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print("How to use: paste into a Blender Text Editor panel, select"
" object, Run Script")
y_up = True
enable_minetest = True
import bpy
# from mathutils import Matrix
from mathutils import Vector
# from mathutils import Euler
class MessageBox(bpy.types.Operator):
bl_idname = "message.messagebox"
bl_label = ""
message = bpy.props.StringProperty(
name = "message",
description = "message",
default = ''
)
def execute(self, context):
self.report({'INFO'}, self.message)
print(self.message)
return {'FINISHED'}
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self,
width=400)
def draw(self, context):
self.layout.label(self.message)
self.layout.label("")
# col = self.layout.column(align = True)
# col.prop(context.scene, "my_string_prop")
ob1 = None
try:
ob1 = obj.select_get()
except:
# < 2.8
ob1 = bpy.context.scene.objects.active
bpy.utils.register_class(MessageBox)
if ob1 is None:
msg = "Nothing is selected."
# WRONG: https://stackoverflow.com/questions/7697532/how-to-show-a-message-from-a-blender-script
# self.report({'ERROR'}, msg)
bpy.ops.message.messagebox('INVOKE_DEFAULT', message = msg)
else:
loc1 = ob1.location
# loc1 = ob1.matrix_world.translation
# See https://blender.stackexchange.com/questions/6139/how-to-iterate-through-all-vertices-of-an-object-that-contains-multiple-meshes
mesh = ob1.data
# print("mesh:" + str(mesh))
# print("hasattr(mesh, 'vertices'):" + str(hasattr(mesh,
# 'vertices')))
xMin = None # Define so None check is possible later.
if (mesh is not None) and (not hasattr(mesh, 'vertices')):
print("--can't calculate collisionbox for skeleton")
elif mesh is not None:
xMin = None
yMin = None
zMin = None
xMax = None
yMax = None
zMax = None
# See https://blender.stackexchange.com/questions/6155/how-to-convert-coordinates-from-vertex-to-world-space
wm = ob1.matrix_world
newNamePrefix = "Empty.from." + ob1.name
i = 0
for vert in mesh.vertices:
name = newNamePrefix + "." + str(i)
# This matrix multiplication is NOT transitive.
try:
loc = wm @ vert.co
except TypeError:
loc = wm * vert.co # Blender <2.8
# See also vert.co.x (and y and z)
bpy.ops.object.add(type='EMPTY', radius=.25, location=loc);
bpy.context.active_object.name = name
# Also consider sambler's answer at
# <https://blender.stackexchange.com/a/45102/12998>:
# new_obj = bpy.data.objects.new(name, None) # , 'EMPTY')??
# new_obj.location = (x,y,z)
# bpy.context.scene.objects.link(new_obj) # add to scene
# The add_named code below doesn't work:
# bpy.ops.object.add_named(name="Empty" + ob1.name,
# type='EMPTY', radius=.25,
# location=loc)
i += 1
# bpy.ops.message.messagebox('INVOKE_DEFAULT', message = msg)
# Unregistering before user clicks the MessageBox will crash Blender!
# bpy.utils.unregister_class(MessageBox)