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-# add_mesh_twisted_torus.py Copyright (C) 2009-2010, Paulo Gomes
-# tuga3d {at} gmail {dot} com
-# add twisted torus to the blender 2.50 add->mesh menu
-# ***** 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 LICENCE BLOCK *****
-
-bl_addon_info = {
- "name": "Twisted Torus",
- "author": "Paulo_Gomes",
- "version": (0,11),
- "blender": (2, 5, 3),
- "api": 31854,
- "location": "View3D > Add > Mesh ",
- "description": "Adds a mesh Twisted Torus to the Add Mesh menu",
- "warning": "",
- "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
- "Scripts/Add_Mesh/Add_Twisted_Torus",
- "tracker_url": "https://projects.blender.org/tracker/index.php?"\
- "func=detail&aid=21622&group_id=153&atid=469",
- "category": "Add Mesh"}
-
-"""
-Usage:
-
-* Launch from Add Mesh menu
-
-* Modify parameters as desired or keep defaults
-"""
-
-
-import bpy
-from bpy.props import *
-
-import mathutils
-from mathutils import *
-from math import cos, sin, pi
-
-# 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
-
-
-def add_twisted_torus(major_rad, minor_rad, major_seg, minor_seg, twists):
- PI_2 = pi * 2.0
- z_axis = (0.0, 0.0, 1.0)
-
- verts = []
- faces = []
-
- edgeloop_prev = []
- for major_index in range(major_seg):
- quat = Quaternion(z_axis, (major_index / major_seg) * PI_2)
- rot_twists = PI_2 * major_index / major_seg * twists
-
- edgeloop = []
-
- # Create section ring
- for minor_index in range(minor_seg):
- angle = (PI_2 * minor_index / minor_seg) + rot_twists
-
- vec = Vector((
- major_rad + (cos(angle) * minor_rad),
- 0.0,
- sin(angle) * minor_rad))
- vec = vec * quat
-
- edgeloop.append(len(verts))
- verts.append(vec)
-
- # Remember very first edgeloop.
- if major_index == 0:
- edgeloop_first = edgeloop
-
- # Bridge last with current ring
- if edgeloop_prev:
- f = createFaces(edgeloop_prev, edgeloop, closed=True)
- faces.extend(f)
-
- edgeloop_prev = edgeloop
-
- # Bridge first and last ring
- f = createFaces(edgeloop_prev, edgeloop_first, closed=True)
- faces.extend(f)
-
- return verts, faces
-
-
-class AddTwistedTorus(bpy.types.Operator):
- '''Add a torus mesh'''
- bl_idname = "mesh.primitive_twisted_torus_add"
- bl_label = "Add Torus"
- bl_options = {'REGISTER', 'UNDO'}
-
- # edit - Whether to add or update.
- edit = BoolProperty(name="",
- description="",
- default=False,
- options={'HIDDEN'})
- major_radius = FloatProperty(name="Major Radius",
- description="Radius from the origin to the" \
- " center of the cross section",
- min=0.01,
- max=100.0,
- default=1.0)
- minor_radius = FloatProperty(name="Minor Radius",
- description="Radius of the torus' cross section",
- min=0.01,
- max=100.0,
- default=0.25)
- major_segments = IntProperty(name="Major Segments",
- description="Number of segments for the main ring of the torus",
- min=3,
- max=256,
- default=48)
- minor_segments = IntProperty(name="Minor Segments",
- description="Number of segments for the minor ring of the torus",
- min=3,
- max=256,
- default=12)
- twists = IntProperty(name="Twists",
- description="Number of twists of the torus",
- min=0,
- max=256,
- default=1)
-
- use_abso = BoolProperty(name="Use Int+Ext Controls",
- description="Use the Int / Ext controls for torus dimensions",
- default=False)
- abso_major_rad = FloatProperty(name="Exterior Radius",
- description="Total Exterior Radius of the torus",
- min=0.01,
- max=100.0,
- default=1.0)
- abso_minor_rad = FloatProperty(name="Inside Radius",
- description="Total Interior Radius of the torus",
- min=0.01,
- max=100.0,
- default=0.5)
- align_matrix = Matrix()
-
- def execute(self, context):
- props = self.properties
-
- if props.use_abso == True:
- extra_helper = (props.abso_major_rad - props.abso_minor_rad) * 0.5
- props.major_radius = props.abso_minor_rad + extra_helper
- props.minor_radius = extra_helper
-
- verts, faces = add_twisted_torus(
- props.major_radius,
- props.minor_radius,
- props.major_segments,
- props.minor_segments,
- props.twists)
-
- # Actually create the mesh object from this geometry data.
- obj = create_mesh_object(context, verts, [], faces, "TwistedTorus",
- props.edit, self.align_matrix)
-
- return {'FINISHED'}
-
- def invoke(self, context, event):
- self.align_matrix = align_matrix(context)
- self.execute(context)
- return {'FINISHED'}
-
-# Add to the menu
-def menu_func(self, context):
- self.layout.operator(AddTwistedTorus.bl_idname, text="Twisted Torus", icon='MESH_TORUS')
-
-
-def register():
- bpy.types.INFO_MT_mesh_add.append(menu_func)
-
-
-def unregister():
- bpy.types.INFO_MT_mesh_add.remove(menu_func)
-
-if __name__ == "__main__":
- register()