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authorBrendon Murphy <meta.androcto1@gmail.com>2014-08-04 18:31:22 +0400
committerBrendon Murphy <meta.androcto1@gmail.com>2014-08-04 18:31:22 +0400
commit263763f2d120000c9d75777afe299418335b4adb (patch)
tree378df844b21ec5cd8a154c70454140471ec758ac /add_mesh_extra_objects/add_mesh_pipe_joint.py
parentc2d1f06c06097965abdb00bcda557704d917dd19 (diff)
updates & cleanup, merged pipe joints & solid objects, cleaner integration into shift/a
Diffstat (limited to 'add_mesh_extra_objects/add_mesh_pipe_joint.py')
-rw-r--r--add_mesh_extra_objects/add_mesh_pipe_joint.py992
1 files changed, 992 insertions, 0 deletions
diff --git a/add_mesh_extra_objects/add_mesh_pipe_joint.py b/add_mesh_extra_objects/add_mesh_pipe_joint.py
new file mode 100644
index 00000000..e0dcc3e8
--- /dev/null
+++ b/add_mesh_extra_objects/add_mesh_pipe_joint.py
@@ -0,0 +1,992 @@
+# ##### 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 #####
+'''
+ "name": "Pipe Joints",
+ "author": "Buerbaum Martin (Pontiac)",
+ "version": (0, 10, 7),
+'''
+import bpy
+from math import *
+from bpy.props import *
+
+# Create a new mesh (object) from verts/edges/faces.
+# verts/edges/faces ... List of vertices/edges/faces for the
+# new mesh (as used in from_pydata).
+# name ... Name of the new mesh (& object).
+def create_mesh_object(context, verts, edges, faces, name):
+ # Create new mesh
+ mesh = bpy.data.meshes.new(name)
+
+ # Make a mesh from a list of verts/edges/faces.
+ mesh.from_pydata(verts, edges, faces)
+
+ # Update mesh geometry after adding stuff.
+ mesh.update()
+
+ from bpy_extras import object_utils
+ return object_utils.object_data_add(context, mesh, operator=None)
+
+# A very simple "bridge" tool.
+# Connects two equally long vertex rows with faces.
+# Returns a list of the new faces (list of lists)
+#
+# vertIdx1 ... First vertex list (list of vertex indices).
+# vertIdx2 ... Second vertex list (list of vertex indices).
+# closed ... Creates a loop (first & last are closed).
+# flipped ... Invert the normal of the face(s).
+#
+# Note: You can set vertIdx1 to a single vertex index to create
+# a fan/star of faces.
+# Note: If both vertex idx list are the same length they have
+# to have at least 2 vertices.
+def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
+ faces = []
+
+ if not vertIdx1 or not vertIdx2:
+ return None
+
+ if len(vertIdx1) < 2 and len(vertIdx2) < 2:
+ return None
+
+ fan = False
+ if (len(vertIdx1) != len(vertIdx2)):
+ if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
+ fan = True
+ else:
+ return None
+
+ total = len(vertIdx2)
+
+ if closed:
+ # Bridge the start with the end.
+ if flipped:
+ face = [
+ vertIdx1[0],
+ vertIdx2[0],
+ vertIdx2[total - 1]]
+ if not fan:
+ face.append(vertIdx1[total - 1])
+ faces.append(face)
+
+ else:
+ face = [vertIdx2[0], vertIdx1[0]]
+ if not fan:
+ face.append(vertIdx1[total - 1])
+ face.append(vertIdx2[total - 1])
+ faces.append(face)
+
+ # Bridge the rest of the faces.
+ for num in range(total - 1):
+ if flipped:
+ if fan:
+ face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
+ else:
+ face = [vertIdx2[num], vertIdx1[num],
+ vertIdx1[num + 1], vertIdx2[num + 1]]
+ faces.append(face)
+ else:
+ if fan:
+ face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
+ else:
+ face = [vertIdx1[num], vertIdx2[num],
+ vertIdx2[num + 1], vertIdx1[num + 1]]
+ faces.append(face)
+
+ return faces
+
+class AddElbowJoint(bpy.types.Operator):
+ # Create the vertices and polygons for a simple elbow (bent pipe).
