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Diffstat (limited to 'add_mesh_3d_function_surface.py')
-rw-r--r-- | add_mesh_3d_function_surface.py | 635 |
1 files changed, 635 insertions, 0 deletions
diff --git a/add_mesh_3d_function_surface.py b/add_mesh_3d_function_surface.py new file mode 100644 index 00000000..dd45b826 --- /dev/null +++ b/add_mesh_3d_function_surface.py @@ -0,0 +1,635 @@ +# ##### 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 ##### + +bl_addon_info = { + "name": "3D Function Surfaces", + "author": "Buerbaum Martin (Pontiac)", + "version": (0,3,5), + "blender": (2, 5, 3), + "api": 31854, + "location": "View3D > Add > Mesh > Z Function Surface & XYZ Function Surface", + "description": "Create Objects using Math Formulas", + "warning": "", + "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ + "Scripts/Add_Mesh/Add_3d_Function_Surface", + "tracker_url": "https://projects.blender.org/tracker/index.php?"\ + "func=detail&aid=21444&group_id=153&atid=469", + "category": "Add Mesh"} + +""" +Z Function Surface + +This script lets the user create a surface where the z coordinate +is a function of the x and y coordinates. + + z = f(x,y) + +X,Y,Z Function Surface + +This script lets the user create a surface where the x, y and z +coordinates are defiend by a function. + + x = f(u,v) + y = f(u,v) + z = f(u,v) + +Usage: +You have to activated the script in the "Add-Ons" tab (user preferences). +The functionality can then be accessed via the +"Add Mesh" -> "Z Function Surface" +and +"Add Mesh" -> "X,Y,Z Function Surface" +menu. + +Version history: +v0.3.5 - createFaces can now "Flip" faces and create fan/star like faces. +v0.3.4 - Updated store_recall_properties, apply_object_align + and create_mesh_object. + Changed how recall data is stored. +v0.3.3 - API change Mathutils -> mathutils (r557) +v0.3.2 - Various fixes&streamlining by ideasman42/Campbell Barton. + r544 Compile expressions for faster execution + r544 Use operator reports for errors too + r544 Avoid type checks by converting to a float, errors + converting to a float are reported too. + Fixed an error Campbell overlooked (appending tuples to an + array, not single values) Thamnks for the report wild_doogy. + Added 'description' field, updated 'wiki_url'. + Made the script PEP8 compatible again. +v0.3.1 - Use hidden "edit" property for "recall" operator. + Bugfix: Z Function was mixing up div_x and div_y +v0.3 - X,Y,Z Function Surface (by Ed Mackey & tuga3d). + Renamed old function to "Z Function Surface". + Align the geometry to the view if the user preference says so. + Store recall properties in newly created object. +v0.2.3 - Use bl_addon_info for Add-On information. +v0.2.2 - Fixed Add-On registration text. +v0.2.1 - Fixed some new API stuff. + Mainly we now have the register/unregister functions. + Also the new() function for objects now accepts a mesh object. + Changed the script so it can be managed from the "Add-Ons" tab + in the user preferences. + Added dummy "PLUGIN" icon. + Corrected FSF address. + Clean up of tooltips. +v0.2 - Added security check for eval() function + Check return value of eval() for complex numbers. +v0.1.1 - Use 'CANCELLED' return value when failing. + Updated web links. +v0.1 - Initial revision. + +More Links: +http://gitorious.org/blender-scripts/blender-3d-function-surface +http://blenderartists.org/forum/showthread.php?t=179043 +""" + + +import bpy +from mathutils import * +from math import * +from bpy.props import * + +# List of safe functions for eval() +safe_list = ['math', 'acos', 'asin', 'atan', 'atan2', 'ceil', 'cos', 'cosh', + 'degrees', 'e', 'exp', 'fabs', 'floor', 'fmod', 'frexp', 'hypot', + 'ldexp', 'log', 'log10', 'modf', 'pi', 'pow', 'radians', + 'sin', 'sinh', 'sqrt', 'tan', 'tanh'] + +# Use the list to filter the local namespace +safe_dict = dict([(k, globals().get(k, None)) for k in safe_list]) + + +# 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). + + +# calculates the matrix for the new object +# depending on user pref +def align_matrix(context): + loc = Matrix.Translation(context.scene.cursor_location) + obj_align = context.user_preferences.edit.object_align + if (context.space_data.type == 'VIEW_3D' + and obj_align == 