# GPL # "author": "Pontiac, Fourmadmen, Dreampainter" import bpy from bpy.types import Operator from mathutils import ( Vector, Quaternion, ) from math import cos, sin, pi from bpy.props import ( FloatProperty, IntProperty, BoolProperty, StringProperty, ) from bpy_extras import object_utils # 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, self, 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=self) # A very simple "bridge" tool. 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, flipped=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 # UNUSED # Row for flat side verts_flat.append(len(verts)) vec = quat @ Vector((table_radius, 0.0, height_flat)) verts.append(vec) # Row for the middle/girdle verts_girdle.append(len(verts)) vec = quat @ Vector((girdle_radius, 0.0, height_middle)) 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(Operator, object_utils.AddObjectHelper): bl_idname = "mesh.primitive_diamond_add" bl_label = "Add Diamond" bl_description = "Construct a diamond mesh" bl_options = {'REGISTER', 'UNDO', 'PRESET'} Diamond : BoolProperty(name = "Diamond", default = True, description = "Diamond") #### change properties name : StringProperty(name = "Name", description = "Name") change : BoolProperty(name = "Change", default = False, description = "change Diamond") 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 draw(self, context): layout = self.layout box = layout.box() box.prop(self, "segments") box.prop(self, "girdle_radius") box.prop(self, "table_radius") box.prop(self, "crown_height") box.prop(self, "pavilion_height") if self.change == False: # generic transform props box = layout.box() box.prop(self, 'align', expand=True) box.prop(self, 'location', expand=True) box.prop(self, 'rotation', expand=True) def execute(self, context): # turn off 'Enter Edit Mode' use_enter_edit_mode = bpy.context.preferences.edit.use_enter_edit_mode bpy.context.preferences.edit.use_enter_edit_mode = False if bpy.context.mode == "OBJECT": if context.selected_objects != [] and context.active_object and \ (context.active_object.data is not None) and ('Diamond' in context.active_object.data.keys()) and \ (self.change == True): obj = context.active_object oldmesh = obj.data oldmeshname = obj.data.name verts, faces = add_diamond(self.segments, self.girdle_radius, self.table_radius, self.crown_height, self.pavilion_height) mesh = bpy.data.meshes.new("TMP") mesh.from_pydata(verts, [], faces) mesh.update() obj.data = mesh for material in oldmesh.materials: obj.data.materials.append(material) bpy.data.meshes.remove(oldmesh) obj.data.name = oldmeshname else: verts, faces = add_diamond(self.segments, self.girdle_radius, self.table_radius, self.crown_height, self.pavilion_height) obj = create_mesh_object(context, self, verts, [], faces, "Diamond") obj.data["Diamond"] = True obj.data["change"] = False for prm in DiamondParameters(): obj.data[prm] = getattr(self, prm) if bpy.context.mode == "EDIT_MESH": active_object = context.active_object name_active_object = active_object.name bpy.ops.object.mode_set(mode='OBJECT') verts, faces = add_diamond(self.segments, self.girdle_radius, self.table_radius, self.crown_height, self.pavilion_height) obj = create_mesh_object(context, self, verts, [], faces, "TMP") obj.select_set(True) active_object.select_set(True) bpy.context.view_layer.objects.active = active_object bpy.ops.object.join() context.active_object.name = name_active_object bpy.ops.object.mode_set(mode='EDIT') if use_enter_edit_mode: bpy.ops.object.mode_set(mode = 'EDIT') # restore pre operator state bpy.context.preferences.edit.use_enter_edit_mode = use_enter_edit_mode return {'FINISHED'} def DiamondParameters(): DiamondParameters = [ "segments", "girdle_radius", "table_radius", "crown_height", "pavilion_height", ] return DiamondParameters class AddGem(Operator, object_utils.AddObjectHelper): bl_idname = "mesh.primitive_gem_add" bl_label = "Add Gem" bl_description = "Construct an offset faceted gem mesh" bl_options = {'REGISTER', 'UNDO', 'PRESET'} Gem : BoolProperty(name = "Gem", default = True, description = "Gem") #### change properties name : StringProperty(name = "Name", description = "Name") change : BoolProperty(name = "Change", default = False, description = "change Gem") 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 draw(self, context): layout = self.layout box = layout.box() box.prop(self, "segments") box.prop(self, "pavilion_radius") box.prop(self, "crown_radius") box.prop(self, "crown_height") box.prop(self, "pavilion_height") if self.change == False: # generic transform props box = layout.box() box.prop(self, 'align', expand=True) box.prop(self, 'location', expand=True) box.prop(self, 'rotation', expand=True) def execute(self, context): # turn off 'Enter Edit Mode' use_enter_edit_mode = bpy.context.preferences.edit.use_enter_edit_mode bpy.context.preferences.edit.use_enter_edit_mode = False if bpy.context.mode == "OBJECT": if context.selected_objects != [] and context.active_object and \ (context.active_object.data is not None) and ('Gem' in context.active_object.data.keys()) and \ (self.change == True): obj = context.active_object oldmesh = obj.data oldmeshname = obj.data.name verts, faces = add_gem( self.pavilion_radius, self.crown_radius, self.segments, self.pavilion_height, self.crown_height) mesh = bpy.data.meshes.new("TMP") mesh.from_pydata(verts, [], faces) mesh.update() obj.data = mesh for material in oldmesh.materials: obj.data.materials.append(material) bpy.data.meshes.remove(oldmesh) obj.data.name = oldmeshname else: verts, faces = add_gem( self.pavilion_radius, self.crown_radius, self.segments, self.pavilion_height, self.crown_height) obj = create_mesh_object(context, self, verts, [], faces, "Gem") obj.data["Gem"] = True obj.data["change"] = False for prm in GemParameters(): obj.data[prm] = getattr(self, prm) if bpy.context.mode == "EDIT_MESH": active_object = context.active_object name_active_object = active_object.name bpy.ops.object.mode_set(mode='OBJECT') verts, faces = add_gem( self.pavilion_radius, self.crown_radius, self.segments, self.pavilion_height, self.crown_height) obj = create_mesh_object(context, self, verts, [], faces, "TMP") obj.select_set(True) active_object.select_set(True) bpy.context.view_layer.objects.active = active_object bpy.ops.object.join() context.active_object.name = name_active_object bpy.ops.object.mode_set(mode='EDIT') if use_enter_edit_mode: bpy.ops.object.mode_set(mode = 'EDIT') # restore pre operator state bpy.context.preferences.edit.use_enter_edit_mode = use_enter_edit_mode return {'FINISHED'} def GemParameters(): GemParameters = [ "segments", "pavilion_radius", "crown_radius", "crown_height", "pavilion_height", ] return GemParameters