+ """Add an Elbow pipe mesh"""
+ bl_idname = "mesh.primitive_elbow_joint_add"
+ bl_label = "Add Pipe Elbow"
+ bl_options = {'REGISTER', 'UNDO', 'PRESET'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions)",
+ default=32, min=3, max=256)
+
+ angle = FloatProperty(name="Angle",
+ description="The angle of the branching pipe (i.e. the 'arm' - " \
+ "Measured from the center line of the main pipe",
+ default=radians(45.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+
+ startLength = FloatProperty(name="Length Start",
+ description="Length of the beginning of the pipe",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ endLength = FloatProperty(name="End Length",
+ description="Length of the end of the pipe",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+
+ radius = self.radius
+ div = self.div
+
+ angle = self.angle
+
+ startLength = self.startLength
+ endLength = self.endLength
+
+ verts = []
+ faces = []
+
+ loop1 = [] # The starting circle
+ loop2 = [] # The elbow circle
+ loop3 = [] # The end circle
+
+ # Create start circle
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = -startLength
+ loop1.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create deformed joint circle
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = locX * tan(angle / 2.0)
+ loop2.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ # Create end circle
+ baseEndLocX = -endLength * sin(angle)
+ baseEndLocZ = endLength * cos(angle)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 - angle)
+ locX = locX * sin(pi / 2.0 - angle)
+
+ loop3.append(len(verts))
+ # Translate and add circle vertices to the list.
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create faces
+ faces.extend(createFaces(loop1, loop2, closed=True))
+ faces.extend(createFaces(loop2, loop3, closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "Elbow Joint")
+
+ return {'FINISHED'}
+
+class AddTeeJoint(bpy.types.Operator):
+ # Create the vertices and polygons for a simple tee (T) joint.
+ # The base arm of the T can be positioned in an angle if needed though.
+ """Add a Tee-Joint mesh"""
+ bl_idname = "mesh.primitive_tee_joint_add"
+ bl_label = "Add Pipe Tee-Joint"
+ bl_options = {'REGISTER', 'UNDO', 'PRESET'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions)",
+ default=32,
+ min=4,
+ max=256)
+
+ angle = FloatProperty(name="Angle",
+ description="The angle of the branching pipe (i.e. the 'arm' - " \
+ "Measured from the center line of the main pipe",
+ default=radians(90.0),
+ min=radians(0.1),
+ max=radians(179.9),
+ unit="ROTATION")
+
+ startLength = FloatProperty(name="Length Start",
+ description="Length of the beginning of the" \
+ " main pipe (the straight one)",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ endLength = FloatProperty(name="End Length",
+ description="Length of the end of the" \
+ " main pipe (the straight one)",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branchLength = FloatProperty(name="Arm Length",
+ description="Length of the arm pipe (the bent one)",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+
+ radius = self.radius
+ div = self.div
+
+ angle = self.angle
+
+ startLength = self.startLength
+ endLength = self.endLength
+ branchLength = self.branchLength
+
+ if (div % 2):
+ # Odd vertice number not supported (yet).
+ return {'CANCELLED'}
+
+ verts = []
+ faces = []
+
+ # List of vert indices of each cross section
+ loopMainStart = [] # Vert indices for the
+ # beginning of the main pipe.
+ loopJoint1 = [] # Vert indices for joint that is used
+ # to connect the joint & loopMainStart.
+ loopJoint2 = [] # Vert indices for joint that is used
+ # to connect the joint & loopArm.
+ loopJoint3 = [] # Vert index for joint that is used
+ # to connect the joint & loopMainEnd.
+ loopArm = [] # Vert indices for the end of the arm.
+ loopMainEnd = [] # Vert indices for the
+ # end of the main pipe.
+
+ # Create start circle (main pipe)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = -startLength
+ loopMainStart.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create deformed joint circle
+ vertTemp1 = None
+ vertTemp2 = None
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+
+ if vertIdx == 0:
+ vertTemp1 = len(verts)
+ if vertIdx == div / 2:
+ # @todo: This will possibly break if we
+ # ever support odd divisions.