'VIEW'): + rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4() + else: + rot = Matrix() + align_matrix = loc * rot + return align_matrix + + +# 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, align_matrix): + 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.select = 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.select = True + + # Place the object at the 3D cursor location. + # apply viewRotaion + ob_new.matrix_world = align_matrix + + 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.select = 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 = [] + + 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 AddZFunctionSurface(bpy.types.Operator): + '''Add a surface defined defined by a function z=f(x,y)''' + bl_idname = "mesh.primitive_z_function_surface" + bl_label = "Add Z Function Surface" + bl_options = {'REGISTER', 'UNDO'} + + # edit - Whether to add or update. + edit = BoolProperty(name="", + description="", + default=False, + options={'HIDDEN'}) + + equation = StringProperty(name="Z Equation", + description="Equation for z=f(x,y)", + default="1 - ( x**2 + y**2 )") + + div_x = IntProperty(name="X Subdivisions", + description="Number of vertices in x direction.", + default=16, + min=3, + max=256) + div_y = IntProperty(name="Y Subdivisions", + description="Number of vertices in y direction.", + default=16, + min=3, + max=256) + + size_x = FloatProperty(name="X Size", + description="Size of the x axis.", + default=2.0, + min=0.01, + max=100.0, + unit="LENGTH") + size_y = FloatProperty(name="Y Size", + description="Size of the y axis.", + default=2.0, + min=0.01, + max=100.0, + unit="LENGTH") + align_matrix = Matrix() + + def execute(self, context): + edit = self.edit + equation = self.equation + div_x = self.div_x + div_y = self.div_y + size_x = self.size_x + size_y = self.size_y + + verts = [] + faces = [] + + delta_x = size_x / float(div_x - 1) + delta_y = size_y / float(div_y - 1) + start_x = -(size_x / 2.0) + start_y = -(size_y / 2.0) + + edgeloop_prev = [] + + try: + expr_args = ( + compile(equation, __file__, 'eval'), + {"__builtins__": None}, + safe_dict) + except: + import traceback + self.report({'ERROR'}, "Error parsing expression: " + + traceback.format_exc(limit=1)) + return {'CANCELLED'} + + for row_x in range(div_x): + edgeloop_cur = [] + x = start_x + row_x * delta_x + + for row_y in range(div_y): + y = start_y + row_y * delta_y + z = 0.0 + + safe_dict['x'] = x + safe_dict['y'] = y + + # Try to evaluate the equation. + try: + z = float(eval(*expr_args)) + except: + import traceback + self.report({'ERROR'}, "Error evaluating expression: " + + traceback.format_exc(limit=1)) + return {'CANCELLED'} + + edgeloop_cur.append(len(verts)) + verts.append((x, y, z)) + + if len(edgeloop_prev) > 0: + faces_row = createFaces(edgeloop_prev, edgeloop_cur) + faces.extend(faces_row) + + edgeloop_prev = edgeloop_cur + + obj = create_mesh_object(context, verts, [], faces, "Z Function", edit, self.align_matrix) + + return {'FINISHED'} + + def invoke(self, context, event): + self.align_matrix = align_matrix(context) + self.execute(context) + return {'FINISHED'} + +def xyz_function_surface_faces(self, x_eq, y_eq, z_eq, + range_u_min, range_u_max, range_u_step, wrap_u, + range_v_min, range_v_max, range_v_step, wrap_v): + + verts = [] + faces = [] + + uStep = (range_u_max - range_u_min) / range_u_step + vStep = (range_v_max - range_v_min) / range_v_step + + uRange = range_u_step + if range_u_step == 0: + uRange = uRange + 1 + + vRange = range_v_step + if range_v_step == 0: + vRange = vRange + 1 + + try: + expr_args_x = ( + compile(x_eq, __file__.replace(".py", "_x.py"), 'eval'), + {"__builtins__": None}, + safe_dict) + expr_args_y = ( + compile(y_eq, __file__.replace(".py", "_y.py"), 'eval'), + {"__builtins__": None}, + safe_dict) + expr_args_z = ( + compile(z_eq, __file__.replace(".py", "_z.py"), 'eval'), + {"__builtins__": None}, + safe_dict) + except: + import traceback + self.report({'ERROR'}, "Error parsing expression: " + + traceback.format_exc(limit=1)) + return [], [] + + for vN in range(vRange): + v = range_v_min + (vN * vStep) + + for uN in range(uRange): + u = range_u_min + (uN * uStep) + + safe_dict['u'] = u + safe_dict['v'] = v + + # Try to evaluate