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_pipe_joint.py')
-rw-r--r--add_mesh_pipe_joint.py1150
1 files changed, 1150 insertions, 0 deletions
diff --git a/add_mesh_pipe_joint.py b/add_mesh_pipe_joint.py
new file mode 100644
index 00000000..69b547ed
--- /dev/null
+++ b/add_mesh_pipe_joint.py
@@ -0,0 +1,1150 @@
+# ##### 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": "Pipe Joints",
+ "author": "Buerbaum Martin (Pontiac)",
+ "version": (0, 10, 7),
+ "blender": (2, 5, 7),
+ "api": 35853,
+ "location": "View3D > Add > Mesh > Pipe Joints",
+ "description": "Adds 5 pipe Joint types to the Add Mesh menu",
+ "warning": "",
+ "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
+ "Scripts/Add_Mesh/Add_Pipe_Joints",
+ "tracker_url": "https://projects.blender.org/tracker/index.php?"\
+ "func=detail&aid=21443",
+ "category": "Add Mesh"}
+
+"""
+Pipe Joints
+This script lets the user create various types of pipe joints.
+
+Usage:
+You have to activated the script in the "Add-Ons" tab (user preferences).
+The functionality can then be accessed via the
+"Add Mesh" -> "Pipe Joints" menu.
+Note: Currently only the "Elbow" type supports odd number of vertices.
+
+Version history:
+v0.10.6 - Removed "recall properties" from all functions.
+ Updated various code for new API.
+ API: mathutils.RotationMatrix -> mathutils.Matrix.Rotation
+ API: xxx.selected -> xxx.select
+ API: "invoke" function for each operator.
+ Updated for new bl_info structure.
+ New code for the "align_matrix".
+ made script PEP8 compatible.
+v0.10.5 - createFaces can now create fan/star like faces.
+v0.10.4 - Updated the function "createFaces" a bit. No functional changes.
+v0.10.3 - Updated store_recall_properties, apply_object_align
+ and create_mesh_object.
+ Changed how recall data is stored.
+ Added 'description'.
+v0.10.2 - API change Mathutils -> mathutils (r557)
+ Fixed wiki url.
+v0.10.1 - Use hidden "edit" property for "recall" operator.
+v0.10 - Store "recall" properties in the created objects.
+ Align the geometry to the view if the user preference says so.
+v0.9.10 - Use bl_info for Add-On information.
+v0.9.9 - Changed the script so it can be managed from the "Add-Ons" tab in
+ the user preferences.
+ Added dummy "PLUGIN" icon.
+v0.9.8 - Fixed some new API stuff.
+ Mainly we now have the register/unregister functions.
+ Also the new() function for objects now accepts a mesh object.
+ Corrected FSF address.
+ Clean up of tooltips.
+v0.9.7 - Use "unit" settings for angles as well.
+ This also lets me use radiant for all internal values..
+v0.9.6 - Use "unit" settings (i.e. none/metric/imperial).
+v0.9.5 - Use mesh.from_pydata() for geometry creation.
+ So we can remove unpack_list and unpack_face_list again.
+v0.9.4 - Creating of the pipe now works in mesh edit mode too.
+ Thanks to ideasman42 (Campbell Barton) for his nice work
+ on the torus script code :-).
+v0.9.3 - Changed to a saner vertex/polygon creation process (previously
+ my usage of mesh.faces.add could only do quads)
+ For this I've copied the functions unpack_list and unpack_face_list
+ from import_scene_obj.py.
+ Elbow joint actually supports 3 vertices per circle.
+ Various comments.
+ Script _should_ now be PEP8 compatible.
+v0.9.2 - Converted from tabs to spaces (4 spaces per tab).
+v0.9.1 - Converted add_mesh and add_object to their new counterparts
+ "bpy.data.meshes.new() and "bpy.data.objects.new()"
+v0.9 - Converted to 2.5. Made mostly pep8 compatible (exept for tabs and
+ stuff the check-script didn't catch).