+ vertTemp2 = len(verts)
+
+ loopJoint1.append(len(verts))
+ if (vertIdx < div / 2):
+ # Straight side of main pipe.
+ locZ = 0
+ loopJoint3.append(len(verts))
+ else:
+ # Branching side
+ locZ = locX * tan(angle / 2.0)
+ loopJoint2.append(len(verts))
+
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ # Create 2. deformed joint (half-)circle
+ loopTemp = []
+ for vertIdx in range(div):
+ if (vertIdx > div / 2):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = -cos(curVertAngle)
+ locZ = -(radius * locX * tan((pi - angle) / 2.0))
+ loopTemp.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ loopTemp2 = loopTemp[:]
+
+ # Finalise 2. loop
+ loopTemp.reverse()
+ loopTemp.append(vertTemp1)
+ loopJoint2.reverse()
+ loopJoint2.extend(loopTemp)
+ loopJoint2.reverse()
+
+ # Finalise 3. loop
+ loopTemp2.append(vertTemp2)
+ loopTemp2.reverse()
+ loopJoint3.extend(loopTemp2)
+
+ # Create end circle (branching pipe)
+ baseEndLocX = -branchLength * sin(angle)
+ baseEndLocZ = branchLength * cos(angle)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 - angle)
+ locX = locX * sin(pi / 2.0 - angle)
+
+ loopArm.append(len(verts))
+
+ # Add translated circle.
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create end circle (main pipe)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = endLength
+ loopMainEnd.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create faces
+ faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
+ faces.extend(createFaces(loopJoint2, loopArm, closed=True))
+ faces.extend(createFaces(loopJoint3, loopMainEnd, closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "Tee Joint")
+
+ return {'FINISHED'}
+
+class AddWyeJoint(bpy.types.Operator):
+ """Add a Wye-Joint mesh"""
+ bl_idname = "mesh.primitive_wye_joint_add"
+ bl_label = "Add Pipe Wye-Joint"
+ bl_options = {'REGISTER', 'UNDO', 'PRESET'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions)",
+ default=32,
+ min=4,
+ max=256)
+
+ angle1 = FloatProperty(name="Angle 1",
+ description="The angle of the 1. branching pipe " \
+ "(measured from the center line of the main pipe)",
+ default=radians(45.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+ angle2 = FloatProperty(name="Angle 2",
+ description="The angle of the 2. branching pipe " \
+ "(measured from the center line of the main pipe) ",
+ default=radians(45.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+
+ startLength = FloatProperty(name="Length Start",
+ description="Length of the beginning of the" \
+ " main pipe (the straight one)",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch1Length = FloatProperty(name="Length Arm 1",
+ description="Length of the 1. arm",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch2Length = FloatProperty(name="Length Arm 2",
+ description="Length of the 2. arm",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+
+ radius = self.radius
+ div = self.div
+
+ angle1 = self.angle1
+ angle2 = self.angle2
+
+ startLength = self.startLength
+ branch1Length = self.branch1Length
+ branch2Length = self.branch2Length
+
+ if (div % 2):
+ # Odd vertice number not supported (yet).
+ return {'CANCELLED'}
+
+ verts = []
+ faces = []
+
+ # List of vert indices of each cross section
+ loopMainStart = [] # Vert indices for
+ # the beginning of the main pipe.
+ loopJoint1 = [] # Vert index for joint that is used
+ # to connect the joint & loopMainStart.
+ loopJoint2 = [] # Vert index for joint that
+ # is used to connect the joint & loopArm1.
+ loopJoint3 = [] # Vert index for joint that is
+ # used to connect the joint & loopArm2.
+ loopArm1 = [] # Vert idxs for end of the 1. arm.
+ loopArm2 = [] # Vert idxs for end of the 2. arm.
+
+ # Create start circle
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = -startLength
+ loopMainStart.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create deformed joint circle
+ vertTemp1 = None
+ vertTemp2 = None
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+
+ if vertIdx == 0:
+ vertTemp2 = len(verts)
+ if vertIdx == div / 2:
+ # @todo: This will possibly break if we
+ # ever support odd divisions.
