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authorMartin Buerbaum <martin.buerbaum@gmx.at>2010-04-15 12:20:11 +0400
committerMartin Buerbaum <martin.buerbaum@gmx.at>2010-04-15 12:20:11 +0400
commit406d33e12e2bbc3c12970e7d198d530835f00e1c (patch)
tree66a5978ace04a4fdd8da5d0310a21b74574fe5d6 /add_mesh_pipe_joint.py
parent55c031634d130879e2c7882038eadad61834fd5c (diff)
* Version 0.10.2
* Updated store_recall_properties, apply_object_align and create_mesh_object. * Changed how recall data is stored.
Diffstat (limited to 'add_mesh_pipe_joint.py')
-rw-r--r--add_mesh_pipe_joint.py196
1 files changed, 109 insertions, 87 deletions
diff --git a/add_mesh_pipe_joint.py b/add_mesh_pipe_joint.py
index f60a5a98..acdea1e5 100644
--- a/add_mesh_pipe_joint.py
+++ b/add_mesh_pipe_joint.py
@@ -24,13 +24,13 @@ from bpy.props import *
bl_addon_info = {
'name': 'Add Mesh: Pipe Joints',
'author': 'Buerbaum Martin (Pontiac)',
- 'version': '0.10.1',
+ 'version': '0.10.2',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh > Pipe Joint',
'description': 'Adds 5 pipe Joint types to the Add Mesh menu',
'url':
'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
- 'Scripts/Add_Mesh/Add_Pipe_Joints',
+ 'Scripts/Add_Mesh/Add_Pipe_Joints',
'category': 'Add Mesh'}
# More links:
@@ -48,7 +48,10 @@ The functionality can then be accessed via the
Note: Currently only the "Elbow" type supports odd number of vertices.
Version history:
-v0.10.1 - Use hidden "edit" property for "recall" operator.
+v0.10.2 - Updated store_recall_properties, apply_object_align
+ and create_mesh_object.
+ Changed how recall data is stored.
+v0.10.1 - Use hidden "edit" property for "recall" operator.
v0.10 - Store "recall" properties in the created objects.
Align the geometry to the view if the user preference says so.
v0.9.10 - Use bl_addon_info for Add-On information.
@@ -115,26 +118,33 @@ mesh.transform(rotation_matrix)
"""
-# Stores the values of a list of properties in a
-# property group (named like the operator) in the object.
-# Always replaces any existing property group with the same name!
-# @todo: Should we do this in EDIT Mode? Sounds dangerous.
-def obj_store_recall_properties(ob, op, prop_list):
- if ob and op and prop_list:
- #print("Storing recall data for operator: " + op.bl_idname) # DEBUG
+# Stores the values of a list of properties and the
+# operator id in a property group ('recall_op') inside the object.
+# Could (in theory) be used for non-objects.
+# Note: Replaces any existing property group with the same name!
+# ob ... Object to store the properties in.
+# op ... The operator that should be used.
+# op_args ... A dictionary with valid Blender
+# properties (operator arguments/parameters).
+def store_recall_properties(ob, op, op_args):
+ if ob and op and op_args:
+ recall_properties = {}
+
+ # Add the operator identifier and op parameters to the properties.
+ recall_properties['op'] = op.bl_idname
+ recall_properties['args'] = op_args
# Store new recall properties.
- prop_list['recall_op'] = op.bl_idname
- ob['recall'] = prop_list
+ ob['recall'] = recall_properties
-# Apply view rotation to objects if "Align To" for new objects
-# was set to "VIEW" in the User Preference.
-def apply_view_rotation(context, ob):
- align = bpy.context.user_preferences.edit.object_align
+# Apply view rotation to objects if "Align To" for
+# new objects was set to "VIEW" in the User Preference.
+def apply_object_align(context, ob):
+ obj_align = bpy.context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
- and align == 'VIEW'):
+ and obj_align == 'VIEW'):
view3d = context.space_data
region = view3d.region_3d
viewMatrix = region.view_matrix
@@ -142,74 +152,55 @@ def apply_view_rotation(context, ob):
ob.rotation_euler = rot.invert().to_euler()
-def createFaces(vertIdx1, vertIdx2):
- '''
- A very simple "bridge" tool.
