diff options
author | lijenstina <lijenstina@gmail.com> | 2016-12-30 22:33:05 +0300 |
---|---|---|
committer | lijenstina <lijenstina@gmail.com> | 2016-12-30 22:33:05 +0300 |
commit | c86080a455579a8c770545e33b95513b43e1a43b (patch) | |
tree | 6c392b16b914aa3264b373022602e57ad493e7d7 /add_mesh_extra_objects/add_mesh_round_brilliant.py | |
parent | c95e86bcef654c0686d3cf4d52446ff9ff8c819f (diff) |
Add mesh extra objects: Update to version 0.3.1
General Pep8 cleanup
Removed unused variables and imports
Removed a panel from add_empty_as_parent
Standardized the property definitions
across all the scripts
Moved scene props from third_domes_panel_271
to init for proper removal
Added a Enum prop for mesh type in teapot
Fixed a small issue with Geodesic domes self.reports
(problem with value fields message spam)
Fixed props names in Geodesic domes
Consistent tooltips
Reorganized menus:
Mechanical Menu including Pipe joints, Mesh gear
Added separators
Diffstat (limited to 'add_mesh_extra_objects/add_mesh_round_brilliant.py')
-rw-r--r-- | add_mesh_extra_objects/add_mesh_round_brilliant.py | 341 |
1 files changed, 183 insertions, 158 deletions
diff --git a/add_mesh_extra_objects/add_mesh_round_brilliant.py b/add_mesh_extra_objects/add_mesh_round_brilliant.py index 365705a1..537099b7 100644 --- a/add_mesh_extra_objects/add_mesh_round_brilliant.py +++ b/add_mesh_extra_objects/add_mesh_round_brilliant.py @@ -3,204 +3,209 @@ import bpy from math import pi, sin, cos, tan from bpy.types import Operator -from bpy.props import IntProperty, FloatProperty, BoolProperty -from mathutils import Vector, Euler +from mathutils import Vector, Euler +from bpy.props import ( + IntProperty, + FloatProperty, + BoolProperty, + ) + # mesh/object generating function, returns final object -def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f, + +def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f, pavi_f, culet, girdle_real, keep_lga, g_real_smooth): - -# # possible user inputs ( output 100% = 2 blender units ) -# s # no. of girdle facets (steps) default: 16 -# table_w # table width default: 0.530 -# crown_h # crown height default: 0.162 -# girdle_t # girdle thickness default: 0.017 -# pavi_d # pavillion depth default: 0.431 -# bezel_f # bezel factor default: 0.250 -# pavi_f # pavillion factor default: 0.400 -# culet # culet size default: 0.000 -# girdle_real # type of girdle flat/real default: True -# g_real_smooth # smooth or flat shading default: False -# keep_lga # when culet > 0, keep lga default: False + + # # possible user inputs ( output 100% = 2 blender units ) + # s # no. of girdle facets (steps) default: 16 + # table_w # table width default: 0.530 + # crown_h # crown height default: 0.162 + # girdle_t # girdle thickness default: 0.017 + # pavi_d # pavillion depth default: 0.431 + # bezel_f # bezel factor default: 0.250 + # pavi_f # pavillion factor default: 0.400 + # culet # culet size default: 0.000 + # girdle_real # type of girdle flat/real default: True + # g_real_smooth # smooth or flat shading default: False + # keep_lga # when culet > 0, keep lga default: False # variables / shortcuts if s % 2: # prevent odd number of steps (messes up mesh) s = s - 1 if not girdle_real: g_real_smooth = False - ang = 2*pi/s # angle step size + ang = 