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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_info = {
+ "name": "Gemstones",
+ "author": "Pontiac, Fourmadmen, Dreampainter",
+ "version": (0, 4),
+ "blender": (2, 5, 7),
+ "api": 35853,
+ "location": "View3D > Add > Mesh > Gemstones",
+ "description": "Adds various gemstone (Diamond & Gem) meshes.",
+ "warning": "",
+ "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
+ "Scripts/Add_Mesh/Add_Gemstones",
+ "tracker_url": "https://projects.blender.org/tracker/index.php?"\
+ "func=detail&aid=21432",
+ "category": "Add Mesh"}
+
+import bpy
+from mathutils import *
+from math import *
+from bpy.props import *
+
+# 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).
+def create_mesh_object(context, verts, edges, faces, name):
+ scene = context.scene
+ obj_act = scene.objects.active
+
+ # 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()
+
+ import add_object_utils
+ return add_object_utils.object_data_add(context, mesh, operator=None)
+
+
+# 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_gem(r1, r2, seg, h1, h2):
+ """
+ r1 = pavilion radius
+ r2 = crown radius
+ seg = number of segments
+ h1 = pavilion height
+ h2 = crown height
+ Generates the vertices and faces of the gem
+ """
+
+ verts = []
+
+ a = 2.0 * pi / seg # Angle between segments
+ offset = a / 2.0 # Middle between segments
+
+ r3 = ((r1 + r2) / 2.0) / cos(offset) # Middle of crown
+ r4 = (r1 / 2.0) / cos(offset) # Middle of pavilion
+ h3 = h2 / 2.0 # Middle of crown height
+ h4 = -h1 / 2.0 # Middle of pavilion height
+
+ # Tip
+ vert_tip = len(verts)
+ verts.append(Vector((0.0, 0.0, -h1)))
+
+ # Middle vertex of the flat side (crown)
+ vert_flat = len(verts)
+ verts.append(Vector((0.0, 0.0, h2)))
+
+ edgeloop_flat = []
+ for i in range(seg):
+ s1 = sin(i * a)
+ s2 = sin(offset + i * a)
+ c1 = cos(i * a)
+ c2 = cos(offset + i * a)
+
+ verts.append((r4 * s1, r4 * c1, h4)) # Middle of pavilion
+ verts.append((r1 * s2, r1 * c2, 0.0)) # Pavilion
+ verts.append((r3 * s1, r3 * c1, h3)) # Middle crown
+ edgeloop_flat.append(len(verts))
+ verts.append((r2 * s2, r2 * c2, h2)) # Crown
+
+ faces = []
+
+ for index in range(seg):
+ i = index * 4
+ j = ((index + 1) % seg) * 4
+
+ faces.append([j + 2, vert_tip, i + 2, i + 3]) # Tip -> Middle of pav
+ faces.append([j + 2, i + 3, j + 3]) # Middle of pav -> pav
+ faces.append([j + 3, i + 3, j + 4]) # Pav -> Middle crown
+ faces.append([j + 4, i + 3, i + 4, i + 5]) # Crown quads
+ faces.append([j + 4, i + 5, j + 5]) # Middle crown -> crown
+
+ faces_flat = createFaces([vert_flat], edgeloop_flat, closed=True)
+ faces.extend(faces_flat)
+
+ return verts, faces
+
+
+def add_diamond(segments, girdle_radius, table_radius,
+ crown_height, pavilion_height):
+
+ PI_2 = pi * 2.0
+ z_axis = (0.0, 0.0, -1.0)
+
+ verts = []
+ faces = []
+
+ height_flat = crown_height
+ height_middle = 0.0
+ height_tip = -pavilion_height
+
+ # Middle vertex of the flat side (crown)
+ vert_flat = len(verts)
+ verts.append(Vector((0.0, 0.0, height_flat)))
+
+ # Tip
+ vert_tip = len(verts)
+ verts.append(Vector((0.0, 0.0, height_tip)))
+
+ verts_flat = []
+ verts_girdle = []
+
+ for index in range(segments):
+ quat = Quaternion(z_axis, (index / segments) * PI_2)
+
+ angle = PI_2 * index / segments
+
+ # Row for flat side
+ verts_flat.append(len(verts))
+ vec = Vector((table_radius, 0.0, height_flat)) * quat
+ verts.append(vec)
+
+ # Row for the middle/girdle
+ verts_girdle.append(len(verts))
+ vec = Vector((girdle_radius, 0.0, height_middle)) * quat
+ verts.append(vec)
+
+ # Flat face
+ faces_flat = createFaces([vert_flat], verts_flat, closed=True,
+ flipped=True)
+ # Side face
+ faces_side = createFaces(verts_girdle, verts_flat, closed=True)
+ # Tip faces
+ faces_tip = createFaces([vert_tip], verts_girdle, closed=True)
+
+ faces.extend(faces_tip)
+ faces.extend(faces_side)
+ faces.extend(faces_flat)
+
+ return verts, faces
+
+
+class AddDiamond(bpy.types.Operator):
+ '''Add a diamond mesh.'''
