diff options
Diffstat (limited to 'add_mesh_extra_objects/add_mesh_round_brilliant.py')
-rw-r--r-- | add_mesh_extra_objects/add_mesh_round_brilliant.py | 365 |
1 files changed, 365 insertions, 0 deletions
diff --git a/add_mesh_extra_objects/add_mesh_round_brilliant.py b/add_mesh_extra_objects/add_mesh_round_brilliant.py new file mode 100644 index 00000000..ea544818 --- /dev/null +++ b/add_mesh_extra_objects/add_mesh_round_brilliant.py @@ -0,0 +1,365 @@ +# 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'} |