2 * pi / s # angle step size Verts = [] # collect all vertices Faces = [] # collect all faces - ca = cos(ang) - ca2 = cos(ang/2) - sa4 = sin(ang/4) - ta4 = tan(ang/4) - ta8 = tan(ang/8) - + ca = cos(ang) + ca2 = cos(ang / 2) + sa4 = sin(ang / 4) + ta4 = tan(ang / 4) + ta8 = tan(ang / 8) + def fa(*vs): # shortcut Faces.append v = [] for u in vs: v.append(u) Faces.append(v) - - def va(vx, vz, iang, sang, n): # shortcut Verts.append + + def va(vx, vz, iang, sang, n): # shortcut Verts.append for i in range(n): v = Vector((vx, 0, vz)) - ai = sang + iang*i - E_rot = Euler((0, 0, ai), 'XYZ') - v.rotate(E_rot) - Verts.append((v.x, v.y, v.z)) - + ai = sang + iang * i + E_rot = Euler((0, 0, ai), 'XYZ') + v.rotate(E_rot) + Verts.append((v.x, v.y, v.z)) - # upper girdle angle - uga = (1-bezel_f) * crown_h*2 / (ca2 - - (table_w + (1-table_w) * bezel_f) * ca2/ca) + # upper girdle angle + uga = (1 - bezel_f) * crown_h * 2 / (ca2 - + (table_w + (1 - table_w) * bezel_f) * ca2 / ca) - # lower girdle angle + # lower girdle angle if keep_lga: if pavi_f > 0 and pavi_f < 1: - lga = (1-pavi_f) * pavi_d*2 / (ca2 - pavi_f*ca2 / ca) + lga = (1 - pavi_f) * pavi_d * 2 / (ca2 - pavi_f * ca2 / ca) elif pavi_f == 1: lga = 0 else: - lga = 2*pavi_d*ca + lga = 2 * pavi_d * ca else: - lga = (1-pavi_f) * pavi_d*2 / (ca2 - - (culet + (1-culet) * pavi_f) * ca2/ca) - + lga = (1 - pavi_f) * pavi_d * 2 / (ca2 - + (culet + (1 - culet) * pavi_f) * ca2 / ca) + # append girdle vertices va(1, 0, ang, 0, s) - va(1, 2*girdle_t, ang, 0, s) + va(1, 2 * girdle_t, ang, 0, s) - # append real girdle vertices + # append real girdle vertices if girdle_real: dnu = uga * (1 - ca2) dfu = uga * (ta8 + ta4) * sa4 - dnl = lga * (1 - ca2) + dnl = lga * (1 - ca2) dfl = lga * (ta8 + ta4) * sa4 - if abs(dnu) + abs(dnl) > 2*girdle_t or dnu < 0 or dnl < 0: + if abs(dnu) + abs(dnl) > 2 * girdle_t or dnu < 0 or dnl < 0: girdle_real = False else: - va(1, dnl, ang, ang/2, s) - va(1, 2*girdle_t - dnu, ang, ang/2, s) - va(1, dfl, ang/2, ang/4, 2*s) - va(1, 2*girdle_t - dfu, ang/2, ang/4, 2*s) - + va(1, dnl, ang, ang / 2, s) + va(1, 2 * girdle_t - dnu, ang, ang / 2, s) + va(1, dfl, ang / 2, ang / 4, 2 * s) + va(1, 2 * girdle_t - dfu, ang / 2, ang / 4, 2 * s) + # make girdle faces l1 = len(Verts) # 2*s / 8*s for i in range(l1): if girdle_real: if i < s: - fa(i, i + s, 2*i + 6*s, 2*i + 4*s) + fa(i, i + s, 2 * i + 6 * s, 2 * i + 4 * s) if i == 0: - fa(i, s, l1 - 1, 6*s - 1) + fa(i, s, l1 - 1, 6 * s - 1) else: - fa(i, i + s, 2*i + 6*s - 1, 2*i + 4*s - 1) - elif i > 2*s - 1 and i < 3*s: - fa(i, i + s, 2 * (i+s), 2*i) - fa(i, i + s, 2 * (i+s) + 1, 2*i + 1) + fa(i, i + s, 2 * i + 6 * s - 1, 2 * i + 4 * s - 1) + elif i > 2 * s - 1 and i < 3 * s: + fa(i, i + s, 2 * (i + s), 2 * i) + fa(i, i + s, 2 * (i + s) + 1, 2 * i + 1) else: if i < s - 1: fa(i, i + s, i + s + 1, i + 1) elif i == s - 1: fa(i, i + s, s, 0) - + # append upper girdle facet vertices - va((table_w + (1-table_w) * bezel_f) / ca, (1-bezel_f) * 2*crown_h + - 2*girdle_t, 2*ang, ang, int(s/2)) + va((table_w + (1 - table_w) * bezel_f) / ca, (1 - bezel_f) * 2 * crown_h + + 2 * girdle_t, 2 * ang, ang, int(s / 2)) # make upper girdle facet faces l2 = len(Verts) # 2.5*s / 8.5*s for i in range(l2): - if i > s and i < 2*s - 1 and i % 2 != 0: + if i > s