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authorMartin Buerbaum <martin.buerbaum@gmx.at>2010-04-20 18:17:35 +0400
committerMartin Buerbaum <martin.buerbaum@gmx.at>2010-04-20 18:17:35 +0400
commit611fa2e2a460d527928298a073fdebf8d6c19910 (patch)
tree2219f8b218acbd0aabbe5176dd6bc4cdb0ef460c /add_mesh_twisted_torus.py
parentf90772245546859ac7321c6f1da6e0edacdd12dc (diff)
* Version 0.11 of the "Twisted Torus" script
* Support "recall" properties (Edit Object parameters) * Cleaned up the verts/faces creation process.
Diffstat (limited to 'add_mesh_twisted_torus.py')
-rw-r--r--add_mesh_twisted_torus.py389
1 files changed, 286 insertions, 103 deletions
diff --git a/add_mesh_twisted_torus.py b/add_mesh_twisted_torus.py
index d571e18b..ce6677fb 100644
--- a/add_mesh_twisted_torus.py
+++ b/add_mesh_twisted_torus.py
@@ -23,12 +23,12 @@
bl_addon_info = {
'name': 'Add Mesh: Twisted Torus',
'author': 'Paulo_Gomes',
- 'version': '0.10',
+ 'version': '0.11',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'description': 'Adds a mesh Twisted Torus to the Add Mesh menu',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
- 'Scripts/Add_Mesh/Add_Twisted_Torus',
+ 'Scripts/Add_Mesh/Add_Twisted_Torus',
'category': 'Add Mesh'}
@@ -53,61 +53,249 @@ Usage:
import bpy
+from bpy.props import *
+
import mathutils
+from mathutils import *
from math import cos, sin, pi
-def add_twisted_torus(major_rad, minor_rad, major_seg, minor_seg, twists):
- Vector = mathutils.Vector
- Quaternion = mathutils.Quaternion
+# 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.
+ 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_object_align(context, ob):
+ obj_align = bpy.context.user_preferences.edit.object_align
+
+ if (context.space_data.type == 'VIEW_3D'
+ and obj_align == 'VIEW'):
+ view3d = context.space_data
+ region = view3d.region_3d
+ viewMatrix = region.view_matrix
+ rot = viewMatrix.rotation_part()
+ ob.rotation_euler = rot.invert().to_euler()
+
+
+# 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
+
+ # Can't edit anything, unless we have an active obj.
+ if edit and not obj_act:
+ return None
+
+ # 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()
+
+ # Deselect all objects.
+ bpy.ops.object.select_all(action='DESELECT')
+
+ if edit:
+ # Replace geometry of existing object
+
+ # Use the active obj and select it.
+ ob_new = obj_act
+ ob_new.selected = True
+
+ if obj_act.mode == 'OBJECT':
+ # Get existing mesh datablock.
+ old_mesh = ob_new.data
+
+ # Set object data to nothing
+ ob_new.data = None
+
+ # 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
+ ob_new = bpy.data.objects.new(name, mesh)
+
+ # Link new object to the given scene and select it.
+ scene.objects.link(ob_new)
+ ob_new.selected = True
+
+ # Place the object at the 3D cursor location.
+ ob_new.location = scene.cursor_location
+
+ apply_object_align(context, ob_new)
+
+ if obj_act and obj_act.mode == 'EDIT':
+ if not edit:
+ # We are in EditMode, switch to ObjectMode.
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ # Select the active object as well.
+ obj_act.selected = True
+
+ # Apply location of new object.
+ scene.update()
+
+ # Join new object into the active.
+ bpy.ops.object.join()
+
+ # 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.
+ scene.objects.active = ob_new
+
+ return ob_new
+
+
+# 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 = []
- PI_2 = pi * 2
- z_axis = (0, 0, 1)
+ 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
+
+
+def add_twisted_torus(major_rad, minor_rad, major_seg, minor_seg, twists):
+ PI_2 = pi * 2.0
+ z_axis = (0.0, 0.0, 1.0)
verts = []
faces = []
- i1 = 0
- tot_verts = major_seg * minor_seg
+
+ edgeloop_prev = []
for major_index in range(major_seg):
quat = Quaternion(z_axis, (major_index / major_seg) * PI_2)
- rot_twists = 2 * pi * major_index / major_seg * twists
+ rot_twists = PI_2 * major_index / major_seg * twists
+ edgeloop = []
+
+ # Create section ring
for minor_index in range(minor_seg):
- angle = (2 * pi * minor_index / minor_seg) + rot_twists
+ angle = (PI_2 * minor_index / minor_seg) + rot_twists
- vec = Vector(major_rad + (cos(angle) * minor_rad), 0.0,
- (sin(angle) * minor_rad)) * quat
+ vec = Vector(
+ major_rad + (cos(angle) * minor_rad),
+ 0.0,
+ sin(angle) * minor_rad)
+ vec = vec * quat
- verts.extend([vec.x, vec.y, vec.z])
+ edgeloop.append(len(verts))
+ verts.append(vec)
- if minor_index + 1 == minor_seg:
- i2 = (major_index) * minor_seg
- i3 = i1 + minor_seg
- i4 = i2 + minor_seg
+ # Remember very first edgeloop.