the equation. + try: + verts.append(( + float(eval(*expr_args_x)), + float(eval(*expr_args_y)), + float(eval(*expr_args_z)))) + + except: + import traceback + self.report({'ERROR'}, "Error evaluating expression: " + + traceback.format_exc(limit=1)) + return [], [] + + for vN in range(1, range_v_step + 1): + vThis = vN + + if (vThis >= vRange): + if wrap_v: + vThis = 0 + else: + continue + + for uN in range(1, range_u_step + 1): + uThis = uN + + if (uThis >= uRange): + if wrap_u: + uThis = 0 + else: + continue + + faces.append([(vThis * uRange) + uThis, + (vThis * uRange) + uN - 1, + ((vN - 1) * uRange) + uN - 1, + ((vN - 1) * uRange) + uThis]) + + return verts, faces + + +# Original Script "Parametric.py" by Ed Mackey. +# -> http://www.blinken.com/blender-plugins.php +# Partly converted for Blender 2.5 by tuga3d. +# +# Sphere: +# x = sin(2*pi*u)*sin(pi*v) +# y = cos(2*pi*u)*sin(pi*v) +# z = cos(pi*v) +# u_min = v_min = 0 +# u_max = v_max = 1 +# +# "Snail shell" +# x = 1.2**v*(sin(u)**2 *sin(v)) +# y = 1.2**v*(sin(u)*cos(u)) +# z = 1.2**v*(sin(u)**2 *cos(v)) +# u_min = 0 +# u_max = pi +# v_min = -pi/4, +# v max = 5*pi/2 +class AddXYZFunctionSurface(bpy.types.Operator): + '''Add a surface defined defined by 3 functions:''' \ + + ''' x=f(u,v), y=f(u,v) and z=f(u,v)''' + bl_idname = "mesh.primitive_xyz_function_surface" + bl_label = "Add X,Y,Z Function Surface" + bl_options = {'REGISTER', 'UNDO'} + + # edit - Whether to add or update. + edit = BoolProperty(name="", + description="", + default=False, + options={'HIDDEN'}) + + x_eq = StringProperty(name="X Equation", + description="Equation for x=f(u,v)", + default="1.2**v*(sin(u)**2 *sin(v))") + + y_eq = StringProperty(name="Y Equation", + description="Equation for y=f(u,v)", + default="1.2**v*(sin(u)*cos(u))") + + z_eq = StringProperty(name="Z Equation", + description="Equation for z=f(u,v)", + default="1.2**v*(sin(u)**2 *cos(v))") + + range_u_min = FloatProperty(name="U min", + description="Minimum U value. Lower boundary of U range.", + min=-100.00, + max=0.00, + default=0.00) + + range_u_max = FloatProperty(name="U max", + description="Maximum U value. Upper boundary of U range.", + min=0.00, + max=100.00, + default=pi) + + range_u_step = IntProperty(name="U step", + description="U Subdivisions", + min=1, + max=1024, + default=32) + + wrap_u = BoolProperty(name="U wrap", + description="U Wrap around", + default=True) + + range_v_min = FloatProperty(name="V min", + description="Minimum V value. Lower boundary of V range.", + min=-100.00, + max=0.00, + default=-pi / 4) + + range_v_max = FloatProperty(name="V max", + description="Maximum V value. Upper boundary of V range.", + min=0.00, + max=100.00, + default=5 * pi / 2) + + range_v_step = IntProperty(name="V step", + description="V Subdivisions", + min=1, + max=1024, + default=32) + + wrap_v = BoolProperty(name="V wrap", + description="V Wrap around", + default=False) + + align_matrix = Matrix() + + def execute(self, context): + + verts, faces = xyz_function_surface_faces( + self, + self.x_eq, + self.y_eq, + self.z_eq, + self.range_u_min, + self.range_u_max, + self.range_u_step, + self.wrap_u, + self.range_v_min, + self.range_v_max, + self.range_v_step, + self.wrap_v) + + if not verts: + return {'CANCELLED'} + + obj = create_mesh_object(context, verts, [], faces, + "XYZ Function", self.edit, self.align_matrix) + + return {'FINISHED'} + + def invoke(self, context, event): + self.align_matrix = align_matrix(context) + self.execute(context) + return {'FINISHED'} + + +################################ +import space_info + +# Define "3D Function Surface" menu +def menu_func_z(self, context): + self.layout.operator(AddZFunctionSurface.bl_idname, text="Z Function Surface", icon="PLUGIN") + +def menu_func_xyz(self, context): + self.layout.operator(AddXYZFunctionSurface.bl_idname, text="X,Y,Z Function Surface", icon="PLUGIN") + + +def register(): + # Add menus to the "Add Mesh" menu + space_info.INFO_MT_mesh_add.append(menu_func_z) + space_info.INFO_MT_mesh_add.append(menu_func_xyz) + + +def unregister(): + # Remove menus from the "Add Mesh" menu. + space_info.INFO_MT_mesh_add.remove(menu_func_z) + space_info.INFO_MT_mesh_add.remove(menu_func_xyz) + +if __name__ == "__main__": + register() |