+ bl_idname = "mesh.primitive_diamond_add"
+ bl_label = "Add Diamond"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ segments = IntProperty(name="Segments",
+ description="Number of segments for the diamond",
+ min=3,
+ max=256,
+ default=32)
+ girdle_radius = FloatProperty(name="Girdle Radius",
+ description="Girdle radius of the diamond",
+ min=0.01,
+ max=9999.0,
+ default=1.0)
+ table_radius = FloatProperty(name="Table Radius",
+ description="Girdle radius of the diamond",
+ min=0.01,
+ max=9999.0,
+ default=0.6)
+ crown_height = FloatProperty(name="Crown Height",
+ description="Crown height of the diamond",
+ min=0.01,
+ max=9999.0,
+ default=0.35)
+ pavilion_height = FloatProperty(name="Pavilion Height",
+ description="Pavilion height of the diamond",
+ min=0.01,
+ max=9999.0,
+ default=0.8)
+
+ def execute(self, context):
+ verts, faces = add_diamond(self.segments,
+ self.girdle_radius,
+ self.table_radius,
+ self.crown_height,
+ self.pavilion_height)
+
+ obj = create_mesh_object(context, verts, [], faces, "Diamond")
+
+ return {'FINISHED'}
+
+
+class AddGem(bpy.types.Operator):
+ """Add a diamond gem"""
+ bl_idname = "mesh.primitive_gem_add"
+ bl_label = "Add Gem"
+ bl_description = "Create an offset faceted gem."
+ bl_options = {'REGISTER', 'UNDO'}
+
+ segments = IntProperty(name="Segments",
+ description="Longitudial segmentation",
+ min=3,
+ max=265,
+ default=8,)
+ pavilion_radius = FloatProperty(name="Radius",
+ description="Radius of the gem",
+ min=0.01,
+ max=9999.0,
+ default=1.0)
+ crown_radius = FloatProperty(name="Table Radius",
+ description="Radius of the table(top).",
+ min=0.01,
+ max=9999.0,
+ default=0.6)
+ crown_height = FloatProperty(name="Table height",
+ description="Height of the top half.",
+ min=0.01,
+ max=9999.0,
+ default=0.35)
+ pavilion_height = FloatProperty(name="Pavilion height",
+ description="Height of bottom half.",
+ min=0.01,
+ max=9999.0,
+ default=0.8)
+
+ def execute(self, context):
+
+ # create mesh
+ verts, faces = add_gem(
+ self.pavilion_radius,
+ self.crown_radius,
+ self.segments,
+ self.pavilion_height,
+ self.crown_height)
+
+ obj = create_mesh_object(context, verts, [], faces, "Gem")
+
+ return {'FINISHED'}
+
+
+class INFO_MT_mesh_gemstones_add(bpy.types.Menu):
+ # Define the "Gemstones" menu
+ bl_idname = "INFO_MT_mesh_gemstones_add"
+ bl_label = "Gemstones"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.operator_context = 'INVOKE_REGION_WIN'
+ layout.operator("mesh.primitive_diamond_add",
+ text="Diamond")
+ layout.operator("mesh.primitive_gem_add",
+ text="Gem")
+
+
+# Register all operators and panels
+
+
+# Define "Gemstones" menu
+def menu_func(self, context):
+ self.layout.menu("INFO_MT_mesh_gemstones_add", icon="PLUGIN")
+
+
+def register():
+ bpy.utils.register_module(__name__)
+
+ # Add "Gemstones" menu to the "Add Mesh" menu
+ bpy.types.INFO_MT_mesh_add.append(menu_func)
+
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+
+ # Remove "Gemstones" menu from the "Add Mesh" menu.
+ bpy.types.INFO_MT_mesh_add.remove(menu_func)
+
+
+if __name__ == "__main__":
+ register()