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111 lines
3.7 KiB
111 lines
3.7 KiB
#!/usr/bin/env python
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import bpy
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# from mathutils import Matrix
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from mathutils import Vector
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# from mathutils import Euler
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print("How to use: paste into a Blender Text Editor panel, select"
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" object, Run Script")
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y_up = True
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enable_minetest = True
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class MessageBox(bpy.types.Operator):
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bl_idname = "message.messagebox"
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bl_label = ""
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message = bpy.props.StringProperty(
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name="message",
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description="message",
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default=''
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)
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def execute(self, context):
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self.report({'INFO'}, self.message)
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print(self.message)
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return {'FINISHED'}
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def invoke(self, context, event):
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return context.window_manager.invoke_props_dialog(self,
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width=400)
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def draw(self, context):
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self.layout.label(self.message)
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self.layout.label("")
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# col = self.layout.column(align = True)
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# col.prop(context.scene, "my_string_prop")
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ob1 = bpy.context.active_object # works with 2.7 or 2.8
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# try:
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# # See <https://blender.stackexchange.com/questions/141330/
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# # problem-with-bpy-context-selected-objects>
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# # for o in context.scene.objects:
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# # o.select_get() returns bool!
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# # To select it automatically: o.select_set(bool)
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# except:
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# # Blender version <= 2.79
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# ob1 = bpy.context.scene.objects.active
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bpy.utils.register_class(MessageBox)
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if ob1 is None:
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msg = "Nothing is selected."
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# WRONG: <https://stackoverflow.com/questions/7697532/how-to-show-a-
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# message-from-a-blender-script>
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# self.report({'ERROR'}, msg)
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bpy.ops.message.messagebox('INVOKE_DEFAULT', message=msg)
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else:
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loc1 = ob1.location
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# loc1 = ob1.matrix_world.translation
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# See <https://blender.stackexchange.com/questions/6139/how-to-
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# iterate-through-all-vertices-of-an-object-that-contains-
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# multiple-meshes>
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mesh = ob1.data
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# print("mesh:" + str(mesh))
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# print("hasattr(mesh, 'vertices'):" + str(hasattr(mesh,
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# 'vertices')))
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xMin = None # Define so None check is possible later.
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if (mesh is not None) and (not hasattr(mesh, 'vertices')):
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print("--can't calculate collisionbox for skeleton")
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elif mesh is not None:
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xMin = None
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yMin = None
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zMin = None
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xMax = None
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yMax = None
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zMax = None
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# See <https://blender.stackexchange.com/questions/6155/how-to-
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# convert-coordinates-from-vertex-to-world-space>
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wm = ob1.matrix_world
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newNamePrefix = "Empty.from." + ob1.name
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i = 0
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for vert in mesh.vertices:
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name = newNamePrefix + "." + str(i)
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# This matrix multiplication is NOT transitive.
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try:
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loc = wm @ vert.co
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except TypeError:
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loc = wm * vert.co # Blender <2.8
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# See also vert.co.x (and y and z)
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bpy.ops.object.add(type='EMPTY', radius=.25, location=loc)
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bpy.context.active_object.name = name
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# Also consider sambler's answer at
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# <https://blender.stackexchange.com/a/45102/12998>:
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# new_obj = bpy.data.objects.new(name, None) # , 'EMPTY')??
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# new_obj.location = (x,y,z)
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# bpy.context.scene.objects.link(new_obj) # add to scene
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# The add_named code below doesn't work:
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# bpy.ops.object.add_named(name="Empty" + ob1.name,
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# type='EMPTY', radius=.25,
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# location=loc)
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i += 1
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# bpy.ops.message.messagebox('INVOKE_DEFAULT', message = msg)
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# Unregistering before user clicks the MessageBox will crash Blender!
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# bpy.utils.unregister_class(MessageBox)
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