# SPDX-License-Identifier: GPL-2.0-or-later # Original by Fourmadmen import bpy from mathutils import ( Vector, Quaternion, ) from math import pi from bpy.props import ( IntProperty, FloatProperty, StringProperty, BoolProperty, ) 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, 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. 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_star(points, outer_radius, inner_radius, height): PI_2 = pi * 2 z_axis = (0, 0, 1) verts = [] faces = [] segments = points * 2 half_height = height / 2.0 vert_idx_top = len(verts) verts.append(Vector((0.0, 0.0, half_height))) vert_idx_bottom = len(verts) verts.append(Vector((0.0, 0.0, -half_height))) edgeloop_top = [] edgeloop_bottom = [] for index in range(segments): quat = Quaternion(z_axis, (index / segments) * PI_2) if index % 2: # Uneven radius = outer_radius else: # Even radius = inner_radius edgeloop_top.append(len(verts)) vec = quat @ Vector((radius, 0, half_height)) verts.append(vec) edgeloop_bottom.append(len(verts)) vec = quat @ Vector((radius, 0, -half_height)) verts.append(vec) faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True) faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True) faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom, flipped=True, closed=True) faces.extend(faces_top) faces.extend(faces_outside) faces.extend(faces_bottom) return verts, faces class AddStar(bpy.types.Operator, object_utils.AddObjectHelper): bl_idname = "mesh.primitive_star_add" bl_label = "Simple Star" bl_description = "Construct a star mesh" bl_options = {'REGISTER', 'UNDO', 'PRESET'} Star : BoolProperty(name = "Star", default = True, description = "Star") change : BoolProperty(name = "Change", default = False, description = "change Star") points: IntProperty( name="Points", description="Number of points for the star", min=2, max=256, default=5 ) outer_radius: FloatProperty( name="Outer Radius", description="Outer radius of the star", min=0.01, max=9999.0, default=1.0 ) innter_radius: FloatProperty( name="Inner Radius", description="Inner radius of the star", min=0.01, max=9999.0, default=0.5 ) height: FloatProperty(name="Height", description="Height of the star", min=0.01, max=9999.0, default=0.5 ) def draw(self, context): layout = self.layout layout.prop(self, 'points', expand=True) layout.prop(self, 'outer_radius', expand=True) layout.prop(self, 'innter_radius', expand=True) layout.prop(self, 'height', expand=True) if self.change == False: col = layout.column(align=True) col.prop(self, 'align', expand=True) col = layout.column(align=True) col.prop(self, 'location', expand=True) col = layout.column(align=True) col.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 ('Star' in context.active_object.data.keys()) and \ (self.change == True): obj = context.active_object oldmesh = obj.data oldmeshname = obj.data.name verts, faces = add_star( self.points, self.outer_radius, self.innter_radius, self.height ) mesh = bpy.data.meshes.new('Star') mesh.from_pydata(verts, [], faces) 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_star( self.points, self.outer_radius, self.innter_radius, self.height ) mesh = bpy.data.meshes.new('Star') mesh.from_pydata(verts, [], faces) obj = object_utils.object_data_add(context, mesh, operator=self) obj.data["Star"] = True obj.data["change"] = False for prm in StarParameters(): 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_star( self.points, self.outer_radius, self.innter_radius, self.height ) mesh = bpy.data.meshes.new('Star') mesh.from_pydata(verts, [], faces) obj = object_utils.object_data_add(context, mesh, operator=self) 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 StarParameters(): StarParameters = [ "points", "outer_radius", "innter_radius", "height", ] return StarParameters