and i < 2 * s - 1 and i % 2 != 0: if girdle_real: - fa(i, 2 * (i + 2*s), i + 2*s, 2 * (i + 2*s) + 1, i + 1, - int(7.5*s) + int((i-1) / 2)) - fa(i, 2 * (i + 2*s) - 1, i + 2*s - 1, 2 * (i + 2*s - 1), - i - 1, int(7.5*s) + int((i-1) / 2)) + fa(i, 2 * (i + 2 * s), i + 2 * s, 2 * (i + 2 * s) + 1, i + 1, + int(7.5 * s) + int((i - 1) / 2)) + fa(i, 2 * (i + 2 * s) - 1, i + 2 * s - 1, 2 * (i + 2 * s - 1), + i - 1, int(7.5 * s) + int((i - 1) / 2)) else: - fa(i, i + 1, int((i + 3*s) / 2)) - fa(i, i - 1, int((i + 3*s) / 2)) + fa(i, i + 1, int((i + 3 * s) / 2)) + fa(i, i - 1, int((i + 3 * s) / 2)) elif i == s: if girdle_real: - fa(i, l1 - 1, 4*s - 1, l1 - 2, 2*i - 1, l2 - 1) - fa(2*i - 2, l1 - 4, 4*s - 2, l1 - 3, 2*i - 1, l2 - 1) + fa(i, l1 - 1, 4 * s - 1, l1 - 2, 2 * i - 1, l2 - 1) + fa(2 * i - 2, l1 - 4, 4 * s - 2, l1 - 3, 2 * i - 1, l2 - 1) else: - fa(i, 2*i - 1, l2 - 1) - fa(2*i - 1, 2*i - 2, l2 - 1) - + fa(i, 2 * i - 1, l2 - 1) + fa(2 * i - 1, 2 * i - 2, l2 - 1) + # append table vertices - va(table_w, (crown_h + girdle_t)*2, 2*ang, 0, int(s/2)) + va(table_w, (crown_h + girdle_t) * 2, 2 * ang, 0, int(s / 2)) # make bezel facet faces and star facet faces l3 = len(Verts) # 3*s / 9*s for i in range(l3): if i > l2 - 1 and i < l3 - 1: - fa(i, i + 1, i - int(s/2)) - fa(i + 1, i - int(s/2), 2 * (i-l2) + 2 + s, i - int(s/2) + 1) + fa(i, i + 1, i - int(s / 2)) + fa(i + 1, i - int(s / 2), 2 * (i - l2) + 2 + s, i - int(s / 2) + 1) elif i == l3 - 1: fa(i, l2, l2 - 1) - fa(s, l2 - 1, l2, l2 - int(s/2)) - + fa(s, l2 - 1, l2, l2 - int(s / 2)) + # make table facet face tf = [] for i in range(l3): if i > l2 - 1: tf.append(i) fa(*tf) - + # append lower girdle facet vertices - if keep_lga: - va(pavi_f/ca, (pavi_f-1) * pavi_d*2, 2*ang, ang, int(s/2)) + if keep_lga: + va(pavi_f / ca, (pavi_f - 1) * pavi_d * 2, 2 * ang, ang, int(s / 2)) else: - va((pavi_f * (1-culet) + culet) / ca, (pavi_f-1) * pavi_d*2, 2*ang, - ang, int(s/2)) - + va((pavi_f * (1 - culet) + culet) / ca, (pavi_f - 1) * pavi_d * 2, 2 * ang, + ang, int(s / 2)) + # make lower girdle facet faces l4 = len(Verts) # 3.5*s / 9.5*s for i in range(l4): if i > 0 and i < s - 1 and i % 2 == 0: if girdle_real: - fa(i, 2 * (i + 2*s), i + 2*s, 2 * (i + 2*s) + 1, i + 1, - int(i/2) + 9*s) - fa(i, 2 * (i + 2*s) - 1, i + 2*s - 1, 2 * (i + 2*s - 1), - i-1, int(i/2) + 9*s - 1) + fa(i, 2 * (i + 2 * s), i + 2 * s, 2 * (i + 2 * s) + 1, i + 1, + int(i / 2) + 9 * s) + fa(i, 2 * (i + 2 * s) - 1, i + 2 * s - 1, 2 * (i + 2 * s - 1), + i - 1, int(i / 2) + 9 * s - 1) else: - fa(i, i + 1, int(i/2) + l4 - int(s/2)) - fa(i, i - 1, int(i/2) + l4 - int(s/2) - 1) + fa(i, i + 1, int(i / 2) + l4 - int(s / 2)) + fa(i, i - 1, int(i / 2) + l4 - int(s / 2) - 1) elif i == 0: if girdle_real: - fa(0, 4*s, 2*s, 4*s + 1, 1, 9*s) - fa(0, 6*s - 1, 3*s - 1, 6*s - 2, s - 1, l4 - 1) + fa(0, 4 * s, 2 * s, 4 * s + 1, 1, 9 * s) + fa(0, 6 * s - 1, 3 * s - 1, 6 * s - 2, s - 1, l4 - 1) else: - fa(0, 1, l4 - int(s/2)) + fa(0, 1, l4 - int(s / 2)) fa(0, s - 1, l4 - 1) - + # append culet vertice(s) if culet == 0: - va(0, pavi_d*(-2), 0, 0, 1) + va(0, pavi_d * (-2), 0, 0, 1) else: if keep_lga: - va(culet * pavi_f / ca, pavi_d*(-2) + culet * pavi_f * 2 * pavi_d, - 2*ang, ang, int(s/2)) + va(culet * pavi_f / ca, pavi_d * (-2) + culet * pavi_f * 2 * pavi_d, + 