also added Align View option and made local view cursor work.
def add_object_align_init(context, operator):
def add_object_align_init(context, operator):
+ space_data = context.space_data
+ if space_data.type != 'VIEW_3D':
+ space_data = None
- if operator and operator.properties.is_property_set("location") and operator.properties.is_property_set("rotation"):
+ # location
+ if operator and operator.properties.is_property_set("location"):
location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
location = mathutils.Matrix.Translation(mathutils.Vector(operator.properties.location))
- rotation = mathutils.Euler(operator.properties.rotation).to_matrix().resize4x4()
- # TODO, local view cursor!
- location = mathutils.Matrix.Translation(context.scene.cursor_location)
+ if space_data: # local view cursor is detected below
+ location = mathutils.Matrix.Translation(space_data.cursor_location)
+ else:
+ location = mathutils.Matrix.Translation(context.scene.cursor_location)
+
+ if operator:
+ operator.properties.location = location.translation_part()
- if context.user_preferences.edit.object_align == 'VIEW' and context.space_data.type == 'VIEW_3D':
- rotation = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
+ # rotation
+ view_align = (context.user_preferences.edit.object_align == 'VIEW')
+ view_align_force = False
+ if operator:
+ if operator.properties.is_property_set("view_align"):
+ view_align = view_align_force = operator.view_align
+ else:
+ operator.properties.view_align = view_align
+
+ if operator.properties.is_property_set("rotation") and not view_align_force:
+ rotation = mathutils.Euler(operator.properties.rotation).to_matrix().resize4x4()
+ else:
+ if view_align and space_data:
+ rotation = space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rotation = mathutils.Matrix()
# set the operator properties
if operator:
else:
rotation = mathutils.Matrix()
# set the operator properties
if operator:
- operator.properties.location = location.translation_part()
operator.properties.rotation = rotation.to_euler()
return location * rotation
operator.properties.rotation = rotation.to_euler()
return location * rotation
obj_act = scene.objects.active
if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
obj_act = scene.objects.active
if obj_act and obj_act.mode == 'EDIT' and obj_act.type == obj_new.type:
+ bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.select = True
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.select = True
Vector = mathutils.Vector
Quaternion = mathutils.Quaternion
Vector = mathutils.Vector
Quaternion = mathutils.Quaternion
- PI_2 = pi * 2
- z_axis = (0, 0, 1)
+ PI_2 = pi * 2.0
+ z_axis = 0.0, 0.0, 1.0
default=0.5, min=0.01, max=100.0)
# generic transform props
default=0.5, min=0.01, max=100.0)
# generic transform props
+ view_align = BoolProperty(name="Align to View",
+ default=False)
location = FloatVectorProperty(name="Location")
rotation = FloatVectorProperty(name="Rotation")
location = FloatVectorProperty(name="Location")
rotation = FloatVectorProperty(name="Rotation")
def execute(self, context):
if self.use_abso == True:
def execute(self, context):
if self.use_abso == True:
*med= *med_orig; /* copy from the original */
} else {
BLI_edgehashIterator_getKey(ehi, (int*)&med->v1, (int*)&med->v2);
*med= *med_orig; /* copy from the original */
} else {
BLI_edgehashIterator_getKey(ehi, (int*)&med->v1, (int*)&med->v2);
- med->flag = ME_EDGEDRAW|ME_EDGERENDER;
+ med->flag = ME_EDGEDRAW|ME_EDGERENDER|SELECT; /* select for newly created meshes which are selected [#25595] */
}
}
BLI_edgehashIterator_free(ehi);
}
}
BLI_edgehashIterator_free(ehi);