+ vertTemp1 = len(verts)
+
+ loopJoint1.append(len(verts))
+ if (vertIdx > div / 2):
+ locZ = locX * tan(angle1 / 2.0)
+ loopJoint2.append(len(verts))
+ else:
+ locZ = locX * tan(-angle2 / 2.0)
+ loopJoint3.append(len(verts))
+
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ # Create 2. deformed joint (half-)circle
+ loopTemp = []
+ angleJoint = (angle2 - angle1) / 2.0
+ for vertIdx in range(div):
+ if (vertIdx > div / 2):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+
+ locX = (-sin(curVertAngle) * sin(angleJoint)
+ / sin(angle2 - angleJoint))
+ locY = -cos(curVertAngle)
+ locZ = (-(sin(curVertAngle) * cos(angleJoint)
+ / sin(angle2 - angleJoint)))
+
+ loopTemp.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ loopTemp2 = loopTemp[:]
+
+ # Finalise 2. loop
+ loopTemp.append(vertTemp1)
+ loopTemp.reverse()
+ loopTemp.append(vertTemp2)
+ loopJoint2.reverse()
+ loopJoint2.extend(loopTemp)
+ loopJoint2.reverse()
+
+ # Finalise 3. loop
+ loopTemp2.reverse()
+ loopJoint3.extend(loopTemp2)
+
+ # Create end circle (1. branching pipe)
+ baseEndLocX = -branch1Length * sin(angle1)
+ baseEndLocZ = branch1Length * cos(angle1)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 - angle1)
+ locX = locX * sin(pi / 2.0 - angle1)
+
+ loopArm1.append(len(verts))
+ # Add translated circle.
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create end circle (2. branching pipe)
+ baseEndLocX = branch2Length * sin(angle2)
+ baseEndLocZ = branch2Length * cos(angle2)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 + angle2)
+ locX = locX * sin(pi / 2.0 + angle2)
+
+ loopArm2.append(len(verts))
+ # Add translated circle
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create faces
+ faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
+ faces.extend(createFaces(loopJoint2, loopArm1, closed=True))
+ faces.extend(createFaces(loopJoint3, loopArm2, closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "Wye Joint")
+
+ return {'FINISHED'}
+
+class AddCrossJoint(bpy.types.Operator):
+ """Add a Cross-Joint mesh"""
+ # Create the vertices and polygons for a coss (+ or X) pipe joint.
+ bl_idname = "mesh.primitive_cross_joint_add"
+ bl_label = "Add Pipe Cross-Joint"
+ bl_options = {'REGISTER', 'UNDO', 'PRESET'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions)",
+ default=32,
+ min=4,
+ max=256)
+
+ angle1 = FloatProperty(name="Angle 1",
+ description="The angle of the 1. arm (from the main axis)",
+ default=radians(90.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+ angle2 = FloatProperty(name="Angle 2",
+ description="The angle of the 2. arm (from the main axis)",
+ default=radians(90.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+ angle3 = FloatProperty(name="Angle 3 (center)",
+ description="The angle of the center arm (from the main axis)",
+ default=radians(0.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+
+ startLength = FloatProperty(name="Length Start",
+ description="Length of the beginning of the " \
+ "main pipe (the straight one)",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch1Length = FloatProperty(name="Length Arm 1",
+ description="Length of the 1. arm",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch2Length = FloatProperty(name="Length Arm 2",
+ description="Length of the 2. arm",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch3Length = FloatProperty(name="Length Arm 3 (center)",
+ description="Length of the center arm",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+
+ radius = self.radius
+ div = self.div
+
+ angle1 = self.angle1
+ angle2 = self.angle2
+ angle3 = self.angle3
+
+ startLength = self.startLength
+ branch1Length = self.branch1Length
+ branch2Length = self.branch2Length
+ branch3Length = self.branch3Length
+ if (div % 2):
+ # Odd vertice number not supported (yet).
+ return {'CANCELLED'}
+
+ verts = []
+ faces = []
+
+ # List of vert indices of each cross section
+ loopMainStart = [] # Vert indices for the
+ # beginning of the main pipe.
+ loopJoint1 = [] # Vert index for joint that is used
+ # to connect the joint & loopMainStart.
