# add_mesh_star.py Copyright (C) 2008-2009, FourMadMen.com # # add star to the blender 2.50 add->mesh menu # ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** bl_addon_info = { 'name': 'Add Mesh: Star', 'author': 'fourmadmen', 'version': '2.0', 'blender': (2, 5, 3), 'location': 'View3D > Add > Mesh ', 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ 'Scripts/Add_Mesh/Add_Star', 'category': 'Add Mesh'} import bpy import Mathutils def add_star(points, outer_radius, inner_radius, depth): from Mathutils import Vector, Quaternion from math import pi PI_2 = pi * 2 z_axis = (0, 0, 1) verts = [] faces = [] segments = points * 2 tot_verts = segments * 2 + 2 half_height = depth * 0.5 verts.extend(Vector(0.0, 0.0, -half_height)) verts.extend(Vector(0.0, 0.0, half_height)) i = 2 alt_idx = 0 for index in range(segments): quat = Quaternion(z_axis, (index / segments) * PI_2) radius = alt_idx and inner_radius or outer_radius vec = Vector(radius, 0, -half_height) * quat verts.extend([vec.x, vec.y, vec.z]) it1 = i i += 1 vec = Vector(radius, 0, half_height) * quat verts.extend([vec.x, vec.y, vec.z]) ib1 = i i += 1 if i > 4: faces.extend([0, it1 - 2, it1, 0]) faces.extend([it1, it1 - 2, ib1 - 2, ib1]) faces.extend([1, ib1, ib1 - 2, 1]) alt_idx = 1 - alt_idx faces.extend([0, it1, 2, 0]) faces.extend([2, it1, ib1, 3]) faces.extend([1, 3, ib1, 1]) return verts, faces from bpy.props import IntProperty, FloatProperty 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", default=5, min=2, max=256) outer_radius = FloatProperty(name="Outer Radius", description="Outer radius of the star", default=1.0, min=0.01, max=100.0) innter_radius = FloatProperty(name="Inner Radius", description="Inner radius of the star", default=0.5, min=0.01, max=100.0) depth = FloatProperty(name="Depth", description="Depth of the star", default=0.5, min=0.01, max=100.0) def execute(self, context): verts_loc, faces = add_star(self.properties.points, self.properties.outer_radius, self.properties.innter_radius, self.properties.depth) mesh = bpy.data.meshes.new("Star") mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4)) mesh.verts.foreach_set("co", verts_loc) mesh.faces.foreach_set("verts_raw", faces) scene = context.scene # ugh for ob in scene.objects: ob.selected = False mesh.update() ob_new = bpy.data.objects.new("Star", mesh) ob_new.data = mesh scene.objects.link(ob_new) scene.objects.active = ob_new ob_new.selected = True ob_new.location = tuple(context.scene.cursor_location) return {'FINISHED'} # Register the operator # Add to a menu, reuse an icon used elsewhere that happens to have fitting name # unfortunately, the icon shown is the one I expected from looking at the # blenderbuttons file from the release/datafiles directory menu_func = (lambda self, context: self.layout.operator(AddStar.bl_idname, text="Star", icon='PLUGIN')) def register(): bpy.types.register(AddStar) bpy.types.INFO_MT_mesh_add.append(menu_func) def unregister(): bpy.types.unregister(AddStar) bpy.types.INFO_MT_mesh_add.remove(menu_func) # Remove "Star" menu from the "Add Mesh" menu. #space_info.INFO_MT_mesh_add.remove(menu_func) if __name__ == "__main__": register()