+v0.8.5 - Fixed bug in Elbow joint. Same problem as in 0.8.1
+v0.8.4 - Fixed bug in Y joint. Same problem as in 0.8.1
+v0.8.3 - Fixed bug in N joint. Same problem as in 0.8.1
+v0.8.2 - Fixed bug in X (cross) joint. Same problem as in 0.8.1
+v0.8.1 - Fixed bug in T joint. Angles greater than 90 deg combined with a
+ radius != 1 resulted in bad geometry (the radius was not taken into
+ account when calculating the joint vertices).
+v0.8 - Added N-Joint.
+ Removed all uses of baseJointLocZ. It just clutters the code.
+v0.7 - Added cross joint
+v0.6 - No visible changes. Lots of internal ones though
+ (complete redesign of face creation process).
+ As a bonus the code is a bit easier to read now.
+ Added a nice&simple little "bridge" function
+ (createFaces) for these changes.
+v0.5.1 - Made it possible to create asymmetric Y joints.
+ Renamed the 2 Wye Joints to something more fitting and unique.
+ One is now the Tee joint, the second one remains the Wye joint.
+v0.5 - Added real Y joint.
+v0.4.3 - Added check for odd vertex numbers. They are not (yet) supported.
+v0.4.2 - Added pipe length to the GUI.
+v0.4.1 - Removed the unfinished menu entries for now.
+v0.4 - Tried to clean up the face creation in addTeeJoint
+v0.3 - Code for wye (Y) shape (straight pipe with "branch" for now)
+v0.2 - Restructured to allow different types of pipe (joints).
+v0.1 - Initial revision.
+
+More links:
+http://gitorious.org/blender-scripts/blender-pipe-joint-script
+http://blenderartists.org/forum/showthread.php?t=154394
+
+TODO:
+
+Use a rotation matrix for rotating the circle vertices:
+rotation_matrix = mathutils.Matrix.Rotation(-math.pi/2, 4, 'x')
+mesh.transform(rotation_matrix)
+"""
+
+import bpy
+import mathutils
+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):
+ # 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()
+
+ from bpy_extras import object_utils
+ return 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
+
+
+class AddElbowJoint(bpy.types.Operator):
+ # Create the vertices and polygons for a simple elbow (bent pipe).
+ '''Add an Elbow pipe mesh'''
+ bl_idname = "mesh.primitive_elbow_joint_add"
+ bl_label = "Add Pipe Elbow"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe.",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions).",
+ default=32, min=3, max=256)
+
+ angle = FloatProperty(name="Angle",
+ description="The angle of the branching pipe (i.e. the 'arm')." \
+ " Measured from the center line of the main pipe.",
+ default=radians(45.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+
+ startLength = FloatProperty(name="Length Start",
+ description="Length of the beginning of the pipe.",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ endLength = FloatProperty(name="End Length",
+ description="Length of the end of the pipe.",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+
+ radius = self.radius
+ div = self.div
+
+ angle = self.angle
+
+ startLength = self.startLength
+ endLength = self.endLength
+
+ verts = []
+ faces = []
+
+ loop1 = [] # The starting circle
+ loop2 = [] # The elbow circle
+ loop3 = [] # The end circle
+
+ # Create start circle
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = -startLength
+ loop1.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create deformed joint circle
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = locX * tan(angle / 2.0)
+ loop2.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ # Create end circle
+ baseEndLocX = -endLength * sin(angle)
+ baseEndLocZ = endLength * cos(angle)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 - angle)
+ locX = locX * sin(pi / 2.0 - angle)
+
+ loop3.append(len(verts))
+ # Translate and add circle vertices to the list.
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create faces
+ faces.extend(createFaces(loop1, loop2, closed=True))
+ faces.extend(createFaces(loop2, loop3, closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "Elbow Joint")
+
+ return {'FINISHED'}
+
+
+class AddTeeJoint(bpy.types.Operator):
+ # Create the vertices and polygons for a simple tee (T) joint.
+ # The base arm of the T can be positioned in an angle if needed though.