+ loopJoint2 = [] # Vert index for joint that is used
+ # to connect the joint & loopArm1.
+ loopJoint3 = [] # Vert index for joint that is used
+ # to connect the joint & loopArm2.
+ loopJoint4 = [] # Vert index for joint that is used
+ # to connect the joint & loopArm3.
+ loopArm1 = [] # Vert idxs for the end of the 1. arm.
+ loopArm2 = [] # Vert idxs for the end of the 2. arm.
+ loopArm3 = [] # Vert idxs for the center arm end.
+
+ # Create start circle
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = -startLength
+ loopMainStart.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create 1. deformed joint circle
+ vertTemp1 = None
+ vertTemp2 = None
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+
+ if vertIdx == 0:
+ vertTemp2 = len(verts)
+ if vertIdx == div / 2:
+ # @todo: This will possibly break if we
+ # ever support odd divisions.
+ vertTemp1 = len(verts)
+
+ loopJoint1.append(len(verts))
+ if (vertIdx > div / 2):
+ locZ = locX * tan(angle1 / 2.0)
+ loopJoint2.append(len(verts))
+ else:
+ locZ = locX * tan(-angle2 / 2.0)
+ loopJoint3.append(len(verts))
+
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ # loopTemp2 = loopJoint2[:] # UNUSED
+
+ # Create 2. deformed joint circle
+ loopTempA = []
+ loopTempB = []
+ angleJoint1 = (angle1 - angle3) / 2.0
+ angleJoint2 = (angle2 + angle3) / 2.0
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+
+ # Skip pole vertices
+ # @todo: This will possibly break if
+ # we ever support odd divisions.
+ if not (vertIdx == 0) and not (vertIdx == div / 2):
+
+ if (vertIdx > div / 2):
+ angleJoint = angleJoint1
+ angle = angle1
+ Z = -1.0
+ loopTempA.append(len(verts))
+
+ else:
+ angleJoint = angleJoint2
+ angle = angle2
+ Z = 1.0
+ loopTempB.append(len(verts))
+
+ locX = (sin(curVertAngle) * sin(angleJoint)
+ / sin(angle - angleJoint))
+ locY = -cos(curVertAngle)
+ locZ = (Z * (sin(curVertAngle) * cos(angleJoint)
+ / sin(angle - angleJoint)))
+
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ loopTempA2 = loopTempA[:]
+ loopTempB2 = loopTempB[:]
+ loopTempB3 = loopTempB[:]
+
+ # Finalise 2. loop
+ loopTempA.append(vertTemp1)
+ loopTempA.reverse()
+ loopTempA.append(vertTemp2)
+ loopJoint2.reverse()
+ loopJoint2.extend(loopTempA)
+ loopJoint2.reverse()
+
+ # Finalise 3. loop
+ loopJoint3.extend(loopTempB3)
+
+ # Finalise 4. loop
+ loopTempA2.append(vertTemp1)
+ loopTempA2.reverse()
+ loopTempB2.append(vertTemp2)
+ loopJoint4.extend(reversed(loopTempB2))
+ loopJoint4.extend(loopTempA2)
+
+ # Create end circle (1. branching pipe)
+ baseEndLocX = -branch1Length * sin(angle1)
+ baseEndLocZ = branch1Length * cos(angle1)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 - angle1)
+ locX = locX * sin(pi / 2.0 - angle1)
+
+ loopArm1.append(len(verts))
+ # Add translated circle.
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create end circle (2. branching pipe)
+ baseEndLocX = branch2Length * sin(angle2)
+ baseEndLocZ = branch2Length * cos(angle2)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 + angle2)
+ locX = locX * sin(pi / 2.0 + angle2)
+
+ loopArm2.append(len(verts))
+ # Add translated circle
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create end circle (center pipe)
+ baseEndLocX = branch3Length * sin(angle3)
+ baseEndLocZ = branch3Length * cos(angle3)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 + angle3)
+ locX = locX * sin(pi / 2.0 + angle3)
+
+ loopArm3.append(len(verts))
+ # Add translated circle
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create faces
+ faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
+ faces.extend(createFaces(loopJoint2, loopArm1, closed=True))
+ faces.extend(createFaces(loopJoint3, loopArm2, closed=True))
+ faces.extend(createFaces(loopJoint4, loopArm3, closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "Cross Joint")
+
+ return {'FINISHED'}
+
+class AddNJoint(bpy.types.Operator):
+ """Add a N-Joint mesh"""
+ # Create the vertices and polygons for a regular n-joint.
