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Diffstat (limited to 'add_mesh_extra_objects/add_mesh_round_brilliant.py')
-rw-r--r--add_mesh_extra_objects/add_mesh_round_brilliant.py365
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diff --git a/add_mesh_extra_objects/add_mesh_round_brilliant.py b/add_mesh_extra_objects/add_mesh_round_brilliant.py
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+++ b/add_mesh_extra_objects/add_mesh_round_brilliant.py
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+# GPL "author": "Dominic Kröper, (dommetysk)"
+
+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
+
+# mesh/object generating function, returns final object
+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
+
+ # 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
+ 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)
+
+ 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
+ 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))
+
+
+ # upper girdle angle
+ uga = (1-bezel_f) * crown_h*2 / (ca2 -
+ (table_w + (1-table_w) * bezel_f) * ca2/ca)
+
+ # 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)
+ elif pavi_f == 1:
+ lga = 0
+ else:
+ lga = 2*pavi_d*ca
+ else:
+ 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)
+
+ # append real girdle vertices
+ if girdle_real:
+ dnu = uga * (1 - ca2)
+ dfu = uga * (ta8 + ta4) * sa4
+ dnl = lga * (1 - ca2)
+ dfl = lga * (ta8 + ta4) * sa4
+ 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)
+
+ # 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)
+ if i == 0:
+ 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)
+ 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))
+
+ # 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 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))
+ else:
+ 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)
+ else:
+ 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))
+
+ # 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)
+ elif i == l3 - 1:
+ fa(i, l2, l2 - 1)
+ 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))
+ else:
+ 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)
+ else:
+ 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)
+ else:
+ 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)
+ else:
+ if keep_lga:
+ 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))
+
+ # 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)
+ else:
+ 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 = []
+ for i in range(l5):
+ if i > l4 - 1:
+ cf.append(i)
+ fa(*cf)
+
+ # bpy variables / shortcuts
+ scene = bpy.context.scene
+
+ # deactivate possible active Objects
+ 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)
+ dmesh.update()
+ dobj = bpy.data.objects.new("dobj", dmesh)
+
+ # link object into scene
+ scene.objects.link(dobj)
+
+ # activate and select object
+ scene.objects.active = dobj
+ dobj.select = True
+ obj = bpy.context.active_object
+
+ # flip all face normals outside
+ bpy.ops.object.mode_set(mode='EDIT', toggle=False)
+ sel_mode = bpy.context.tool_settings.mesh_select_mode
+ bpy.context.tool_settings.mesh_select_mode = [False, False, True]
+ bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
+ for i, face in enumerate(obj.data.polygons):
+ face.select = True
+ bpy.ops.object.mode_set(mode='EDIT', toggle=False)
+ 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')
+ pls = []
+ 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
+ continue
+ 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.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):
+ bl_idname = "mesh.primitive_brilliant_add"
+ bl_label = "Custom Brilliant"
+ bl_options = {'REGISTER', 'UNDO', 'PRESET'}
+
+ # set user options
+ s = IntProperty(name="Segments",
+ description="Longitudial segmentation",
+ step=1,
+ min=6,
+ max=128,
+ default=16,
+ 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",
+ description="Heigth of crown",
+ min=0.0,
+ max=1.0,
+ default=0.162,
+ 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",
+ 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",
+ 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",
+ 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",
+ min=0.001,
+ max=1.0,
+ default=0.400,
+ 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",
+ description="If culet > 0, retains angle of pavillion facets",
+ 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)
+ return {'FINISHED'}