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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
'name': 'Drop to Ground',
'author': 'Unnikrishnan(kodemax), Florian Meyer(testscreenings)',
'version': (1,2.5),
'blender': (2, 71, 0),
'location': '3D View -> Tool Shelf -> Object Tools Panel (at the bottom)',
'description': 'Drop selected objects on active object',
'warning': 'Before using it do :- ctrl+a -> apply rotation on the object to be dropped',
'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Drop_to_ground',
'tracker_url': 'http://projects.blender.org/tracker/?func=detail&atid=25349',
'category': 'Object'}
import bpy, bmesh
from mathutils import *
from bpy.types import Operator
from bpy.props import *
def get_align_matrix(location, normal):
up = Vector((0,0,1))
angle = normal.angle(up)
axis = up.cross(normal)
mat_rot = Matrix.Rotation(angle, 4, axis)
mat_loc = Matrix.Translation(location)
mat_align = mat_rot * mat_loc
return mat_align
def transform_ground_to_world(sc, ground):
tmpMesh = ground.to_mesh(sc, True, 'PREVIEW')
tmpMesh.transform(ground.matrix_world)
tmp_ground = bpy.data.objects.new('tmpGround', tmpMesh)
sc.objects.link(tmp_ground)
sc.update()
return tmp_ground
def get_lowest_world_co_from_mesh(ob, mat_parent=None):
bme = bmesh.new()
bme.from_mesh(ob.data)
mat_to_world = ob.matrix_world.copy()
if mat_parent:
mat_to_world = mat_parent * mat_to_world
lowest=None
#bme.verts.index_update() #probably not needed
for v in bme.verts:
if not lowest:
lowest = v
if (mat_to_world * v.co).z < (mat_to_world * lowest.co).z:
lowest = v
lowest_co = mat_to_world * lowest.co
bme.free()
return lowest_co
def get_lowest_world_co(context, ob, mat_parent=None):
if ob.type == 'MESH':
return get_lowest_world_co_from_mesh(ob)
elif ob.type == 'EMPTY' and ob.dupli_type == 'GROUP':
if not ob.dupli_group:
return None
else:
lowest_co = None
for ob_l in ob.dupli_group.objects:
if ob_l.type == 'MESH':
lowest_ob_l = get_lowest_world_co_from_mesh(ob_l, ob.matrix_world)
if not lowest_co:
lowest_co = lowest_ob_l
if lowest_ob_l.z < lowest_co.z:
lowest_co = lowest_ob_l
return lowest_co
def drop_objects(self, context):
ground = context.object
obs = context.selected_objects
obs.remove(ground)
tmp_ground = transform_ground_to_world(context.scene, ground)
down = Vector((0, 0, -10000))
for ob in obs:
if self.use_origin:
lowest_world_co = ob.location
else:
lowest_world_co = get_lowest_world_co(context, ob)
if not lowest_world_co:
print(ob.type, 'is not supported. Failed to drop', ob.name)
continue
hit, hit_location, hit_normal, hit_index = tmp_ground.ray_cast(lowest_world_co, lowest_world_co + down)
if not hit:
print(ob.name, 'didn\'t hit the ground')
continue
# simple drop down
to_ground_vec = hit_location - lowest_world_co
ob.location += to_ground_vec
# drop with align to hit normal
if self.align:
to_center_vec = ob.location - hit_location #vec: hit_loc to origin
# rotate object to align with face normal
mat_normal = get_align_matrix(hit_location, hit_normal)
rot_euler = mat_normal.to_euler()
mat_ob_tmp = ob.matrix_world.copy().to_3x3()
mat_ob_tmp.rotate(rot_euler)
mat_ob_tmp = mat_ob_tmp.to_4x4()
ob.matrix_world = mat_ob_tmp
# move_object to hit_location
ob.location = hit_location
# move object above surface again
to_center_vec.rotate(rot_euler)
ob.location += to_center_vec
#cleanup
bpy.ops.object.select_all(action='DESELECT')
tmp_ground.select = True
bpy.ops.object.delete('EXEC_DEFAULT')
for ob in obs:
ob.select = True
ground.select = True
class OBJECT_OT_drop_to_ground(Operator):
"""Drop selected objects on active object"""
bl_idname = "object.drop_on_active"
bl_label = "Drop to Ground"
bl_options = {'REGISTER', 'UNDO'}
bl_description = "Drop selected objects on active object"
align = BoolProperty(
name="Align to ground",
description="Aligns the object to the ground",
default=True)
use_origin = BoolProperty(
name="Use Center",
description="Drop to objects origins",
default=False)
##### POLL #####
@classmethod
def poll(cls, context):
return len(context.selected_objects) >= 2
##### EXECUTE #####
def execute(self, context):
print('\nDropping Objects')
drop_objects(self, context)
return {'FINISHED'}
#################################################################
class drop_help(bpy.types.Operator):
bl_idname = 'help.drop'
bl_label = ''
def draw(self, context):
layout = self.layout
layout.label("To use:")
layout.label("Name the base object 'Ground'")
layout.label("Select the object/s to drop")
layout.label("Then Shift Select 'Ground'")
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
return context.window_manager.invoke_popup(self, width = 300)
class Drop_Operator_Panel(bpy.types.Panel):
bl_label = "Drop To Ground"
bl_region_type = "TOOLS" #UI possible too
bl_space_type = "VIEW_3D"
bl_options = {'DEFAULT_CLOSED'}
bl_context = "objectmode"
bl_category = "Tools"
def draw(self,context):
sce = context.scene
layout = self.layout
row = layout.row()
row = layout.split(0.80)
row.operator(OBJECT_OT_drop_to_ground.bl_idname, text="Drop to Ground")
row.operator('help.drop', icon = 'INFO')
# Register the class:
def register():
bpy.utils.register_module(__name__)
pass
def unregister():
bpy.utils.unregister_module(__name__)
pass
if __name__ == "__main__":
register()
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