2 * ang, ang, int(s / 2)) else: - va(culet/ca, pavi_d*(-2), 2*ang, ang, int(s/2)) - + va(culet / ca, pavi_d * (-2), 2 * ang, ang, int(s / 2)) + # make pavillion facet face l5 = len(Verts) # 4*s / 10*s //if !culet: 3.5*s+1 / 9.5*s+1 for i in range(l5): if i > 0 and i < s - 1 and i % 2 == 0: if culet: - fa(i, l3 + int(i/2), l3 + int((s+i) / 2), - l3 + int((s+i) / 2) - 1, l3 + int(i/2) - 1) + fa(i, l3 + int(i / 2), l3 + int((s + i) / 2), + l3 + int((s + i) / 2) - 1, l3 + int(i / 2) - 1) else: - fa(i, l3 + int(i/2), l5 - 1, l3 + int(i/2) - 1) + fa(i, l3 + int(i / 2), l5 - 1, l3 + int(i / 2) - 1) elif i == 0: if culet: fa(i, l3, l4, l5 - 1, l4 - 1) else: fa(i, l3, l5 - 1, l4 - 1) - + # make culet facet face if culet: cf = [] @@ -208,13 +213,13 @@ def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f, if i > l4 - 1: cf.append(i) fa(*cf) - + # bpy variables / shortcuts - scene = bpy.context.scene + scene = bpy.context.scene # deactivate possible active Objects - bpy.context.scene.objects.active = None - + bpy.context.scene.objects.active = None + # create actual mesh and object based on Verts and Faces given dmesh = bpy.data.meshes.new("dmesh") dmesh.from_pydata(Verts, [], Faces) @@ -240,126 +245,146 @@ def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f, bpy.ops.mesh.normals_make_consistent(inside=False) bpy.context.tool_settings.mesh_select_mode = sel_mode bpy.ops.object.mode_set(mode='OBJECT', toggle=False) - + # make girdle smooth for complex girdle if girdle_real and g_real_smooth: - + bpy.ops.object.mode_set(mode='EDIT', toggle=False) - + bpy.ops.mesh.select_all(action='DESELECT') # deselect all mesh data - bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='OBJECT') pls = [] - dp = obj.data.polygons[:4*s] # only consider faces of girdle + dp = obj.data.polygons[:4 * s] # only consider faces of girdle ov = obj.data.vertices - + for i, p in enumerate(dp): pls.extend(p.vertices) # list all verts of girdle - + for i, e in enumerate(obj.data.edges): # select egdes to mark sharp if e.vertices[0] in pls and e.vertices[1] in pls and abs( ov[e.vertices[0]].co.x - ov[e.vertices[1]].co.x): obj.data.edges[i].select = True continue obj.data.edges[i].select = False - + bpy.ops.object.mode_set(mode='EDIT', toggle=False) bpy.ops.mesh.mark_sharp() - + bpy.context.tool_settings.mesh_select_mode = [False, False, True] bpy.ops.object.mode_set(mode='OBJECT', toggle=False) bpy.ops.object.select_all(action='DESELECT') - for i, face in enumerate(obj.data.polygons): - if i < 4*s: - face.select = True + for i, face in enumerate(obj.data.polygons): + if i < 4 * s: + face.select = True continue - face.select = False + face.select = False bpy.ops.object.mode_set(mode='EDIT', toggle=False) bpy.ops.mesh.faces_shade_smooth() - + bpy.ops.object.modifier_add(type='EDGE_SPLIT') - - bpy.context.tool_settings.mesh_select_mode = sel_mode + + bpy.context.tool_settings.mesh_select_mode = sel_mode bpy.ops.object.mode_set(mode='OBJECT', toggle=False) - + bpy.ops.object.modifier_apply(apply_as='DATA', modifier="EdgeSplit") - - + return dobj # add new operator for object -class MESH_OT_primitive_brilliant_add(bpy.types.Operator): +class MESH_OT_primitive_brilliant_add(Operator): bl_idname = "mesh.primitive_brilliant_add" bl_label = "Custom