types.Object`
"""
layer = context.view_layer
layer_collection = context.layer_collection or layer.active_layer_collection
scene_collection = layer_collection.collection
for ob in layer.objects:
ob.select_set(False)
if name is None:
name = "Object" if obdata is None else obdata.name
obj_act = layer.objects.active
obj_new = bpy.data.objects.new(name, obdata)
scene_collection.objects.link(obj_new)
obj_new.select_set(True)
obj_new.matrix_world = add_object_align_init(context, operator)
space_data = context.space_data
if space_data and space_data.type != 'VIEW_3D':
space_data = None
if space_data:
if space_data.local_view:
obj_new.local_view_set(space_data, True)
if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
bpy.ops.mesh.select_all(action='DESELECT')
obj_act.select_set(True)
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.select_set(True)
layer.update() # apply location
# layer.objects.active = obj_new
# Match up UV layers, this is needed so adding an object with UVs
# doesn't create new layers when there happens to be a naming mismatch.
uv_new = obdata.uv_layers.active
if uv_new is not None:
uv_act = obj_act.data.uv_layers.active
if uv_act is not None:
uv_new.name = uv_act.name
# Copy the active object's active material into the primitive with no materials.
if len(obj_act.data.materials) > 0 and len(obdata.materials) == 0:
obdata.materials.append(obj_act.active_material)
bpy.ops.object.join() # join into the active.
if obdata:
bpy.data.meshes.remove(obdata)
bpy.ops.object.mode_set(mode='EDIT')
else:
layer.objects.active = obj_new
if context.preferences.edit.use_enter_edit_mode:
if obdata and obdata.library is None:
obtype = obj_new.type
mode = None
if obtype in {'ARMATURE', 'CURVE', 'CURVES', 'FONT', 'LATTICE', 'MESH', 'META', 'SURFACE'}:
mode = 'EDIT'
elif obtype == 'GPENCIL':
mode = 'EDIT_GPENCIL'
if mode is not None:
bpy.ops.object.mode_set(mode=mode)
return obj_new
class AddObjectHelper:
def align_update_callback(self, context):
"""
Update callback for the align property, resets rotation for world alignment.
:param context: The context.
:type context: :class:`bpy.types.Context`
"""
del context
if self.align == 'WORLD':
self.rotation.zero()
align: EnumProperty(
name="Align",
items=(
('WORLD', "World", "Align the new object to the world"),
('VIEW', "View", "Align the new object to the view"),
('CURSOR', "3D Cursor", "Use the 3D cursor orientation for the new object"),
),
default='WORLD',
update=AddObjectHelper.align_update_callback,
)
location: FloatVectorProperty(
name="Location",
subtype='TRANSLATION',
)
rotation: FloatVectorProperty(
name="Rotation",
subtype='EULER',
)
@classmethod
def poll(cls, context):
"""
Check the scene is not linked from a library.
:param context: The context.
:type context: :class:`bpy.types.Context`
:return: True when the scene is local (not linked from a library).
:rtype: bool
"""
return context.scene.library is None
def object_add_grid_scale(context):
"""
Return scale which should be applied on object
data to align it to grid scale.
:param context: The context.
:type context: :class:`bpy.types.Context`
:return: The grid scale.
:rtype: float
"""
space_data = context.space_data
if space_data and space_data.type == 'VIEW_3D':
return space_data.overlay.grid_scale_unit
return 1.0
def object_add_grid_scale_apply_operator(operator, context):
"""
Scale an operator's distance values by the grid size.
:param operator: The operator to scale.
:type operator: :class:`bpy.types.Operator`
:param context: The context.
:type context: :class:`bpy.types.Context`
"""
# This is a Python version of the C++ function `WM_operator_view3d_unit_defaults`.
grid_scale = object_add_grid_scale(context)
properties = operator.properties
properties_def = properties.bl_rna.properties
for prop_id in properties_def.keys():
if not properties.is_property_set(prop_id, ghost=False):
prop_def = properties_def[prop_id]
if prop_def.unit == 'LENGTH' and prop_def.subtype == 'DISTANCE':
setattr(operator, prop_id,
getattr(operator, prop_id) * grid_scale)
def world_to_camera_view(scene, obj, coord):
"""
Returns the camera space coords for a 3d point.
(also known as: normalized device coordinates - NDC).
Where (0, 0) is the bottom left and (1, 1)
is the top right of the camera frame.
values outside 0-1 are also supported.
A negative 'z' value means the point is behind the camera.
Takes shift-x/y, lens angle and sensor size into account
as well as perspective/ortho projections.
:param scene: Scene to use for frame size.
:type scene: :class:`bpy.types.Scene`
:param obj: Camera object.
:type obj: :class:`bpy.types.Object`
:param coord: World space location.
:type coord: :class:`mathutils.Vector`
:return: a vector where X and Y map to the view plane and
Z is the depth on the view axis.
:rtype: :class:`mathutils.Vector`
"""
from mathutils import Vector
co_local = obj.matrix_world.normalized().inverted() @ coord
z = -co_local.z
camera = obj.data
frame = [v for v in camera.view_frame(scene=scene)[:3]]
if camera.type != 'ORTHO':
if z == 0.0:
return Vector((0.5, 0.5, 0.0))
else:
frame = [-(v / (v.z / z)) for v in frame]
min_x, max_x = frame[2].x, frame[1].x
min_y, max_y = frame[1].y, frame[0].y
x = (co_local.x - min_x) / (max_x - min_x)
y = (co_local.y - min_y) / (max_y - min_y)
return Vector((x, y, z))
def object_report_if_active_shape_key_is_locked(obj, operator):
"""
Checks if the active shape key of the specified object is locked, and reports an error if so.
If the object has no shape keys, there is nothing to lock, and the function returns False.
:param obj: Object to check.
:type obj: :class:`bpy.types.Object`
:param operator: Currently running operator to report the error through. Use None to suppress emitting the message.
:type operator: :class:`bpy.types.Operator` | None
:return: True if the shape key was locked.
:rtype: bool
"""
key = obj.active_shape_key
if key and key.lock_shape:
if operator:
operator.report({'ERROR'}, "The active shape key of {:s} is locked".format(obj.name))
return True
return False