+ '''Add a Tee-Joint mesh'''
+ bl_idname = "mesh.primitive_tee_joint_add"
+ bl_label = "Add Pipe Tee-Joint"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe.",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions).",
+ default=32,
+ min=4,
+ max=256)
+
+ angle = FloatProperty(name="Angle",
+ description="The angle of the branching pipe (i.e. the 'arm')." \
+ " Measured from the center line of the main pipe.",
+ default=radians(90.0),
+ min=radians(0.1),
+ max=radians(179.9),
+ unit="ROTATION")
+
+ startLength = FloatProperty(name="Length Start",
+ description="Length of the beginning of the" \
+ " main pipe (the straight one).",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ endLength = FloatProperty(name="End Length",
+ description="Length of the end of the" \
+ " main pipe (the straight one).",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branchLength = FloatProperty(name="Arm Length",
+ description="Length of the arm pipe (the bent one).",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+
+ radius = self.radius
+ div = self.div
+
+ angle = self.angle
+
+ startLength = self.startLength
+ endLength = self.endLength
+ branchLength = self.branchLength
+
+ if (div % 2):
+ # Odd vertice number not supported (yet).
+ return {'CANCELLED'}
+
+ verts = []
+ faces = []
+
+ # List of vert indices of each cross section
+ loopMainStart = [] # Vert indices for the
+ # beginning of the main pipe.
+ loopJoint1 = [] # Vert indices for joint that is used
+ # to connect the joint & loopMainStart.
+ loopJoint2 = [] # Vert indices for joint that is used
+ # to connect the joint & loopArm.
+ loopJoint3 = [] # Vert index for joint that is used
+ # to connect the joint & loopMainEnd.
+ loopArm = [] # Vert indices for the end of the arm.
+ loopMainEnd = [] # Vert indices for the
+ # end of the main pipe.
+
+ # Create start circle (main pipe)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = -startLength
+ loopMainStart.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create deformed joint circle
+ vertTemp1 = None
+ vertTemp2 = None
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+
+ if vertIdx == 0:
+ vertTemp1 = len(verts)
+ if vertIdx == div / 2:
+ # @todo: This will possibly break if we
+ # ever support odd divisions.
+ vertTemp2 = len(verts)
+
+ loopJoint1.append(len(verts))
+ if (vertIdx < div / 2):
+ # Straight side of main pipe.
+ locZ = 0
+ loopJoint3.append(len(verts))
+ else:
+ # Branching side
+ locZ = locX * tan(angle / 2.0)
+ loopJoint2.append(len(verts))
+
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ # Create 2. deformed joint (half-)circle
+ loopTemp = []
+ for vertIdx in range(div):
+ if (vertIdx > div / 2):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = -cos(curVertAngle)
+ locZ = -(radius * locX * tan((pi - angle) / 2.0))
+ loopTemp.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ loopTemp2 = loopTemp[:]
+
+ # Finalise 2. loop
+ loopTemp.reverse()
+ loopTemp.append(vertTemp1)
+ loopJoint2.reverse()
+ loopJoint2.extend(loopTemp)
+ loopJoint2.reverse()
+
+ # Finalise 3. loop
+ loopTemp2.append(vertTemp2)
+ loopTemp2.reverse()
+ loopJoint3.extend(loopTemp2)
+
+ # Create end circle (branching pipe)
+ baseEndLocX = -branchLength * sin(angle)
+ baseEndLocZ = branchLength * cos(angle)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 - angle)
+ locX = locX * sin(pi / 2.0 - angle)
+
+ loopArm.append(len(verts))
+
+ # Add translated circle.
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create end circle (main pipe)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = endLength
+ loopMainEnd.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create faces
+ faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
+ faces.extend(createFaces(loopJoint2, loopArm, closed=True))
+ faces.extend(createFaces(loopJoint3, loopMainEnd, closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "Tee Joint")
+
+ return {'FINISHED'}
+
+
+class AddWyeJoint(bpy.types.Operator):
+ '''Add a Wye-Joint mesh'''
+ bl_idname = "mesh.primitive_wye_joint_add"
+ bl_label = "Add Pipe Wye-Joint"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe.",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions).",
+ default=32,
+ min=4,
+ max=256)
+
+ angle1 = FloatProperty(name="Angle 1",
+ description="The angle of the 1. branching pipe." \
+ " Measured from the center line of the main pipe.",
+ default=radians(45.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+ angle2 = FloatProperty(name="Angle 2",
+ description="The angle of the 2. branching pipe." \
+ " Measured from the center line of the main pipe.",
+ default=radians(45.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+
+ startLength = FloatProperty(name="Length Start",
+ description="Length of the beginning of the" \
+ " main pipe (the straight one).",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch1Length = FloatProperty(name="Length Arm 1",
+ description="Length of the 1. arm.",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch2Length = FloatProperty(name="Length Arm 2",
+ description="Length of the 2. arm.",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+
+ radius = self.radius
+ div = self.div
+
+ angle1 = self.angle1
+ angle2 = self.angle2
+
+ startLength = self.startLength
+ branch1Length = self.branch1Length
+ branch2Length = self.branch2Length
+
+ if (div % 2):
+ # Odd vertice number not supported (yet).
+ return {'CANCELLED'}
+
+ verts = []
+ faces = []
+
+ # List of vert indices of each cross section
+ loopMainStart = [] # Vert indices for
+ # the beginning of the main pipe.
+ loopJoint1 = [] # Vert index for joint that is used
+ # to connect the joint & loopMainStart.
+ loopJoint2 = [] # Vert index for joint that
+ # is used to connect the joint & loopArm1.
+ loopJoint3 = [] # Vert index for joint that is
+ # used to connect the joint & loopArm2.
+ loopArm1 = [] # Vert idxs for end of the 1. arm.
+ loopArm2 = [] # Vert idxs for end of the 2. arm.
+
+ # Create start circle
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = -startLength
+ loopMainStart.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create deformed joint circle
+ vertTemp1 = None
+ vertTemp2 = None
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+
+ if vertIdx == 0:
+ vertTemp2 = len(verts)
+ if vertIdx == div / 2:
+ # @todo: This will possibly break if we
+ # ever support odd divisions.
+ vertTemp1 = len(verts)
+
+ loopJoint1.append(len(verts))
+ if (vertIdx > div / 2):
+ locZ = locX * tan(angle1 / 2.0)
+ loopJoint2.append(len(verts))
+ else:
+ locZ = locX * tan(-angle2 / 2.0)
+ loopJoint3.append(len(verts))
+
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ # Create 2. deformed joint (half-)circle
+ loopTemp = []
+ angleJoint = (angle2 - angle1) / 2.0
+ for vertIdx in range(div):
+ if (vertIdx > div / 2):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+
+ locX = (-sin(curVertAngle) * sin(angleJoint)
+ / sin(angle2 - angleJoint))
+ locY = -cos(curVertAngle)
+ locZ = (-(sin(curVertAngle) * cos(angleJoint)
+ / sin(angle2 - angleJoint)))
+
+ loopTemp.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ loopTemp2 = loopTemp[:]
+
+ # Finalise 2. loop
+ loopTemp.append(vertTemp1)
+ loopTemp.reverse()
+ loopTemp.append(vertTemp2)
+ loopJoint2.reverse()
+ loopJoint2.extend(loopTemp)
+ loopJoint2.reverse()
+
+ # Finalise 3. loop
+ loopTemp2.reverse()
+ loopJoint3.extend(loopTemp2)
+
+ # Create end circle (1. branching pipe)
+ baseEndLocX = -branch1Length * sin(angle1)
+ baseEndLocZ = branch1Length * cos(angle1)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 - angle1)
+ locX = locX * sin(pi / 2.0 - angle1)
+
+ loopArm1.append(len(verts))
+ # Add translated circle.
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create end circle (2. branching pipe)
+ baseEndLocX = branch2Length * sin(angle2)
+ baseEndLocZ = branch2Length * cos(angle2)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 + angle2)
+ locX = locX * sin(pi / 2.0 + angle2)
+
+ loopArm2.append(len(verts))
+ # Add translated circle
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create faces
+ faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
+ faces.extend(createFaces(loopJoint2, loopArm1, closed=True))
+ faces.extend(createFaces(loopJoint3, loopArm2, closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "Wye Joint")
+
+ return {'FINISHED'}
+
+
+class AddCrossJoint(bpy.types.Operator):
+ '''Add a Cross-Joint mesh'''
+ # Create the vertices and polygons for a coss (+ or X) pipe joint.
+ bl_idname = "mesh.primitive_cross_joint_add"
+ bl_label = "Add Pipe Cross-Joint"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe.",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions).",
+ default=32,
+ min=4,
+ max=256)
+
+ angle1 = FloatProperty(name="Angle 1",
+ description="The angle of the 1. arm (from the main axis).",
+ default=radians(90.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+ angle2 = FloatProperty(name="Angle 2",
+ description="The angle of the 2. arm (from the main axis).",
+ default=radians(90.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+ angle3 = FloatProperty(name="Angle 3 (center)",
+ description="The angle of the center arm (from the main axis).",
+ default=radians(0.0),
+ min=radians(-179.9),
+ max=radians(179.9),
+ unit="ROTATION")
+
+ startLength = FloatProperty(name="Length Start",
+ description="Length of the beginning of the " \
+ "main pipe (the straight one).",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch1Length = FloatProperty(name="Length Arm 1",
+ description="Length of the 1. arm.",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch2Length = FloatProperty(name="Length Arm 2",
+ description="Length of the 2. arm.",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ branch3Length = FloatProperty(name="Length Arm 3 (center)",
+ description="Length of the center arm.",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+
+ radius = self.radius
+ div = self.div
+
+ angle1 = self.angle1
+ angle2 = self.angle2
+ angle3 = self.angle3
+
+ startLength = self.startLength
+ branch1Length = self.branch1Length
+ branch2Length = self.branch2Length
+ branch3Length = self.branch3Length
+ if (div % 2):
+ # Odd vertice number not supported (yet).
+ return {'CANCELLED'}
+
+ verts = []
+ faces = []
+
+ # List of vert indices of each cross section
+ loopMainStart = [] # Vert indices for the
+ # beginning of the main pipe.
+ loopJoint1 = [] # Vert index for joint that is used
+ # to connect the joint & loopMainStart.
+ loopJoint2 = [] # Vert index for joint that is used
+ # to connect the joint & loopArm1.
+ loopJoint3 = [] # Vert index for joint that is used
+ # to connect the joint & loopArm2.
+ loopJoint4 = [] # Vert index for joint that is used
+ # to connect the joint & loopArm3.
+ loopArm1 = [] # Vert idxs for the end of the 1. arm.
+ loopArm2 = [] # Vert idxs for the end of the 2. arm.
+ loopArm3 = [] # Vert idxs for the center arm end.
+
+ # Create start circle
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+ locZ = -startLength
+ loopMainStart.append(len(verts))
+ verts.append([locX * radius, locY * radius, locZ])
+
+ # Create 1. deformed joint circle
+ vertTemp1 = None
+ vertTemp2 = None
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+
+ if vertIdx == 0:
+ vertTemp2 = len(verts)
+ if vertIdx == div / 2:
+ # @todo: This will possibly break if we
+ # ever support odd divisions.
+ vertTemp1 = len(verts)
+
+ loopJoint1.append(len(verts))
+ if (vertIdx > div / 2):
+ locZ = locX * tan(angle1 / 2.0)
+ loopJoint2.append(len(verts))
+ else:
+ locZ = locX * tan(-angle2 / 2.0)
+ loopJoint3.append(len(verts))
+
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ loopTemp2 = loopJoint2[:]
+
+ # Create 2. deformed joint circle
+ loopTempA = []
+ loopTempB = []
+ angleJoint1 = (angle1 - angle3) / 2.0
+ angleJoint2 = (angle2 + angle3) / 2.0
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+
+ # Skip pole vertices
+ # @todo: This will possibly break if
+ # we ever support odd divisions.