Brilliant" + bl_description = "Contruct a custom brilliant mesh" bl_options = {'REGISTER', 'UNDO', 'PRESET'} - + # set user options - s = IntProperty(name="Segments", + s = IntProperty( + name="Segments", description="Longitudial segmentation", step=1, min=6, max=128, default=16, - subtype='FACTOR') - table_w = FloatProperty(name="Table width", + subtype='FACTOR' + ) + table_w = FloatProperty( + name="Table width", description="Width of table", min=0.001, max=1.0, default=0.53, - subtype='PERCENTAGE') - crown_h = FloatProperty(name="Crown height", + subtype='PERCENTAGE' + ) + crown_h = FloatProperty( + name="Crown height", description="Heigth of crown", min=0.0, max=1.0, default=0.162, - subtype='PERCENTAGE') - girdle_t = FloatProperty(name="Girdle height", + subtype='PERCENTAGE' + ) + girdle_t = FloatProperty( + name="Girdle height", description="Height of girdle", min=0.0, max=0.5, default=0.017, - subtype='PERCENTAGE') - girdle_real = BoolProperty(name="Real girdle", + subtype='PERCENTAGE' + ) + girdle_real = BoolProperty( + name="Real girdle", description="More beautiful girdle; has more polygons", - default=True) - g_real_smooth = BoolProperty(name="Smooth girdle", - description= - "smooth shading for girdle, only available for real girdle", - default=False) - pavi_d = FloatProperty(name="Pavilion depth", + default=True + ) + g_real_smooth = BoolProperty( + name="Smooth girdle", + description="smooth shading for girdle, only available for real girdle", + default=False + ) + pavi_d = FloatProperty( + name="Pavilion depth", description="Height of pavillion", min=0.0, max=1.0, default=0.431, - subtype='PERCENTAGE') - bezel_f = FloatProperty(name="Upper facet factor", - description= - "Determines the form of bezel and upper girdle facets", + subtype='PERCENTAGE' + ) + bezel_f = FloatProperty( + name="Upper facet factor", + description="Determines the form of bezel and upper girdle facets", min=0.0, max=1.0, default=0.250, - subtype='PERCENTAGE') - pavi_f = FloatProperty(name="Lower facet factor", - description= - "Determines the form of pavillion and lower girdle facets", + subtype='PERCENTAGE' + ) + pavi_f = FloatProperty( + name="Lower facet factor", + description="Determines the form of pavillion and lower girdle facets", min=0.001, max=1.0, default=0.400, - subtype='PERCENTAGE') - culet = FloatProperty(name="Culet size", + subtype='PERCENTAGE' + ) + culet = FloatProperty( + name="Culet size", description="0: no culet (default)", min=0.0, max=0.999, default=0.0, - subtype='PERCENTAGE') - keep_lga = BoolProperty(name="Retain lower angle", + subtype='PERCENTAGE' + ) + keep_lga = BoolProperty( + name="Retain lower angle", description="If culet > 0, retains angle of pavillion facets", - default=False) - + default=False + ) + # call mesh/object generator function with user inputs - def execute(self, context): - ob = addBrilliant(context, self.s, self.table_w, self.crown_h, - self.girdle_t, self.pavi_d, self.bezel_f, - self.pavi_f, self.culet, self.girdle_real, - self.keep_lga, self.g_real_smooth) + def execute(self, context): + ob = addBrilliant(context, self.s, self.table_w, self.crown_h, + self.girdle_t, self.pavi_d, self.bezel_f, + self.pavi_f, self.culet, self.girdle_real, + self.keep_lga, self.g_real_smooth + ) return {'FINISHED'} |