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create_bound_box.py
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create_bound_box.py
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#
# Copyright (c) 2014 Shane Ambler
#
# All rights reserved.
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# 2. Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
# made in response to --
# http://blender.stackexchange.com/q/14072/935
#
# NOTE:
# Non-render objects have a zero size bounding box
# when only one of these objects is selected you will get
# a zero sized cube. Such as camera, lamp, lattice, armature, empty
bl_info = {
"name": "Create Bounding Box",
"author": "sambler",
"version": (1,4),
"blender": (2, 80, 0),
"location": "View3D > Add > Mesh > Create Bounding Box",
"description": "Create a mesh cube that encompasses all selected objects",
"warning": "",
"wiki_url": "https://github.com/sambler/addonsByMe/blob/master/create_bound_box.py",
"tracker_url": "https://github.com/sambler/addonsByMe/issues",
"category": "Add Mesh",
}
import bpy
import bmesh
from bpy.props import BoolProperty, FloatVectorProperty
import mathutils
from bpy_extras import object_utils
# from blender templates
def add_box(width, height, depth):
"""
This function takes inputs and returns vertex and face arrays.
no actual mesh data creation is done here.
"""
verts = [(+1.0, +1.0, -1.0),
(+1.0, -1.0, -1.0),
(-1.0, -1.0, -1.0),
(-1.0, +1.0, -1.0),
(+1.0, +1.0, +1.0),
(+1.0, -1.0, +1.0),
(-1.0, -1.0, +1.0),
(-1.0, +1.0, +1.0),
]
faces = [(0, 1, 2, 3),
(4, 7, 6, 5),
(0, 4, 5, 1),
(1, 5, 6, 2),
(2, 6, 7, 3),
(4, 0, 3, 7),
]
# apply size
for i, v in enumerate(verts):
verts[i] = v[0] * width, v[1] * depth, v[2] * height
return verts, faces
class CreateBoundingBox(bpy.types.Operator, object_utils.AddObjectHelper):
"""Create a mesh cube that encompasses all selected objects"""
bl_idname = "mesh.boundbox_add"
bl_label = "Create Bounding Box"
bl_description = "Create a bounding box around selected objects"
bl_options = {'REGISTER', 'UNDO'}
# generic transform props
view_align : BoolProperty(
name="Align to View",
default=False,
)
location : FloatVectorProperty(
name="Location",
subtype='TRANSLATION',
)
rotation : FloatVectorProperty(
name="Rotation",
subtype='EULER',
)
@classmethod
def poll(cls, context):
if len(context.selected_objects) == 0:
return False
return True
def execute(self, context):
minx, miny, minz = (999999.0,)*3
maxx, maxy, maxz = (-999999.0,)*3
for obj in context.selected_objects:
for v in obj.bound_box:
v_world = obj.matrix_world @ mathutils.Vector((v[0],v[1],v[2]))
if v_world[0] < minx:
minx = v_world[0]
if v_world[0] > maxx:
maxx = v_world[0]
if v_world[1] < miny:
miny = v_world[1]
if v_world[1] > maxy:
maxy = v_world[1]
if v_world[2] < minz:
minz = v_world[2]
if v_world[2] > maxz:
maxz = v_world[2]
verts_loc, faces = add_box((maxx-minx)/2, (maxz-minz)/2, (maxy-miny)/2)
mesh = bpy.data.meshes.new("BoundingBox")
bm = bmesh.new()
for v_co in verts_loc:
bm.verts.new(v_co)
bm.verts.ensure_lookup_table()
for f_idx in faces:
bm.faces.new([bm.verts[i] for i in f_idx])
bm.to_mesh(mesh)
mesh.update()
self.location[0] = minx+((maxx-minx)/2)
self.location[1] = miny+((maxy-miny)/2)
self.location[2] = minz+((maxz-minz)/2)
bbox = object_utils.object_data_add(context, mesh, operator=self)
# does a bounding box need to display more than the bounds??
bbox.display_type = 'BOUNDS'
bbox.hide_render = True
return {'FINISHED'}
def menu_boundbox(self, context):
self.layout.operator(CreateBoundingBox.bl_idname, text=CreateBoundingBox.bl_label, icon="PLUGIN")
def register():
bpy.utils.register_class(CreateBoundingBox)
bpy.types.VIEW3D_MT_mesh_add.append(menu_boundbox)
def unregister():
bpy.utils.unregister_class(CreateBoundingBox)
bpy.types.VIEW3D_MT_mesh_add.remove(menu_boundbox)
if __name__ == "__main__":
register()