correct missing bpy doc references.
[blender.git] / release / scripts / modules / bpy_extras / object_utils.py
index 51a8d4b5e23288d8bf1a0f6d4792056cd7d08955..3081e6f172e68e965deb130deb81cdfdaeaafcac 100644 (file)
 #
 # ##### END GPL LICENSE BLOCK #####
 
-# <pep8 compliant>
+# <pep8-80 compliant>
 
 __all__ = (
     "add_object_align_init",
     "object_data_add",
-)
+    )
 
 
 import bpy
@@ -33,48 +33,55 @@ def add_object_align_init(context, operator):
     Return a matrix using the operator settings and view context.
 
     :arg context: The context to use.
-    :type context: :class:`Context`
+    :type context: :class:`bpy.types.Context`
     :arg operator: The operator, checked for location and rotation properties.
-    :type operator: :class:`Operator`
+    :type operator: :class:`bpy.types.Operator`
     :return: the matrix from the context and settings.
-    :rtype: :class:`Matrix`
+    :rtype: :class:`mathutils.Matrix`
     """
+
+    from mathutils import Matrix, Vector, Euler
+    properties = operator.properties if operator is not None else None
+
     space_data = context.space_data
     if space_data.type != 'VIEW_3D':
         space_data = None
 
     # location
-    if operator and operator.properties.is_property_set("location"):
-        location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
+    if operator and properties.is_property_set("location"):
+        location = Matrix.Translation(Vector(properties.location))
     else:
         if space_data:  # local view cursor is detected below
-            location = mathutils.Matrix.Translation(space_data.cursor_location)
+            location = Matrix.Translation(space_data.cursor_location)
         else:
-            location = mathutils.Matrix.Translation(context.scene.cursor_location)
+            location = Matrix.Translation(context.scene.cursor_location)
 
         if operator:
-            operator.properties.location = location.to_translation()
+            properties.location = location.to_translation()
 
     # rotation
     view_align = (context.user_preferences.edit.object_align == 'VIEW')
     view_align_force = False
     if operator:
-        if operator.properties.is_property_set("view_align"):
+        if properties.is_property_set("view_align"):
             view_align = view_align_force = operator.view_align
         else:
-            operator.properties.view_align = view_align
+            properties.view_align = view_align
 
-    if operator and operator.properties.is_property_set("rotation") and not view_align_force:
-        rotation = mathutils.Euler(operator.properties.rotation).to_matrix().to_4x4()
+    if operator and (properties.is_property_set("rotation") and
+                     not view_align_force):
+
+        rotation = Euler(properties.rotation).to_matrix().to_4x4()
     else:
         if view_align and space_data:
-            rotation = space_data.region_3d.view_matrix.to_3x3().inverted().to_4x4()
+            rotation = space_data.region_3d.view_matrix.to_3x3().inverted()
+            rotation.resize_4x4()
         else:
             rotation = mathutils.Matrix()
 
         # set the operator properties
         if operator:
-            operator.properties.rotation = rotation.to_euler()
+            properties.rotation = rotation.to_euler()
 
     return location * rotation
 
@@ -85,13 +92,13 @@ def object_data_add(context, obdata, operator=None):
     location, rotation and layer.
 
     :arg context: The context to use.
-    :type context: :class:`Context`
+    :type context: :class:`bpy.types.Context`
     :arg obdata: the data used for the new object.
     :type obdata: valid object data type or None.
     :arg operator: The operator, checked for location and rotation properties.
-    :type operator: :class:`Operator`
+    :type operator: :class:`bpy.types.Operator`
     :return: the newly created object in the scene.
-    :rtype: :class:`ObjectBase`
+    :rtype: :class:`bpy.types.ObjectBase`
     """
     scene = context.scene
 
@@ -114,14 +121,18 @@ def object_data_add(context, obdata, operator=None):
     # XXX
     # caused because entering editmodedoes not add a empty undo slot!
     if context.user_preferences.edit.use_enter_edit_mode:
-        if not (obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type):
+        if not (obj_act and
+                obj_act.mode == 'EDIT' and
+                obj_act.type == obj_new.type):
+
             _obdata = bpy.data.meshes.new(obdata.name)
             obj_act = bpy.data.objects.new(_obdata.name, _obdata)
             obj_act.matrix_world = obj_new.matrix_world
             scene.objects.link(obj_act)
             scene.objects.active = obj_act
             bpy.ops.object.mode_set(mode='EDIT')
-            bpy.ops.ed.undo_push(message="Enter Editmode")  # need empty undo step
+            # need empty undo step
+            bpy.ops.ed.undo_push(message="Enter Editmode")
     # XXX
 
     if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type: