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Diffstat (limited to 'add_mesh_extra_objects/add_mesh_extra_objects.py')
-rw-r--r-- | add_mesh_extra_objects/add_mesh_extra_objects.py | 492 |
1 files changed, 492 insertions, 0 deletions
diff --git a/add_mesh_extra_objects/add_mesh_extra_objects.py b/add_mesh_extra_objects/add_mesh_extra_objects.py new file mode 100644 index 00000000..c5caa120 --- /dev/null +++ b/add_mesh_extra_objects/add_mesh_extra_objects.py @@ -0,0 +1,492 @@ +# ##### 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 ##### + +import bpy +from mathutils import * +from math import * +from bpy.props import * + +# 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). +def create_mesh_object(context, verts, edges, faces, name): + scene = context.scene + obj_act = scene.objects.active + + # 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() + + from bpy_extras import object_utils + return object_utils.object_data_add(context, mesh, operator=None) + + +# 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 + + +# @todo Clean up vertex&face creation process a bit. +def add_sqorus(hole_size, subdivide): + verts = [] + faces = [] + + size = 2.0 + + thickness = (size - hole_size) / 2.0 + distances = [ + -size / 2.0, + -size / 2.0 + thickness, + size / 2.0 - thickness, + size / 2.0] + + if subdivide: + for i in range(4): + y = distances[i] + + for j in range(4): + x = distances[j] + + verts.append(Vector((x, y, size / 2.0))) + verts.append(Vector((x, y, -size / 2.0))) + + # Top outer loop (vertex indices) + vIdx_out_up = [0, 2, 4, 6, 14, 22, 30, 28, 26, 24, 16, 8] + # Lower outer loop (vertex indices) + vIdx_out_low = [i + 1 for i in vIdx_out_up] + + faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True) + faces.extend(faces_outside) + + # Top inner loop (vertex indices) + vIdx_inner_up = [10, 12, 20, 18] + + # Lower inner loop (vertex indices) + vIdx_inner_low = [i + 1 for i in vIdx_inner_up] + + faces_inside = createFaces(vIdx_inner_up, vIdx_inner_low, + closed=True, flipped=True) + faces.extend(faces_inside) + + row1_top = [0, 8, 16, 24] + row2_top = [i + 2 for i in row1_top] + row3_top = [i + 2 for i in row2_top] + row4_top = [i + 2 for i in row3_top] + + faces_top1 = createFaces(row1_top, row2_top) + faces.extend(faces_top1) + faces_top2_side1 = createFaces(row2_top[:2], row3_top[:2]) + faces.extend(faces_top2_side1) + faces_top2_side2 = createFaces(row2_top[2:], row3_top[2:]) + faces.extend(faces_top2_side2) + faces_top3 = createFaces(row3_top, row4_top) + faces.extend(faces_top3) + + row1_bot = [1, 9, 17, 25] + row2_bot = [i + 2 for i in row1_bot] + row3_bot = [i + 2 for i in row2_bot] + row4_bot = [i + 2 for i in row3_bot] + + faces_bot1 = createFaces(row1_bot, row2_bot, flipped=True) + faces.extend(faces_bot1) + faces_bot2_side1 = createFaces(row2_bot[:2], row3_bot[:2], + flipped=True) + faces.extend(faces_bot2_side1) + faces_bot2_side2 = createFaces(row2_bot[2:], row3_bot[2:], + flipped=True) + faces.extend(faces_bot2_side2) + faces_bot3 = createFaces(row3_bot, row4_bot, flipped=True) + faces.extend(faces_bot3) + + else: + # Do not subdivde outer faces + + vIdx_out_up = [] + vIdx_out_low = [] + vIdx_in_up = [] + vIdx_in_low = [] + + for i in range(4): + y = distances[i] + + for j in range(4): + x = distances[j] + + append = False + inner = False + # Outer + if (i in [0, 3] and j in [0, 3]): + append = True + + # Inner + if (i in [1, 2] and j in [1, 2]): + append = True + inner = True + + if append: + vert_up = len(verts) + verts.append(Vector((x, y, size / 2.0))) + vert_low = len(verts) + verts.append(Vector((x, y, -size / 2.0))) + + if inner: + vIdx_in_up.append(vert_up) + vIdx_in_low.append(vert_low) + + else: + vIdx_out_up.append(vert_up) + vIdx_out_low.append(vert_low) + + # Flip last two vertices + vIdx_out_up = vIdx_out_up[:2] + list(reversed(vIdx_out_up[2:])) + vIdx_out_low = vIdx_out_low[:2] + list(reversed(vIdx_out_low[2:])) + vIdx_in_up = vIdx_in_up[:2] + list(reversed(vIdx_in_up[2:])) + vIdx_in_low = vIdx_in_low[:2] + list(reversed(vIdx_in_low[2:])) + + # Create faces + faces_top = createFaces(vIdx_in_up, vIdx_out_up, closed=True) + faces.extend(faces_top) + faces_bottom = createFaces(vIdx_out_low, vIdx_in_low, closed=True) + faces.extend(faces_bottom) + faces_inside = createFaces(vIdx_in_low, vIdx_in_up, closed=True) + faces.extend(faces_inside) + faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True) + faces.extend(faces_outside) + + return verts, faces + + +def add_wedge(size_x, size_y, size_z): + verts = [] + faces = [] + + size_x /= 2.0 + size_y /= 2.0 + size_z /= 2.0 + + vIdx_top = [] + vIdx_bot = [] + + vIdx_top.append(len(verts)) + verts.append(Vector((-size_x, -size_y, size_z))) + vIdx_bot.append(len(verts)) + verts.append(Vector((-size_x, -size_y, -size_z))) + + vIdx_top.append(len(verts)) + verts.append(Vector((size_x, -size_y, size_z))) + vIdx_bot.append(len(verts)) + verts.append(Vector((size_x, -size_y, -size_z))) + + vIdx_top.append(len(verts)) + verts.append(Vector((-size_x, size_y, size_z))) + vIdx_bot.append(len(verts)) + verts.append(Vector((-size_x, size_y, -size_z))) + + faces.append(vIdx_top) + faces.append(vIdx_bot) + faces_outside = createFaces(vIdx_top, vIdx_bot, closed=True) + faces.extend(faces_outside) + + return verts, faces + +def add_star(points, outer_radius, inner_radius, height): + PI_2 = pi * 2 + z_axis = (0, 0, 1) + + verts = [] + faces = [] + + segments = points * 2 + + half_height = height / 2.0 + + vert_idx_top = len(verts) + verts.append(Vector((0.0, 0.0, half_height))) + + vert_idx_bottom = len(verts) + verts.append(Vector((0.0, 0.0, -half_height))) + + edgeloop_top = [] + edgeloop_bottom = [] + + for index in range(segments): + quat = Quaternion(z_axis, (index / segments) * PI_2) + + if index % 2: + # Uneven + radius = outer_radius + else: + # Even + radius = inner_radius + + edgeloop_top.append(len(verts)) + vec = Vector((radius, 0, half_height)) * quat + verts.append(vec) + + edgeloop_bottom.append(len(verts)) + vec = Vector((radius, 0, -half_height)) * quat + verts.append(vec) + + + + faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True) + faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True) + faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom, + flipped=True, closed=True) + + faces.extend(faces_top) + faces.extend(faces_outside) + faces.extend(faces_bottom) + + return verts, faces + +def trapezohedron(s,r,h): + """ + s = segments + r = base radius + h = tip height + """ + + # calculate constants + a = 2*pi/(2*s) # angle between points along the equator + l = r*cos(a) # helper for e + e = h*(r-l)/(l+r) # the z offset for each vector along the equator so faces are planar + + # rotation for the points + quat = Quaternion((0,0,1),a) + + # first 3 vectors, every next one is calculated from the last, and the z-value is negated + verts = [Vector(i) for i in [(0,0,h),(0,0,-h),(r,0,e)]] + for i in range(2*s-1): + verts.append(verts[-1]*quat) # rotate further "a" radians around the z-axis + verts[-1].z *= -1 # negate last z-value to account for the zigzag + + faces = [] + for i in range(2,2+2*s,2): + n = [i+1,i+2,i+3] # vertices in current section + for j in range(3): # check whether the numbers dont go over len(verts) + if n[j]>=2*s+2: n[j]-=2*s # if so, subtract len(verts)-2 + + # add faces of current section + faces.append([0,i]+n[:2]) + faces.append([1,n[2],n[1],n[0]]) + + return verts,faces + +class AddSqorus(bpy.types.Operator): + '''Add a sqorus mesh.''' + bl_idname = "mesh.primitive_sqorus_add" + bl_label = "Add Sqorus" + bl_options = {'REGISTER', 'UNDO'} + + hole_size = FloatProperty(name="Hole Size", + description="Size of the Hole", + min=0.01, + max=1.99, + default=2.0 / 3.0) + subdivide = BoolProperty(name="Subdivide Outside", + description="Enable to subdivide the faces on the outside." \ + " This results in equally spaced vertices.", + default=True) + + def execute(self, context): + + # Create mesh geometry + verts, faces = add_sqorus( + self.hole_size, + self.subdivide) + + # Create mesh object (and meshdata) + obj = create_mesh_object(context, verts, [], faces, "Sqorus") + + return {'FINISHED'} + + +class AddWedge(bpy.types.Operator): + '''Add a wedge mesh.''' + bl_idname = "mesh.primitive_wedge_add" + bl_label = "Add Wedge" + bl_options = {'REGISTER', 'UNDO'} + + size_x = FloatProperty(name="Size X", + description="Size along the X axis", + min=0.01, + max=9999.0, + default=2.0) + size_y = FloatProperty(name="Size Y", + description="Size along the Y axis", + min=0.01, + max=9999.0, + default=2.0) + size_z = FloatProperty(name="Size Z", + description="Size along the Z axis", + min=0.01, + max=9999.0, + default=2.00) + + def execute(self, context): + + verts, faces = add_wedge( + self.size_x, + self.size_y, + self.size_z) + + obj = create_mesh_object(context, verts, [], faces, "Wedge") + + return {'FINISHED'} + + +class AddStar(bpy.types.Operator): + '''Add a star mesh.''' + bl_idname = "mesh.primitive_star_add" + bl_label = "Add Star" + bl_options = {'REGISTER', 'UNDO'} + + points = IntProperty(name="Points", + description="Number of points for the star", + min=2, + max=256, + default=5) + outer_radius = FloatProperty(name="Outer Radius", + description="Outer radius of the star", + min=0.01, + max=9999.0, + default=1.0) + innter_radius = FloatProperty(name="Inner Radius", + description="Inner radius of the star", + min=0.01, + max=9999.0, + default=0.5) + height = FloatProperty(name="Height", + description="Height of the star", + min=0.01, + max=9999.0, + default=0.5) + + def execute(self, context): + + verts, faces = add_star( + self.points, + self.outer_radius, + self.innter_radius, + self.height) + + obj = create_mesh_object(context, verts, [], faces, "Star") + + return {'FINISHED'} + + +class AddTrapezohedron(bpy.types.Operator): + """Add a trapezohedron""" + bl_idname = "mesh.primitive_trapezohedron_add" + bl_label = "Add trapezohedron" + bl_description = "Create one of the regular solids" + bl_options = {'REGISTER', 'UNDO'} + + segments = IntProperty(name = "Segments", + description = "Number of repeated segments", + default = 4, min = 2, max = 256) + radius = FloatProperty(name = "Base radius", + description = "Radius of the middle", + default = 1.0, min = 0.01, max = 100.0) + height = FloatProperty(name = "Tip height", + description = "Height of the tip", + default = 1, min = 0.01, max = 100.0) + + def execute(self,context): + # generate mesh + verts,faces = trapezohedron(self.segments, + self.radius, + self.height) + + obj = create_mesh_object(context, verts, [], faces, "Trapazohedron") + + return {'FINISHED'} + + + |