# ##### 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 ##### bl_info = { "name": "Extras", "author": "Pontiac, Fourmadmen, meta-androcto", "version": (0, 5), "blender": (2, 5, 7), "api": 35853, "location": "View3D > Add > Mesh > Extras", "description": "Adds Star, Wedge, & Sqorus objects.", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ "Scripts/Add_Mesh/Add_Extra", "tracker_url": "http://projects.blender.org/tracker/index.php?"\ "func=detail&aid=22457", "category": "Add Mesh"} import bpy from mathutils import * from math import * from bpy.props import * # 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): scene = context.scene obj_act = scene.objects.active # 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() import add_object_utils return add_object_utils.object_data_add(context, mesh, operator=None) # 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_sqorus(hole_size, subdivide): verts = [] faces = [] size = 2.0 thickness = (size - hole_size) / 2.0 distances = [ -size / 2.0, -size / 2.0 + thickness, size / 2.0 - thickness, size / 2.0] if subdivide: for i in range(4): y = distances[i] for j in range(4): x = distances[j] verts.append(Vector((x, y, size / 2.0))) verts.append(Vector((x, y, -size / 2.0))) # Top outer loop (vertex indices) vIdx_out_up = [0, 2, 4, 6, 14, 22, 30, 28, 26, 24, 16, 8] # Lower outer loop (vertex indices) vIdx_out_low = [i + 1 for i in vIdx_out_up] faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True) faces.extend(faces_outside) # Top inner loop (vertex indices) vIdx_inner_up = [10, 12, 20, 18] # Lower inner loop (vertex indices) vIdx_inner_low = [i + 1 for i in vIdx_inner_up] faces_inside = createFaces(vIdx_inner_up, vIdx_inner_low, closed=True, flipped=True) faces.extend(faces_inside) row1_top = [0, 8, 16, 24] row2_top = [i + 2 for i in row1_top] row3_top = [i + 2 for i in row2_top] row4_top = [i + 2 for i in row3_top] faces_top1 = createFaces(row1_top, row2_top) faces.extend(faces_top1) faces_top2_side1 = createFaces(row2_top[:2], row3_top[:2]) faces.extend(faces_top2_side1) faces_top2_side2 = createFaces(row2_top[2:], row3_top[2:]) faces.extend(faces_top2_side2) faces_top3 = createFaces(row3_top, row4_top) faces.extend(faces_top3) row1_bot = [1, 9, 17, 25] row2_bot = [i + 2 for i in row1_bot] row3_bot = [i + 2 for i in row2_bot] row4_bot = [i + 2 for i in row3_bot] faces_bot1 = createFaces(row1_bot, row2_bot, flipped=True) faces.extend(faces_bot1) faces_bot2_side1 = createFaces(row2_bot[:2], row3_bot[:2], flipped=True) faces.extend(faces_bot2_side1) faces_bot2_side2 = createFaces(row2_bot[2:], row3_bot[2:], flipped=True) faces.extend(faces_bot2_side2) faces_bot3 = createFaces(row3_bot, row4_bot, flipped=True) faces.extend(faces_bot3) else: # Do not subdivde outer faces vIdx_out_up = [] vIdx_out_low = [] vIdx_in_up = [] vIdx_in_low = [] for i in range(4): y = distances[i] for j in range(4): x = distances[j] append = False inner = False # Outer if (i in [0, 3] and j in [0, 3]): append = True # Inner if (i in [1, 2] and j in [1, 2]): append = True inner = True if append: vert_up = len(verts) verts.append(Vector((x, y, size / 2.0))) vert_low = len(verts) verts.append(Vector((x, y, -size / 2.0))) if inner: vIdx_in_up.append(vert_up) vIdx_in_low.append(vert_low) else: vIdx_out_up.append(vert_up) vIdx_out_low.append(vert_low) # Flip last two vertices vIdx_out_up = vIdx_out_up[:2] + list(reversed(vIdx_out_up[2:])) vIdx_out_low = vIdx_out_low[:2] + list(reversed(vIdx_out_low[2:])) vIdx_in_up = vIdx_in_up[:2] + list(reversed(vIdx_in_up[2:])) vIdx_in_low = vIdx_in_low[:2] + list(reversed(vIdx_in_low[2:])) # Create faces faces_top = createFaces(vIdx_in_up, vIdx_out_up, closed=True) faces.extend(faces_top) faces_bottom = createFaces(vIdx_out_low, vIdx_in_low, closed=True) faces.extend(faces_bottom) faces_inside = createFaces(vIdx_in_low, vIdx_in_up, closed=True) faces.extend(faces_inside) faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True) faces.extend(faces_outside) return verts, faces def add_wedge(size_x, size_y, size_z): verts = [] faces = [] size_x /= 2.0 size_y /= 2.0 size_z /= 2.0 vIdx_top = [] vIdx_bot = [] vIdx_top.append(len(verts)) verts.append(Vector((-size_x, -size_y, size_z))) vIdx_bot.append(len(verts)) verts.append(Vector((-size_x, -size_y, -size_z))) vIdx_top.append(len(verts)) verts.append(Vector((size_x, -size_y, size_z))) vIdx_bot.append(len(verts)) verts.append(Vector((size_x, -size_y, -size_z))) vIdx_top.append(len(verts)) verts.append(Vector((-size_x, size_y, size_z))) vIdx_bot.append(len(verts)) verts.append(Vector((-size_x, size_y, -size_z))) faces.append(vIdx_top) faces.append(vIdx_bot) faces_outside = createFaces(vIdx_top, vIdx_bot, closed=True) faces.extend(faces_outside) return verts, faces 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 = Vector((radius, 0, half_height)) * quat verts.append(vec) edgeloop_bottom.append(len(verts)) vec = Vector((radius, 0, -half_height)) * quat 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 def trapezohedron(s,r,h): """ s = segments r = base radius h = tip height """ # calculate constants a = 2*pi/(2*s) # angle between points along the equator l = r*cos(a) # helper for e e = h*(r-l)/(l+r) # the z offset for each vector along the equator so faces are planar # rotation for the points quat = Quaternion((0,0,1),a) # first 3 vectors, every next one is calculated from the last, and the z-value is negated verts = [Vector(i) for i in [(0,0,h),(0,0,-h),(r,0,e)]] for i in range(2*s-1): verts.append(verts[-1]*quat) # rotate further "a" radians around the z-axis verts[-1].z *= -1 # negate last z-value to account for the zigzag faces = [] for i in range(2,2+2*s,2): n = [i+1,i+2,i+3] # vertices in current section for j in range(3): # check whether the numbers dont go over len(verts) if n[j]>=2*s+2: n[j]-=2*s # if so, subtract len(verts)-2 # add faces of current section faces.append([0,i]+n[:2]) faces.append([1,n[2],n[1],n[0]]) return verts,faces class AddSqorus(bpy.types.Operator): '''Add a sqorus mesh.''' bl_idname = "mesh.primitive_sqorus_add" bl_label = "Add Sqorus" bl_options = {'REGISTER', 'UNDO'} hole_size = FloatProperty(name="Hole Size", description="Size of the Hole", min=0.01, max=1.99, default=2.0 / 3.0) subdivide = BoolProperty(name="Subdivide Outside", description="Enable to subdivide the faces on the outside." \ " This results in equally spaced vertices.", default=True) def execute(self, context): # Create mesh geometry verts, faces = add_sqorus( self.hole_size, self.subdivide) # Create mesh object (and meshdata) obj = create_mesh_object(context, verts, [], faces, "Sqorus") return {'FINISHED'} class AddWedge(bpy.types.Operator): '''Add a wedge mesh.''' bl_idname = "mesh.primitive_wedge_add" bl_label = "Add Wedge" bl_options = {'REGISTER', 'UNDO'} size_x = FloatProperty(name="Size X", description="Size along the X axis", min=0.01, max=9999.0, default=2.0) size_y = FloatProperty(name="Size Y", description="Size along the Y axis", min=0.01, max=9999.0, default=2.0) size_z = FloatProperty(name="Size Z", description="Size along the Z axis", min=0.01, max=9999.0, default=2.00) def execute(self, context): verts, faces = add_wedge( self.size_x, self.size_y, self.size_z) obj = create_mesh_object(context, verts, [], faces, "Wedge") return {'FINISHED'} class AddStar(bpy.types.Operator): '''Add a star mesh.''' bl_idname = "mesh.primitive_star_add" bl_label = "Add Star" bl_options = {'REGISTER', 'UNDO'} 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'} class AddTrapezohedron(bpy.types.Operator): """Add a trapezohedron""" bl_idname = "mesh.primitive_trapezohedron_add" bl_label = "Add trapezohedron" bl_description = "Create one of the regular solids" bl_options = {'REGISTER', 'UNDO'} segments = IntProperty(name = "Segments", description = "Number of repeated segments", default = 4, min = 2, max = 256) radius = FloatProperty(name = "Base radius", description = "Radius of the middle", default = 1.0, min = 0.01, max = 100.0) height = FloatProperty(name = "Tip height", description = "Height of the tip", default = 1, min = 0.01, max = 100.0) def execute(self,context): # generate mesh verts,faces = trapezohedron(self.segments, self.radius, self.height) obj = create_mesh_object(context, verts, [], faces, "Trapazohedron") return {'FINISHED'} class INFO_MT_mesh_extras_add(bpy.types.Menu): # Define the "Extras" menu bl_idname = "INFO_MT_mesh_extras_add" bl_label = "Extras" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.primitive_sqorus_add", text="Sqorus") layout.operator("mesh.primitive_wedge_add", text="Wedge") layout.operator("mesh.primitive_star_add", text="Star") layout.operator("mesh.primitive_trapezohedron_add", text="Trapezohedron") # Register all operators and panels # Define "Extras" menu def menu_func(self, context): self.layout.menu("INFO_MT_mesh_extras_add", icon="PLUGIN") def register(): bpy.utils.register_module(__name__) # Add "Extras" menu to the "Add Mesh" menu bpy.types.INFO_MT_mesh_add.append(menu_func) def unregister(): bpy.utils.unregister_module(__name__) # Remove "Extras" menu from the "Add Mesh" menu. bpy.types.INFO_MT_mesh_add.remove(menu_func) if __name__ == "__main__": register()