# ##### 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_addon_info = { 'name': 'Add Mesh: Extras', 'author': 'Pontiac, Fourmadmen, meta-androcto', 'version': '0.3', 'blender': (2, 5, 3), 'location': 'View3D > Add > Mesh > Extras', 'description': 'Adds Star, Wedge, Sqorus & Spindle objects.', 'warning': '', # used for warning icon and text in addons panel 'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ 'Scripts/Add_Mesh/Add_Extra', 'tracker_url': 'https://projects.blender.org/tracker/index.php?'\ 'func=detail&aid=22457&group_id=153&atid=469', 'category': 'Add Mesh'} import bpy from mathutils import * from math import * from bpy.props import * # calculates the matrix for the new object # depending on user pref def align_matrix(context): loc = TranslationMatrix(context.scene.cursor_location) obj_align = context.user_preferences.edit.object_align if (context.space_data.type == 'VIEW_3D' and obj_align == 'VIEW'): rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4() else: rot = Matrix() align_matrix = loc * rot return align_matrix # 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). # edit ... Replace existing mesh data. # Note: Using "edit" will destroy/delete existing mesh data. def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix): scene = context.scene obj_act = scene.objects.active # Can't edit anything, unless we have an active obj. if edit and not obj_act: return None # 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() # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') if edit: # Replace geometry of existing object # Use the active obj and select it. ob_new = obj_act ob_new.select = True if obj_act.mode == 'OBJECT': # Get existing mesh datablock. old_mesh = ob_new.data # Set object data to nothing ob_new.data = None # Clear users of existing mesh datablock. old_mesh.user_clear() # Remove old mesh datablock if no users are left. if (old_mesh.users == 0): bpy.data.meshes.remove(old_mesh) # Assign new mesh datablock. ob_new.data = mesh else: # Create new object ob_new = bpy.data.objects.new(name, mesh) # Link new object to the given scene and select it. scene.objects.link(ob_new) ob_new.select = True # Place the object at the 3D cursor location. # apply viewRotaion ob_new.matrix_world = align_matrix if obj_act and obj_act.mode == 'EDIT': if not edit: # We are in EditMode, switch to ObjectMode. bpy.ops.object.mode_set(mode='OBJECT') # Select the active object as well. obj_act.select = True # Apply location of new object. scene.update() # Join new object into the active. bpy.ops.object.join() # Switching back to EditMode. bpy.ops.object.mode_set(mode='EDIT') ob_new = obj_act else: # We are in ObjectMode. # Make the new object the active one. scene.objects.active = ob_new return ob_new # 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_spindle(segments, radius, height, cap_height): verts = [] faces = [] tot_verts = segments * 2 + 2 half_height = height / 2.0 # Upper tip idx_upper_tip = len(verts) verts.append(Vector((0, 0, half_height + cap_height))) # Lower tip idx_lower_tip = len(verts) verts.append(Vector((0.0, 0.0, -half_height - cap_height))) upper_edgeloop = [] lower_edgeloop = [] for index in range(segments): mtx = RotationMatrix(2.0 * pi * float(index) / segments, 3, 'Z') # Calculate index & location of upper verte4x tip. idx_up = len(verts) upper_edgeloop.append(idx_up) verts.append(Vector((radius, 0.0, half_height)) * mtx) if height > 0: idx_low = len(verts) lower_edgeloop.append(idx_low) verts.append(Vector((radius, 0.0, -half_height)) * mtx) # Create faces for the upper tip. tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop, closed=True, flipped=True) faces.extend(tip_up_faces) if height > 0: # Create faces for the middle cylinder. cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True) faces.extend(cyl_faces) # Create faces for the lower tip. tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop, closed=True) faces.extend(tip_low_faces) else: # Skipping middle part/cylinder (height=0). # Create faces for the lower tip. tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop, closed=True) faces.extend(tip_low_faces) 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'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) 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) align_matrix = Matrix() def execute(self, context): props = self.properties # Create mesh geometry verts, faces = add_sqorus( props.hole_size, props.subdivide) # Create mesh object (and meshdata) obj = create_mesh_object(context, verts, [], faces, "Sqorus", props.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) 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'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) 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) align_matrix = Matrix() def execute(self, context): props = self.properties verts, faces = add_wedge( props.size_x, props.size_y, props.size_z) obj = create_mesh_object(context, verts, [], faces, "Wedge", props.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) return {'FINISHED'} class AddSpindle(bpy.types.Operator): '''Add a spindle mesh.''' bl_idname = "mesh.primitive_spindle_add" bl_label = "Add Spindle" bl_description = "Create a spindle mesh." bl_options = {'REGISTER', 'UNDO'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) segments = IntProperty(name="Segments", description="Number of segments of the spindle", min=3, max=512, default=32) radius = FloatProperty(name="Radius", description="Radius of the spindle", min=0.01, max=9999.0, default=1.0) height = FloatProperty(name="Height", description="Height of the spindle", min=0.0, max=100.0, default=1.0) cap_height = FloatProperty(name="Cap Height", description="Cap height of the spindle", min=-9999.0, max=9999.0, default=0.5) align_matrix = Matrix() def execute(self, context): props = self.properties verts, faces = add_spindle( props.segments, props.radius, props.height, props.cap_height) obj = create_mesh_object(context, verts, [], faces, "Spindle", props.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) 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'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) 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) align_matrix = Matrix() def execute(self, context): props = self.properties verts, faces = add_star( props.points, props.outer_radius, props.innter_radius, props.height) obj = create_mesh_object(context, verts, [], faces, "Star", props.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) 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) edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) align_matrix = Matrix() def execute(self,context): props = self.properties # generate mesh verts,faces = trapezohedron(props.segments, props.radius, props.height) obj = create_mesh_object(context, verts, [], faces, "Trapazohedron", props.edit, self.align_matrix) 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_spindle_add", text="Spindle") layout.operator("mesh.primitive_star_add", text="Star") layout.operator("mesh.primitive_trapezohedron_add", text="Trapezohedron") # Register all operators and panels import space_info # Define "Gemstones" menu menu_func = (lambda self, context: self.layout.menu("INFO_MT_mesh_extras_add", icon="PLUGIN")) def register(): # Register the operators/menus. bpy.types.register(AddSqorus) bpy.types.register(AddWedge) bpy.types.register(AddSpindle) bpy.types.register(AddStar) bpy.types.register(AddTrapezohedron) bpy.types.register(INFO_MT_mesh_extras_add) # Add "Gemstones" menu to the "Add Mesh" menu space_info.INFO_MT_mesh_add.append(menu_func) def unregister(): # Unregister the operators/menus. bpy.types.unregister(AddSqorus) bpy.types.unregister(AddWedge) bpy.types.unregister(AddSpindle) bpy.types.unregister(AddStar) bpy.types.unregister(AddTrapezohedron) bpy.types.unregister(INFO_MT_mesh_extras_add) # Remove "Gemstones" menu from the "Add Mesh" menu. space_info.INFO_MT_mesh_add.remove(menu_func) if __name__ == "__main__": register()