# GPL Original by Fourmadmen import bpy from mathutils import ( Vector, Quaternion, ) from math import pi from bpy.props import ( IntProperty, FloatProperty, ) # 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): bl_idname = "mesh.primitive_star_add" bl_label = "Simple Star" bl_description = "Construct a star mesh" bl_options = {'REGISTER', 'UNDO', 'PRESET'} 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 execute(self, context): verts, faces = add_star( self.points, self.outer_radius, self.innter_radius, self.height ) obj = create_mesh_object(context, verts, [], faces, "Star") return {'FINISHED'}