+ if not (vertIdx == 0) and not (vertIdx == div / 2):
+
+ if (vertIdx > div / 2):
+ angleJoint = angleJoint1
+ angle = angle1
+ Z = -1.0
+ loopTempA.append(len(verts))
+
+ else:
+ angleJoint = angleJoint2
+ angle = angle2
+ Z = 1.0
+ loopTempB.append(len(verts))
+
+ locX = (sin(curVertAngle) * sin(angleJoint)
+ / sin(angle - angleJoint))
+ locY = -cos(curVertAngle)
+ locZ = (Z * (sin(curVertAngle) * cos(angleJoint)
+ / sin(angle - angleJoint)))
+
+ verts.append([locX * radius, locY * radius, locZ * radius])
+
+ loopTempA2 = loopTempA[:]
+ loopTempB2 = loopTempB[:]
+ loopTempB3 = loopTempB[:]
+
+ # Finalise 2. loop
+ loopTempA.append(vertTemp1)
+ loopTempA.reverse()
+ loopTempA.append(vertTemp2)
+ loopJoint2.reverse()
+ loopJoint2.extend(loopTempA)
+ loopJoint2.reverse()
+
+ # Finalise 3. loop
+ loopJoint3.extend(loopTempB3)
+
+ # Finalise 4. loop
+ loopTempA2.append(vertTemp1)
+ loopTempA2.reverse()
+ loopTempB2.append(vertTemp2)
+ loopJoint4.extend(reversed(loopTempB2))
+ loopJoint4.extend(loopTempA2)
+
+ # Create end circle (1. branching pipe)
+ baseEndLocX = -branch1Length * sin(angle1)
+ baseEndLocZ = branch1Length * cos(angle1)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 - angle1)
+ locX = locX * sin(pi / 2.0 - angle1)
+
+ loopArm1.append(len(verts))
+ # Add translated circle.
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create end circle (2. branching pipe)
+ baseEndLocX = branch2Length * sin(angle2)
+ baseEndLocZ = branch2Length * cos(angle2)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 + angle2)
+ locX = locX * sin(pi / 2.0 + angle2)
+
+ loopArm2.append(len(verts))
+ # Add translated circle
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create end circle (center pipe)
+ baseEndLocX = branch3Length * sin(angle3)
+ baseEndLocZ = branch3Length * cos(angle3)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 + angle3)
+ locX = locX * sin(pi / 2.0 + angle3)
+
+ loopArm3.append(len(verts))
+ # Add translated circle
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ # Create faces
+ faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
+ faces.extend(createFaces(loopJoint2, loopArm1, closed=True))
+ faces.extend(createFaces(loopJoint3, loopArm2, closed=True))
+ faces.extend(createFaces(loopJoint4, loopArm3, closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "Cross Joint")
+
+ return {'FINISHED'}
+
+
+class AddNJoint(bpy.types.Operator):
+ '''Add a N-Joint mesh'''
+ # Create the vertices and polygons for a regular n-joint.
+ bl_idname = "mesh.primitive_n_joint_add"
+ bl_label = "Add Pipe N-Joint"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ radius = FloatProperty(name="Radius",
+ description="The radius of the pipe.",
+ default=1.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+ div = IntProperty(name="Divisions",
+ description="Number of vertices (divisions).",
+ default=32,
+ min=4,
+ max=256)
+ number = IntProperty(name="Arms/Joints",
+ description="Number of joints/arms",
+ default=5,
+ min=2,
+ max=99999)
+ length = FloatProperty(name="Length",
+ description="Length of each joint/arm",
+ default=3.0,
+ min=0.01,
+ max=100.0,
+ unit="LENGTH")
+
+ def execute(self, context):
+ radius = self.radius
+ div = self.div
+ number = self.number
+ length = self.length
+
+ if (div % 2):
+ # Odd vertice number not supported (yet).
+ return {'CANCELLED'}
+
+ if (number < 2):
+ return {'CANCELLED'}
+
+ verts = []
+ faces = []
+
+ loopsEndCircles = []
+ loopsJointsTemp = []
+ loopsJoints = []
+
+ vertTemp1 = None
+ vertTemp2 = None
+
+ angleDiv = (2.0 * pi / number)
+
+ # Create vertices for the end circles.
+ for num in range(number):
+ circle = []
+ # Create start circle
+ angle = num * angleDiv
+
+ baseEndLocX = length * sin(angle)
+ baseEndLocZ = length * cos(angle)
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ # Create circle
+ locX = sin(curVertAngle) * radius
+ locY = cos(curVertAngle) * radius
+ locZ = 0.0
+
+ # Rotate circle
+ locZ = locX * cos(pi / 2.0 + angle)
+ locX = locX * sin(pi / 2.0 + angle)
+
+ circle.append(len(verts))
+ # Add translated circle
+ verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
+
+ loopsEndCircles.append(circle)
+
+ # Create vertices for the joint circles.