- Connects two equally long vertex-loops with faces and
- returns a list of the new faces.
-
- Parameters
- vertIdx1 ... List of vertex indices of the first loop.
- vertIdx2 ... List of vertex indices of the second loop.
- '''
- faces = []
+# 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).
+# edit ... Replace existing mesh data.
+# Note: Using "edit" will destroy/delete existing mesh data.
+def create_mesh_object(context, verts, edges, faces, name, edit):
+ scene = context.scene
+ obj_act = scene.objects.active
- if (len(vertIdx1) != len(vertIdx2)) or (len(vertIdx1) < 2):
+ # Can't edit anything, unless we have an active obj.
+ if edit and not obj_act:
return None
- total = len(vertIdx1)
-
- # Bridge the start with the end.
- faces.append([vertIdx2[0], vertIdx1[0],
- vertIdx1[total - 1], vertIdx2[total - 1]])
-
- # Bridge the rest of the faces.
- for num in range(total - 1):
- faces.append([vertIdx1[num], vertIdx2[num],
- vertIdx2[num + 1], vertIdx1[num + 1]])
-
- return faces
-
-
-def createObject(context, verts, faces, name, edit):
- '''Creates Meshes & Objects for the given lists of vertices and faces.'''
-
- scene = context.scene
-
# Create new mesh
mesh = bpy.data.meshes.new(name)
- # Add the geometry to the mesh.
- #mesh.add_geometry(len(verts), 0, len(faces))
- #mesh.verts.foreach_set("co", unpack_list(verts))
- #mesh.faces.foreach_set("verts_raw", unpack_face_list(faces))
+ # Make a mesh from a list of verts/edges/faces.
+ mesh.from_pydata(verts, edges, faces)
- # To quote the documentation:
- # "Make a mesh from a list of verts/edges/faces Until we have a nicer
- # way to make geometry, use this."
- # http://www.blender.org/documentation/250PythonDoc/
- # bpy.types.Mesh.html#bpy.types.Mesh.from_pydata
- mesh.from_pydata(verts, [], faces)
+ # Update mesh geometry after adding stuff.
+ mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
- # Update mesh geometry after adding stuff.
- mesh.update()
-
if edit:
- # Recreate geometry of existing object
- obj_act = context.active_object
+ # Replace geometry of existing object
+
+ # Use the active obj and select it.
ob_new = obj_act
+ ob_new.selected = True
- bpy.ops.object.mode_set(mode='EDIT')
- bpy.ops.mesh.select_all(action='SELECT')
- bpy.ops.mesh.delete(type='VERT')
- bpy.ops.object.mode_set(mode='OBJECT')
+ if obj_act.mode == 'OBJECT':
+ # Get existing mesh datablock.
+ old_mesh = ob_new.data
- ob_new.data = mesh
+ # Set object data to nothing
+ ob_new.data = None
- ob_new.selected = True
+ # Clear users of existing mesh datablock.
+ old_mesh.user_clear()
+
+ # Remove old mesh datablock if no users are left.
+ if (old_mesh.users == 0):
+ bpy.data.meshes.remove(old_mesh)
+
+ # Assign new mesh datablock.
+ ob_new.data = mesh
else:
# Create new object
@@ -222,9 +213,7 @@ def createObject(context, verts, faces, name, edit):
# Place the object at the 3D cursor location.
ob_new.location = scene.cursor_location
- obj_act = scene.objects.active
-
- apply_view_rotation(context, ob_new)
+ apply_object_align(context, ob_new)
if obj_act and obj_act.mode == 'EDIT':
if not edit:
@@ -243,6 +232,8 @@ def createObject(context, verts, faces, name, edit):
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
+ ob_new = obj_act
+
else:
# We are in ObjectMode.
# Make the new object the active one.
@@ -251,6 +242,35 @@ def createObject(context, verts, faces, name, edit):
return ob_new
+def createFaces(vertIdx1, vertIdx2):
+ '''
+ A very simple "bridge" tool.
+ Connects two equally long vertex-loops with faces and
+ returns a list of the new faces.
+
+ Parameters
+ vertIdx1 ... List of vertex indices of the first loop.