+ if major_index == 0:
+ edgeloop_first = edgeloop
- else:
- i2 = i1 + 1
- i3 = i1 + minor_seg
- i4 = i3 + 1
-
- if i2 >= tot_verts:
- i2 = i2 - tot_verts
- if i3 >= tot_verts:
- i3 = i3 - tot_verts
- if i4 >= tot_verts:
- i4 = i4 - tot_verts
-
- # stupid eekadoodle
- if i2:
- faces.extend([i1, i3, i4, i2])
- else:
- faces.extend([i2, i1, i3, i4])
+ # Bridge last with current ring
+ if edgeloop_prev:
+ f = createFaces(edgeloop_prev, edgeloop, closed=True)
+ faces.extend(f)
- i1 += 1
+ edgeloop_prev = edgeloop
- return verts, faces
+ # Bridge first and last ring
+ f = createFaces(edgeloop_prev, edgeloop_first, closed=True)
+ faces.extend(f)
-from bpy.props import *
+ return verts, faces
class AddTwistedTorus(bpy.types.Operator):
@@ -116,37 +304,51 @@ class AddTwistedTorus(bpy.types.Operator):
bl_label = "Add Torus"
bl_options = {'REGISTER', 'UNDO'}
+ # edit - Whether to add or update.
+ edit = BoolProperty(name="",
+ description="",
+ default=False,
+ options={'HIDDEN'})
major_radius = FloatProperty(name="Major Radius",
- description="Radius from the origin to the center of the cross section",
- default=1.0, min=0.01, max=100.0)
-
+ description="Radius from the origin to the" \
+ " center of the cross section",
+ min=0.01,
+ max=100.0,
+ default=1.0)
minor_radius = FloatProperty(name="Minor Radius",
- description="Radius of the torus' cross section",
- default=0.25, min=0.01, max=100.0)
-
+ description="Radius of the torus' cross section",
+ min=0.01,
+ max=100.0,
+ default=0.25)
major_segments = IntProperty(name="Major Segments",
- description="Number of segments for the main ring of the torus",
- default=48, min=3, max=256)
-
+ description="Number of segments for the main ring of the torus",
+ min=3,
+ max=256,
+ default=48)
minor_segments = IntProperty(name="Minor Segments",
- description="Number of segments for the minor ring of the torus",
- default=12, min=3, max=256)
-
+ description="Number of segments for the minor ring of the torus",
+ min=3,
+ max=256,
+ default=12)
twists = IntProperty(name="Twists",
- description="Number of twists of the torus",
- default=0, min=0, max=10)
+ description="Number of twists of the torus",
+ min=0,
+ max=256,
+ default=1)
use_abso = BoolProperty(name="Use Int+Ext Controls",
- description="Use the Int / Ext controls for torus dimensions",
- default=False)
-
+ description="Use the Int / Ext controls for torus dimensions",
+ default=False)
abso_major_rad = FloatProperty(name="Exterior Radius",
- description="Total Exterior Radius of the torus",
- default=1.0, min=0.01, max=100.0)
-
+ description="Total Exterior Radius of the torus",
+ min=0.01,
+ max=100.0,
+ default=1.0)
abso_minor_rad = FloatProperty(name="Inside Radius",
- description="Total Interior Radius of the torus",
- default=0.5, min=0.01, max=100.0)
+ description="Total Interior Radius of the torus",
+ min=0.01,
+ max=100.0,
+ default=0.5)
def execute(self, context):
props = self.properties
@@ -156,48 +358,29 @@ class AddTwistedTorus(bpy.types.Operator):
props.major_radius = props.abso_minor_rad + extra_helper
props.minor_radius = extra_helper
- verts_loc, faces = add_twisted_torus(props.major_radius,
- props.minor_radius,
- props.major_segments,
- props.minor_segments,
- props.twists)
-
- mesh = bpy.data.meshes.new("TwistedTorus")
-
- mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4))
- mesh.verts.foreach_set("co", verts_loc)
- mesh.faces.foreach_set("verts_raw", faces)
- mesh.faces.foreach_set("smooth", [False] * len(mesh.faces))
-
- scene = context.scene
-
- # ugh
- for ob in scene.objects:
- ob.selected = False
-
- mesh.update()
- ob_new = bpy.data.objects.new("TwistedTorus", mesh)
- scene.objects.link(ob_new)
- ob_new.selected = True
-
- ob_new.location = scene.cursor_location
-
- obj_act = scene.objects.active
-
- if obj_act and obj_act.mode == 'EDIT':
- bpy.ops.object.mode_set(mode='OBJECT')
-
- obj_act.selected = True
- scene.update() # apply location
- #scene.objects.active = ob_new
-
- bpy.ops.object.join() # join into the active.
-
- bpy.ops.object.mode_set(mode='EDIT')
- else:
- scene.objects.active = ob_new
- if context.user_preferences.edit.enter_edit_mode:
- bpy.ops.object.mode_set(mode='EDIT')
+ verts, faces = add_twisted_torus(
+ props.major_radius,
+ props.minor_radius,
+ props.major_segments,
+ props.minor_segments,
+ props.twists)
+
+ # Actually create the mesh object from this geometry data.
+ obj = create_mesh_object(context, verts, [], faces, "TwistedTorus",
+ props.edit)
+
+ # Store 'recall' properties in the object.
+ recall_args_list = {
+ "edit": True,
+ "major_radius": props.major_radius,
+ "minor_radius": props.minor_radius,
+ "major_segments": props.major_segments,
+ "minor_segments": props.minor_segments,
+ "twists": props.twists,
+ "use_abso": props.use_abso,
+ "abso_major_rad": props.abso_major_rad,
+ "abso_minor_rad": props.abso_minor_rad}
+ store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
@@ -205,7 +388,7 @@ class AddTwistedTorus(bpy.types.Operator):
# Add to the menu
menu_func = (lambda self,
context: self.layout.operator(AddTwistedTorus.bl_idname,
- text="TwistedTorus", icon='MESH_DONUT'))
+ text="Twisted Torus", icon='MESH_DONUT'))
def register():