# SPDX-License-Identifier: GPL-2.0-or-later # Author: Dominic Kröper, (dommetysk) import bpy from math import ( pi, sin, cos, tan, ) from bpy.types import Operator from mathutils import ( Vector, Euler, ) from bpy.props import ( IntProperty, FloatProperty, BoolProperty, StringProperty, ) from bpy_extras import object_utils # mesh generating function, returns mesh def add_mesh_Brilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f, pavi_f, culet, girdle_real, keep_lga, g_real_smooth): # # possible user inputs ( output 100% = 2 blender units ) # s # no. of girdle facets (steps) default: 16 # table_w # table width default: 0.530 # crown_h # crown height default: 0.162 # girdle_t # girdle thickness default: 0.017 # pavi_d # pavilion depth default: 0.431 # bezel_f # bezel factor default: 0.250 # pavi_f # pavilion factor default: 0.400 # culet # culet size default: 0.000 # girdle_real # type of girdle flat/real default: True # g_real_smooth # smooth or flat shading default: False # keep_lga # when culet > 0, keep lga default: False # variables / shortcuts if s % 2: # prevent odd number of steps (messes up mesh) s = s - 1 if not girdle_real: g_real_smooth = False ang = 2 * pi / s # angle step size Verts = [] # collect all vertices Faces = [] # collect all faces ca = cos(ang) ca2 = cos(ang / 2) sa4 = sin(ang / 4) ta4 = tan(ang / 4) ta8 = tan(ang / 8) def fa(*vs): # shortcut Faces.append v = [] for u in vs: v.append(u) Faces.append(v) def va(vx, vz, iang, sang, n): # shortcut Verts.append for i in range(n): v = Vector((vx, 0, vz)) ai = sang + iang * i E_rot = Euler((0, 0, ai), 'XYZ') v.rotate(E_rot) Verts.append((v.x, v.y, v.z)) # upper girdle angle uga = (1 - bezel_f) * crown_h * 2 / (ca2 - (table_w + (1 - table_w) * bezel_f) * ca2 / ca) # lower girdle angle if keep_lga: if pavi_f > 0 and pavi_f < 1: lga = (1 - pavi_f) * pavi_d * 2 / (ca2 - pavi_f * ca2 / ca) elif pavi_f == 1: lga = 0 else: lga = 2 * pavi_d * ca else: lga = (1 - pavi_f) * pavi_d * 2 / (ca2 - (culet + (1 - culet) * pavi_f) * ca2 / ca) # append girdle vertices va(1, 0, ang, 0, s) va(1, 2 * girdle_t, ang, 0, s) # append real girdle vertices if girdle_real: dnu = uga * (1 - ca2) dfu = uga * (ta8 + ta4) * sa4 dnl = lga * (1 - ca2) dfl = lga * (ta8 + ta4) * sa4 if abs(dnu) + abs(dnl) > 2 * girdle_t or dnu < 0 or dnl < 0: girdle_real = False else: va(1, dnl, ang, ang / 2, s) va(1, 2 * girdle_t - dnu, ang, ang / 2, s) va(1, dfl, ang / 2, ang / 4, 2 * s) va(1, 2 * girdle_t - dfu, ang / 2, ang / 4, 2 * s) # make girdle faces l1 = len(Verts) # 2*s / 8*s for i in range(l1): if girdle_real: if i < s: fa(i, i + s, 2 * i + 6 * s, 2 * i + 4 * s) if i == 0: fa(i, s, l1 - 1, 6 * s - 1) else: fa(i, i + s, 2 * i + 6 * s - 1, 2 * i + 4 * s - 1) elif i > 2 * s - 1 and i < 3 * s: fa(i, i + s, 2 * (i + s), 2 * i) fa(i, i + s, 2 * (i + s) + 1, 2 * i + 1) else: if i < s - 1: fa(i, i + s, i + s + 1, i + 1) elif i == s - 1: fa(i, i + s, s, 0) # append upper girdle facet vertices va((table_w + (1 - table_w) * bezel_f) / ca, (1 - bezel_f) * 2 * crown_h + 2 * girdle_t, 