+ vertIdx2 ... List of vertex indices of the second loop.
+ '''
+ faces = []
+
+ if (len(vertIdx1) != len(vertIdx2)) or (len(vertIdx1) < 2):
+ return None
+
+ total = len(vertIdx1)
+
+ # Bridge the start with the end.
+ faces.append([vertIdx2[0], vertIdx1[0],
+ vertIdx1[total - 1], vertIdx2[total - 1]])
+
+ # Bridge the rest of the faces.
+ for num in range(total - 1):
+ faces.append([vertIdx1[num], vertIdx2[num],
+ vertIdx2[num + 1], vertIdx1[num + 1]])
+
+ return faces
+
+
class AddElbowJoint(bpy.types.Operator):
# Create the vertices and polygons for a simple elbow (bent pipe).
'''Add an Elbow pipe mesh'''
@@ -353,17 +373,18 @@ class AddElbowJoint(bpy.types.Operator):
faces.extend(createFaces(loop1, loop2))
faces.extend(createFaces(loop2, loop3))
- obj = createObject(context, verts, faces, "Elbow Joint", edit)
+ obj = create_mesh_object(context, verts, [], faces,
+ "Elbow Joint", edit)
# Store 'recall' properties in the object.
- recall_prop_list = {
+ recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
"angle": angle,
"startLength": startLength,
"endLength": endLength}
- obj_store_recall_properties(obj, self, recall_prop_list)
+ store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
@@ -549,10 +570,10 @@ class AddTeeJoint(bpy.types.Operator):
faces.extend(createFaces(loopJoint2, loopArm))
faces.extend(createFaces(loopJoint3, loopMainEnd))
- obj = createObject(context, verts, faces, "Tee Joint", edit)
+ obj = create_mesh_object(context, verts, [], faces, "Tee Joint", edit)
# Store 'recall' properties in the object.
- recall_prop_list = {
+ recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
@@ -560,7 +581,7 @@ class AddTeeJoint(bpy.types.Operator):
"startLength": startLength,
"endLength": endLength,
"branchLength": branchLength}
- obj_store_recall_properties(obj, self, recall_prop_list)
+ store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
@@ -761,10 +782,10 @@ class AddWyeJoint(bpy.types.Operator):
faces.extend(createFaces(loopJoint2, loopArm1))
faces.extend(createFaces(loopJoint3, loopArm2))
- obj = createObject(context, verts, faces, "Wye Joint", edit)
+ obj = create_mesh_object(context, verts, [], faces, "Wye Joint", edit)
# Store 'recall' properties in the object.
- recall_prop_list = {
+ recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
@@ -773,7 +794,7 @@ class AddWyeJoint(bpy.types.Operator):
"startLength": startLength,
"branch1Length": branch1Length,
"branch2Length": branch2Length}
- obj_store_recall_properties(obj, self, recall_prop_list)
+ store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
@@ -1035,10 +1056,11 @@ class AddCrossJoint(bpy.types.Operator):
faces.extend(createFaces(loopJoint3, loopArm2))
faces.extend(createFaces(loopJoint4, loopArm3))
- obj = createObject(context, verts, faces, "Cross Joint", edit)
+ obj = create_mesh_object(context, verts, [], faces,
+ "Cross Joint", edit)
# Store 'recall' properties in the object.
- recall_prop_list = {
+ recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
@@ -1049,7 +1071,7 @@ class AddCrossJoint(bpy.types.Operator):
"branch1Length": branch1Length,
"branch2Length": branch2Length,
"branch3Length": branch3Length}
- obj_store_recall_properties(obj, self, recall_prop_list)
+ store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
@@ -1213,16 +1235,16 @@ class AddNJoint(bpy.types.Operator):
createFaces(loopsJoints[loopIdx],
loopsEndCircles[loopIdx]))
- obj = createObject(context, verts, faces, "N Joint", edit)
+ obj = create_mesh_object(context, verts, [], faces, "N Joint", edit)
# Store 'recall' properties in the object.
- recall_prop_list = {
+ recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
"number": number,
"length": length}
- obj_store_recall_properties(obj, self, recall_prop_list)
+ store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}