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authorlijenstina <lijenstina@gmail.com>2016-12-30 22:33:05 +0300
committerlijenstina <lijenstina@gmail.com>2016-12-30 22:33:05 +0300
commitc86080a455579a8c770545e33b95513b43e1a43b (patch)
tree6c392b16b914aa3264b373022602e57ad493e7d7 /add_mesh_extra_objects/add_mesh_round_brilliant.py
parentc95e86bcef654c0686d3cf4d52446ff9ff8c819f (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.py341
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'}