From a4b4c07685dd2bd2aba8892b5f1fa90d30b0ed7a Mon Sep 17 00:00:00 2001 From: Luca Bonavita Date: Wed, 21 Jul 2010 11:26:03 +0000 Subject: == blender 2.53 release == - tagging trunk/ and contrib/ os we know what worked at 2.53 release time - only tags/2_53_release should be used for blender release of course [[Split portion of a mixed commit.]] --- add_mesh_gemstones.py | 480 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 480 insertions(+) create mode 100644 add_mesh_gemstones.py (limited to 'add_mesh_gemstones.py') diff --git a/add_mesh_gemstones.py b/add_mesh_gemstones.py new file mode 100644 index 00000000..0b27829e --- /dev/null +++ b/add_mesh_gemstones.py @@ -0,0 +1,480 @@ +# ##### 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 ##### + +import bpy +from mathutils import * +from math import * +from bpy.props import * + +bl_addon_info = { + 'name': 'Add Mesh: Gemstones', + 'author': 'Pontiac, Fourmadmen, Dreampainter', + 'version': '0.3', + 'blender': (2, 5, 3), + 'location': 'View3D > Add > Mesh > Gemstones', + 'description': 'Adds various gemstone (Diamond & Gem) meshes.', + '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_Gemstones', + 'tracker_url': 'https://projects.blender.org/tracker/index.php?'\ + 'func=detail&aid=21432&group_id=153&atid=469', + 'category': 'Add Mesh'} + +# 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_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'} + + # edit - Whether to add or update. + edit = BoolProperty(name="", + description="", + default=False, + options={'HIDDEN'}) + 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) + align_matrix = Matrix() + + def execute(self, context): + props = self.properties + verts, faces = add_diamond(props.segments, + props.girdle_radius, + props.table_radius, + props.crown_height, + props.pavilion_height) + + obj = create_mesh_object(context, verts, [], faces, + "Diamond", props.edit, self.align_matrix) + + return {'FINISHED'} + + def invoke(self, context, event): + self.align_matrix = align_matrix(context) + self.execute(context) + 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'} + + # edit - Whether to add or update. + edit = BoolProperty(name="", + description="", + default=False, + options={'HIDDEN'}) + 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) + align_matrix = Matrix() + + def execute(self, context): + props = self.properties + + # create mesh + verts, faces = add_gem( + props.pavilion_radius, + props.crown_radius, + props.segments, + props.pavilion_height, + props.crown_height) + + obj = create_mesh_object(context, verts, [], faces, "Gem", props.edit, self.align_matrix) + + return {'FINISHED'} + + def invoke(self, context, event): + self.align_matrix = align_matrix(context) + self.execute(context) + 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 +import space_info + +# Define "Gemstones" menu +menu_func = (lambda self, + context: self.layout.menu("INFO_MT_mesh_gemstones_add", icon="PLUGIN")) + + +def register(): + # Register the operators/menus. + bpy.types.register(AddDiamond) + bpy.types.register(AddGem) + bpy.types.register(INFO_MT_mesh_gemstones_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(AddDiamond) + bpy.types.unregister(AddGem) + bpy.types.unregister(INFO_MT_mesh_gemstones_add) + + # Remove "Gemstones" menu from the "Add Mesh" menu. + space_info.INFO_MT_mesh_add.remove(menu_func) + +if __name__ == "__main__": + register() -- cgit v1.2.3