2 * ang, ang, int(s / 2)) # make upper girdle facet faces l2 = len(Verts) # 2.5*s / 8.5*s for i in range(l2): if i > s and i < 2 * s - 1 and i % 2 != 0: if girdle_real: fa(i, 2 * (i + 2 * s), i + 2 * s, 2 * (i + 2 * s) + 1, i + 1, int(7.5 * s) + int((i - 1) / 2)) fa(i, 2 * (i + 2 * s) - 1, i + 2 * s - 1, 2 * (i + 2 * s - 1), i - 1, int(7.5 * s) + int((i - 1) / 2)) else: fa(i, i + 1, int((i + 3 * s) / 2)) fa(i, i - 1, int((i + 3 * s) / 2)) elif i == s: if girdle_real: fa(i, l1 - 1, 4 * s - 1, l1 - 2, 2 * i - 1, l2 - 1) fa(2 * i - 2, l1 - 4, 4 * s - 2, l1 - 3, 2 * i - 1, l2 - 1) else: fa(i, 2 * i - 1, l2 - 1) fa(2 * i - 1, 2 * i - 2, l2 - 1) # append table vertices va(table_w, (crown_h + girdle_t) * 2, 2 * ang, 0, int(s / 2)) # make bezel facet faces and star facet faces l3 = len(Verts) # 3*s / 9*s for i in range(l3): if i > l2 - 1 and i < l3 - 1: fa(i, i + 1, i - int(s / 2)) fa(i + 1, i - int(s / 2), 2 * (i - l2) + 2 + s, i - int(s / 2) + 1) elif i == l3 - 1: fa(i, l2, l2 - 1) fa(s, l2 - 1, l2, l2 - int(s / 2)) # make table facet face tf = [] for i in range(l3): if i > l2 - 1: tf.append(i) fa(*tf) # append lower girdle facet vertices if keep_lga: va(pavi_f / ca, (pavi_f - 1) * pavi_d * 2, 2 * ang, ang, int(s / 2)) else: va((pavi_f * (1 - culet) + culet) / ca, (pavi_f - 1) * pavi_d * 2, 2 * ang, ang, int(s / 2)) # make lower girdle facet faces l4 = len(Verts) # 3.5*s / 9.5*s for i in range(l4): if i > 0 and i < s - 1 and i % 2 == 0: if girdle_real: fa(i, 2 * (i + 2 * s), i + 2 * s, 2 * (i + 2 * s) + 1, i + 1, int(i / 2) + 9 * s) fa(i, 2 * (i + 2 * s) - 1, i + 2 * s - 1, 2 * (i + 2 * s - 1), i - 1, int(i / 2) + 9 * s - 1) else: fa(i, i + 1, int(i / 2) + l4 - int(s / 2)) fa(i, i - 1, int(i / 2) + l4 - int(s / 2) - 1) elif i == 0: if girdle_real: fa(0, 4 * s, 2 * s, 4 * s + 1, 1, 9 * s) fa(0, 6 * s - 1, 3 * s - 1, 6 * s - 2, s - 1, l4 - 1) else: fa(0, 1, l4 - int(s / 2)) fa(0, s - 1, l4 - 1) # append culet vertice(s) if culet == 0: va(0, pavi_d * (-2), 0, 0, 1) else: if keep_lga: va(culet * pavi_f / ca, pavi_d * (-2) + culet * pavi_f * 2 * pavi_d, 2 * ang, ang, int(s / 2)) else: va(culet / ca, pavi_d * (-2), 2 * ang, ang, int(s / 2)) # make pavilion facet face l5 = len(Verts) # 4*s / 10*s //if !culet: 3.5*s+1 / 9.5*s+1 for i in range(l5): if i > 0 and i < s - 1 and i % 2 == 0: if culet: fa(i, l3 + int(i / 2), l3 + int((s + i) / 2), l3 + int((s + i) / 2) - 1, l3 + int(i / 2) - 1) else: fa(i, l3 + int(i / 2), l5 - 1, l3 + int(i / 2) - 1) elif i == 0: if culet: fa(i, l3, l4, l5 - 1, l4 - 1) else: fa(i, l3, l5 - 1, l4 - 1) # make culet facet face if culet: cf = [] for i in range(l5): if i > l4 - 1: cf.append(i) fa(*cf) # create actual mesh and object based on Verts and Faces given dmesh = bpy.data.meshes.new("dmesh") dmesh.from_pydata(Verts, [], Faces) dmesh.update() return dmesh # object generating function, returns final object def addBrilliant(context, self, s, table_w, crown_h, girdle_t, pavi_d, bezel_f, pavi_f, culet, girdle_real, keep_lga, g_real_smooth): # deactivate possible active Objects