+ loopJoint = []
+ for vertIdx in range(div):
+ curVertAngle = vertIdx * (2.0 * pi / div)
+ locX = sin(curVertAngle)
+ locY = cos(curVertAngle)
+
+ skipVert = False
+ # Store pole vertices
+ if vertIdx == 0:
+ if (num == 0):
+ vertTemp2 = len(verts)
+ else:
+ skipVert = True
+ elif vertIdx == div / 2:
+ # @todo: This will possibly break if we
+ # ever support odd divisions.
+ if (num == 0):
+ vertTemp1 = len(verts)
+ else:
+ skipVert = True
+
+ if not skipVert:
+ if (vertIdx > div / 2):
+ locZ = -locX * tan((pi - angleDiv) / 2.0)
+ loopJoint.append(len(verts))
+
+ # Rotate the vert
+ cosAng = cos(-angle)
+ sinAng = sin(-angle)
+ LocXnew = locX * cosAng - locZ * sinAng
+ LocZnew = locZ * cosAng + locX * sinAng
+ locZ = LocZnew
+ locX = LocXnew
+
+ verts.append([
+ locX * radius,
+ locY * radius,
+ locZ * radius])
+ else:
+ # These two vertices will only be
+ # added the very first time.
+ if vertIdx == 0 or vertIdx == div / 2:
+ verts.append([locX * radius, locY * radius, locZ])
+
+ loopsJointsTemp.append(loopJoint)
+
+ # Create complete loops (loopsJoints) out of the
+ # double number of half loops in loopsJointsTemp.
+ for halfLoopIdx in range(len(loopsJointsTemp)):
+ if (halfLoopIdx == len(loopsJointsTemp) - 1):
+ idx1 = halfLoopIdx
+ idx2 = 0
+ else:
+ idx1 = halfLoopIdx
+ idx2 = halfLoopIdx + 1
+
+ loopJoint = []
+ loopJoint.append(vertTemp2)
+ loopJoint.extend(reversed(loopsJointsTemp[idx2]))
+ loopJoint.append(vertTemp1)
+ loopJoint.extend(loopsJointsTemp[idx1])
+
+ loopsJoints.append(loopJoint)
+
+ # Create faces from the two
+ # loop arrays (loopsJoints -> loopsEndCircles).
+ for loopIdx in range(len(loopsEndCircles)):
+ faces.extend(
+ createFaces(loopsJoints[loopIdx],
+ loopsEndCircles[loopIdx], closed=True))
+
+ base = create_mesh_object(context, verts, [], faces, "N Joint")
+
+ return {'FINISHED'}
+
+
+class INFO_MT_mesh_pipe_joints_add(bpy.types.Menu):
+ # Define the "Pipe Joints" menu
+ bl_idname = "INFO_MT_mesh_pipe_joints_add"
+ bl_label = "Pipe Joints"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.operator_context = 'INVOKE_REGION_WIN'
+ layout.operator("mesh.primitive_elbow_joint_add",
+ text="Pipe Elbow")
+ layout.operator("mesh.primitive_tee_joint_add",
+ text="Pipe T-Joint")
+ layout.operator("mesh.primitive_wye_joint_add",
+ text="Pipe Y-Joint")
+ layout.operator("mesh.primitive_cross_joint_add",
+ text="Pipe Cross-Joint")
+ layout.operator("mesh.primitive_n_joint_add",
+ text="Pipe N-Joint")
+
+################################
+
+
+# Define "Pipe Joints" menu
+def menu_func(self, context):
+ self.layout.menu("INFO_MT_mesh_pipe_joints_add", icon="PLUGIN")
+
+
+def register():
+ bpy.utils.register_module(__name__)
+
+ # Add "Pipe Joints" menu to the "Add Mesh" menu
+ bpy.types.INFO_MT_mesh_add.append(menu_func)
+
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+
+ # Remove "Pipe Joints" menu from the "Add Mesh" menu.
+ bpy.types.INFO_MT_mesh_add.remove(menu_func)
+
+
+if __name__ == "__main__":
+ register()