Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'add_mesh_extras.py')
-rw-r--r--add_mesh_extras.py791
1 files changed, 791 insertions, 0 deletions
diff --git a/add_mesh_extras.py b/add_mesh_extras.py
new file mode 100644
index 00000000..ccf74a4a
--- /dev/null
+++ b/add_mesh_extras.py
@@ -0,0 +1,791 @@
+# ##### 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': 'Add Mesh: Extras',
+ 'author': 'Pontiac, Fourmadmen, meta-androcto',
+ 'version': '0.3',
+ 'blender': (2, 5, 3),
+ 'location': 'View3D > Add > Mesh > Extras',
+ 'description': 'Adds Star, Wedge, Sqorus & Spindle objects.',
+ 'warning': '', # used for warning icon and text in addons panel
+ '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 = TranslationMatrix(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 = RotationMatrix(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
+menu_func = (lambda self,
+ context: self.layout.menu("INFO_MT_mesh_extras_add", icon="PLUGIN"))
+
+
+def register():
+ # Register the operators/menus.
+ bpy.types.register(AddSqorus)
+ bpy.types.register(AddWedge)
+ bpy.types.register(AddSpindle)
+ bpy.types.register(AddStar)
+ bpy.types.register(AddTrapezohedron)
+ bpy.types.register(INFO_MT_mesh_extras_add)
+
+ # Add "Gemstones" menu to the "Add Mesh" menu
+ space_info.INFO_MT_mesh_add.append(menu_func)
+
+
+def unregister():
+ # Unregister the operators/menus.
+ bpy.types.unregister(AddSqorus)
+ bpy.types.unregister(AddWedge)
+ bpy.types.unregister(AddSpindle)
+ bpy.types.unregister(AddStar)
+ bpy.types.unregister(AddTrapezohedron)
+ bpy.types.unregister(INFO_MT_mesh_extras_add)
+
+ # Remove "Gemstones" menu from the "Add Mesh" menu.
+ space_info.INFO_MT_mesh_add.remove(menu_func)
+
+if __name__ == "__main__":
+ register()