bpy.context.view_layer.objects.active = None # create actual mesh and object based on Verts and Faces given dmesh = add_mesh_Brilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f, pavi_f, culet, girdle_real, keep_lga, g_real_smooth) # Create object and link it into scene. dobj = object_utils.object_data_add(context, dmesh, operator=self, name="dobj") # activate and select object bpy.context.view_layer.objects.active = dobj dobj.select_set(True) obj = bpy.context.active_object # flip all face normals outside bpy.ops.object.mode_set(mode='EDIT', toggle=False) sel_mode = bpy.context.tool_settings.mesh_select_mode bpy.context.tool_settings.mesh_select_mode = [False, False, True] bpy.ops.object.mode_set(mode='OBJECT', toggle=False) for i, face in enumerate(obj.data.polygons): face.select = True bpy.ops.object.mode_set(mode='EDIT', toggle=False) bpy.ops.mesh.normals_make_consistent(inside=False) bpy.context.tool_settings.mesh_select_mode = sel_mode bpy.ops.object.mode_set(mode='OBJECT', toggle=False) # make girdle smooth for complex girdle if girdle_real and g_real_smooth: bpy.ops.object.mode_set(mode='EDIT', toggle=False) bpy.ops.mesh.select_all(action='DESELECT') # deselect all mesh data bpy.ops.object.mode_set(mode='OBJECT') pls = [] dp = obj.data.polygons[:4 * s] # only consider faces of girdle ov = obj.data.vertices for i, p in enumerate(dp): pls.extend(p.vertices) # list all verts of girdle for i, e in enumerate(obj.data.edges): # select edges to mark sharp if e.vertices[0] in pls and e.vertices[1] in pls and abs( ov[e.vertices[0]].co.x - ov[e.vertices[1]].co.x): obj.data.edges[i].select = True continue obj.data.edges[i].select = False bpy.ops.object.mode_set(mode='EDIT', toggle=False) bpy.ops.mesh.mark_sharp() bpy.context.tool_settings.mesh_select_mode = [False, False, True] bpy.ops.object.mode_set(mode='OBJECT', toggle=False) bpy.ops.object.select_all(action='DESELECT') for i, face in enumerate(obj.data.polygons): if i < 4 * s: face.select = True continue face.select = False bpy.ops.object.mode_set(mode='EDIT', toggle=False) bpy.ops.mesh.faces_shade_smooth() bpy.ops.object.modifier_add(type='EDGE_SPLIT') bpy.context.tool_settings.mesh_select_mode = sel_mode bpy.ops.object.mode_set(mode='OBJECT', toggle=False) bpy.ops.object.modifier_apply(modifier="EdgeSplit") return dobj # add new operator for object class MESH_OT_primitive_brilliant_add(Operator, object_utils.AddObjectHelper): bl_idname = "mesh.primitive_brilliant_add" bl_label = "Custom Brilliant" bl_description = "Construct a custom brilliant mesh" bl_options = {'REGISTER', 'UNDO', 'PRESET'} Brilliant : BoolProperty(name = "Brilliant", default = True, description = "Brilliant") change : BoolProperty(name = "Change", default = False, description = "change Brilliant") s: IntProperty( name="Segments", description="Longitudial segmentation", step=1, min=6, max=128, default=16, subtype='FACTOR' ) table_w: FloatProperty( name="Table width", description="Width of table", min=0.001, max=1.0, default=0.53, subtype='PERCENTAGE' ) crown_h: FloatProperty( name="Crown height", description="Height of crown", min=0.0, max=1.0, default=0.162, subtype='PERCENTAGE' ) girdle_t: FloatProperty( name="Girdle height", description="Height of girdle", min=0.0, max=0.5, default=0.017, subtype='PERCENTAGE' ) girdle_real: BoolProperty( name="Real girdle", description="More beautiful girdle; has more polygons", default=True ) g_real_smooth: BoolProperty( name="Smooth girdle", description="smooth shading for girdle, only available for real girdle", default=False ) pavi_d: FloatProperty( name="Pavilion depth", description="Height of pavilion", min=0.0, max=1.0, default=0.431, subtype='PERCENTAGE' ) bezel_f: FloatProperty( name="Upper facet factor", description="Determines the form of bezel and upper girdle facets", min=0.0, max=1.0, default=0.250, subtype='PERCENTAGE' ) pavi_f: FloatProperty( name="Lower facet factor", description="Determines the form of pavilion and lower girdle facets", min=0.001, max=1.0, default=0.400, subtype='PERCENTAGE' ) culet: FloatProperty( name="Culet size", description="0: no culet (default)", min=0.0, max=0.999, default=0.0, subtype='PERCENTAGE' ) keep_lga: BoolProperty( name="Retain lower angle", description="If culet > 0, retains angle of pavilion facets", default=False ) def draw(self, context): layout = self.layout box = layout.box() box.prop(self, "s") box.prop(self, "table_w") box.prop(self, "crown_h") box.prop(self, "girdle_t") box.prop(self, "girdle_real") box.prop(self, "g_real_smooth") box.prop(self, "pavi_d") box.prop(self, "bezel_f") box.prop(self, "pavi_f") box.prop(self, "culet") box.prop(self, "keep_lga") 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) # call mesh/object generator function with user inputs 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 ('Brilliant' in context.active_object.data.keys()) and \ (self.change == True): obj = context.active_object oldmesh = obj.data oldmeshname = obj.data.name mesh = add_mesh_Brilliant(context, self.s, self.table_w, self.crown_h, self.girdle_t, self.pavi_d, self.bezel_f, self.pavi_f, self.culet, self.girdle_real, self.keep_lga, self.g_real_smooth ) obj.data = mesh for material in oldmesh.materials: obj.data.materials.append(material) bpy.data.meshes.remove(oldmesh) obj.data.name = oldmeshname else: obj = addBrilliant(context, self, self.s, self.table_w, self.crown_h, self.girdle_t, self.pavi_d, self.bezel_f, self.pavi_f, self.culet, self.girdle_real, self.keep_lga, self.g_real_smooth ) obj.data["Brilliant"] = True obj.data["change"] = False for prm in BrilliantParameters(): 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') obj = addBrilliant(context, self, self.s, self.table_w, self.crown_h, self.girdle_t, self.pavi_d, self.bezel_f, self.pavi_f, self.culet, self.girdle_real, self.keep_lga, self.g_real_smooth ) 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 BrilliantParameters(): BrilliantParameters = [ "s", "table_w", "crown_h", "girdle_t", "girdle_real", "g_real_smooth", "pavi_d", "bezel_f", "pavi_f", "culet", "keep_lga", ] return BrilliantParameters