+ bl_idname = "mesh.primitive_n_joint_add"
+ bl_label = "Add Pipe N-Joint"
+ bl_options = {'REGISTER', 'UNDO', 'PRESET'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions)",
+ default=32,
+ min=4,
+ max=256)
+ number = IntProperty(name="Arms/Joints",
+ description="Number of joints/arms",
+ default=5,
+ min=2,
+ max=99999)
+ length = FloatProperty(name="Length",
+ description="Length of each joint/arm",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+ radius = self.radius
+ div = self.div
+ number = self.number
+ length = self.length
+
+ if (div % 2):
+ # Odd vertice number not supported (yet).
+ return {'CANCELLED'}
+
+ if (number < 2):
+ return {'CANCELLED'}
+
+ verts = []
+ faces = []
+
+ loopsEndCircles = []
+ loopsJointsTemp = []
+ loopsJoints = []
+
+ vertTemp1 = None
+ vertTemp2 = None
+
+ angleDiv = (2.0 * pi / number)
+
+ # Create vertices for the end circles.
+ for num in range(number):
+ circle = []
+ # Create start circle
+ angle = num * angleDiv
+
+ baseEndLocX = length * sin(angle)
+ baseEndLocZ = length * cos(angle)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 + angle)
+ locX = locX * sin(pi / 2.0 + angle)
+
+ circle.append(len(verts))
+ # Add translated circle
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ loopsEndCircles.append(circle)
+
+ # Create vertices for the joint circles.
+ loopJoint = []
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+
+ skipVert = False
+ # Store pole vertices
+ if vertIdx == 0:
+ if (num == 0):
+ vertTemp2 = len(verts)
+ else:
+ skipVert = True
+ elif vertIdx == div / 2:
+ # @todo: This will possibly break if we
+ # ever support odd divisions.
+ if (num == 0):
+ vertTemp1 = len(verts)
+ else:
+ skipVert = True
+
+ if not skipVert:
+ if (vertIdx > div / 2):
+ locZ = -locX * tan((pi - angleDiv) / 2.0)
+ loopJoint.append(len(verts))
+
+ # Rotate the vert
+ cosAng = cos(-angle)
+ sinAng = sin(-angle)
+ LocXnew = locX * cosAng - locZ * sinAng
+ LocZnew = locZ * cosAng + locX * sinAng
+ locZ = LocZnew
+ locX = LocXnew
+
+ verts.append([
+ locX * radius,
+ locY * radius,
+ locZ * radius])
+ else:
+ # These two vertices will only be
+ # added the very first time.
+ if vertIdx == 0 or vertIdx == div / 2:
+ verts.append([locX * radius, locY * radius, locZ])
+
+ loopsJointsTemp.append(loopJoint)
+
+ # Create complete loops (loopsJoints) out of the
+ # double number of half loops in loopsJointsTemp.
+ for halfLoopIdx in range(len(loopsJointsTemp)):
+ if (halfLoopIdx == len(loopsJointsTemp) - 1):
+ idx1 = halfLoopIdx
+ idx2 = 0
+ else:
+ idx1 = halfLoopIdx
+ idx2 = halfLoopIdx + 1
+
+ loopJoint = []
+ loopJoint.append(vertTemp2)
+ loopJoint.extend(reversed(loopsJointsTemp[idx2]))
+ loopJoint.append(vertTemp1)
+ loopJoint.extend(loopsJointsTemp[idx1])
+
+ loopsJoints.append(loopJoint)
+
+ # Create faces from the two
+ # loop arrays (loopsJoints -> loopsEndCircles).
+ for loopIdx in range(len(loopsEndCircles)):
+ faces.extend(
+ createFaces(loopsJoints[loopIdx],
+ loopsEndCircles[loopIdx], closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "N Joint")
+
+ return {'FINISHED'}
+
+################################ \ No newline at end of file