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Diffstat (limited to 'add_mesh_extras.py')
-rw-r--r-- | add_mesh_extras.py | 776 |
1 files changed, 0 insertions, 776 deletions
diff --git a/add_mesh_extras.py b/add_mesh_extras.py deleted file mode 100644 index 1df801b2..00000000 --- a/add_mesh_extras.py +++ /dev/null @@ -1,776 +0,0 @@ -# ##### 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() |