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-# ##### 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": "Extras",
- "author": "Pontiac, Fourmadmen, meta-androcto",
- "version": (0,3),
- "blender": (2, 5, 3),
- "api": 31854,
- "location": "View3D > Add > Mesh > Extras",
- "description": "Adds Star, Wedge, Sqorus & Spindle objects.",
- "warning": "",
- "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
- "Scripts/Add_Mesh/Add_Extra",
- "tracker_url": "https://projects.blender.org/tracker/index.php?"\
- "func=detail&aid=22457&group_id=153&atid=469",
- "category": "Add Mesh"}
-
-import bpy
-from mathutils import *
-from math import *
-from bpy.props import *
-
-# 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
-
-
-# @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_spindle(segments, radius, height, cap_height):
- verts = []
- faces = []
-
- tot_verts = segments * 2 + 2
-
- half_height = height / 2.0
-
- # Upper tip
- idx_upper_tip = len(verts)
- verts.append(Vector((0, 0, half_height + cap_height)))
-
- # Lower tip
- idx_lower_tip = len(verts)
- verts.append(Vector((0.0, 0.0, -half_height - cap_height)))
-
- upper_edgeloop = []
- lower_edgeloop = []
- for index in range(segments):
- mtx = Matrix.Rotation(2.0 * pi * float(index) / segments, 3, 'Z')
-
- # Calculate index & location of upper verte4x tip.
- idx_up = len(verts)
- upper_edgeloop.append(idx_up)
- verts.append(Vector((radius, 0.0, half_height)) * mtx)
-
- if height > 0:
- idx_low = len(verts)
- lower_edgeloop.append(idx_low)
- verts.append(Vector((radius, 0.0, -half_height)) * mtx)
-
- # Create faces for the upper tip.
- tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop,
- closed=True, flipped=True)
- faces.extend(tip_up_faces)
-
- if height > 0:
- # Create faces for the middle cylinder.
- cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True)
- faces.extend(cyl_faces)
-
- # Create faces for the lower tip.
- tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop,
- closed=True)
- faces.extend(tip_low_faces)
-
- else:
- # Skipping middle part/cylinder (height=0).
-
- # Create faces for the lower tip.
- tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop,
- closed=True)
- faces.extend(tip_low_faces)
-
- 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'}
-
- # edit - Whether to add or update.
- edit = BoolProperty(name="",
- description="",
- default=False,
- options={'HIDDEN'})
- 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)
- align_matrix = Matrix()
-
- def execute(self, context):
- props = self.properties
-
- # Create mesh geometry
- verts, faces = add_sqorus(
- props.hole_size,
- props.subdivide)
-
- # Create mesh object (and meshdata)
- obj = create_mesh_object(context, verts, [], faces, "Sqorus",
- props.edit, self.align_matrix)
-
- return {'FINISHED'}
-
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- 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'}
-
- # edit - Whether to add or update.
- edit = BoolProperty(name="",
- description="",
- default=False,
- options={'HIDDEN'})
- 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)
- align_matrix = Matrix()
-
- def execute(self, context):
- props = self.properties
-
- verts, faces = add_wedge(
- props.size_x,
- props.size_y,
- props.size_z)
-
- obj = create_mesh_object(context, verts, [], faces, "Wedge",
- props.edit, self.align_matrix)
-
- return {'FINISHED'}
-
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
-
-class AddSpindle(bpy.types.Operator):
- '''Add a spindle mesh.'''
- bl_idname = "mesh.primitive_spindle_add"
- bl_label = "Add Spindle"
- bl_description = "Create a spindle mesh."
- bl_options = {'REGISTER', 'UNDO'}
-
- # edit - Whether to add or update.
- edit = BoolProperty(name="",
- description="",
- default=False,
- options={'HIDDEN'})
- segments = IntProperty(name="Segments",
- description="Number of segments of the spindle",
- min=3,
- max=512,
- default=32)
- radius = FloatProperty(name="Radius",
- description="Radius of the spindle",
- min=0.01,
- max=9999.0,
- default=1.0)
- height = FloatProperty(name="Height",
- description="Height of the spindle",
- min=0.0,
- max=100.0,
- default=1.0)
- cap_height = FloatProperty(name="Cap Height",
- description="Cap height of the spindle",
- min=-9999.0,
- max=9999.0,
- default=0.5)
- align_matrix = Matrix()
-
- def execute(self, context):
- props = self.properties
-
- verts, faces = add_spindle(
- props.segments,
- props.radius,
- props.height,
- props.cap_height)
-
- obj = create_mesh_object(context, verts, [], faces, "Spindle",
- props.edit, self.align_matrix)
-
- return {'FINISHED'}
-
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- 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'}
-
- # edit - Whether to add or update.
- edit = BoolProperty(name="",
- description="",
- default=False,
- options={'HIDDEN'})
- 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)
- align_matrix = Matrix()
-
- def execute(self, context):
- props = self.properties
-
- verts, faces = add_star(
- props.points,
- props.outer_radius,
- props.innter_radius,
- props.height)
-
- obj = create_mesh_object(context, verts, [], faces, "Star",
- props.edit, self.align_matrix)
-
- return {'FINISHED'}
-
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- 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)
- edit = BoolProperty(name="",
- description="",
- default=False,
- options={'HIDDEN'})
- align_matrix = Matrix()
- def execute(self,context):
- props = self.properties
- # generate mesh
- verts,faces = trapezohedron(props.segments,
- props.radius,
- props.height)
-
- obj = create_mesh_object(context, verts, [], faces, "Trapazohedron",
- props.edit, self.align_matrix)
-
- return {'FINISHED'}
-
-class INFO_MT_mesh_extras_add(bpy.types.Menu):
- # Define the "Extras" menu
- bl_idname = "INFO_MT_mesh_extras_add"
- bl_label = "Extras"
-
- def draw(self, context):
- layout = self.layout
- layout.operator_context = 'INVOKE_REGION_WIN'
- layout.operator("mesh.primitive_sqorus_add",
- text="Sqorus")
- layout.operator("mesh.primitive_wedge_add",
- text="Wedge")
- layout.operator("mesh.primitive_spindle_add",
- text="Spindle")
- layout.operator("mesh.primitive_star_add",
- text="Star")
- layout.operator("mesh.primitive_trapezohedron_add",
- text="Trapezohedron")
-
-
-# Register all operators and panels
-import space_info
-
-# Define "Gemstones" menu
-def menu_func(self, context):
- self.layout.menu("INFO_MT_mesh_extras_add", icon="PLUGIN")
-
-
-def register():
- # Add "Gemstones" menu to the "Add Mesh" menu
- space_info.INFO_MT_mesh_add.append(menu_func)
-
-
-def unregister():
- # Remove "Gemstones" menu from the "Add Mesh" menu.
- space_info.INFO_MT_mesh_add.remove(menu_func)
-
-if __name__ == "__main__":
- register()