# add_mesh_wedge.py Copyright (C) 2008-2009, FourMadMen.com # # add wedge 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: Wedge', 'author': 'fourmadmen', 'version': '1.2', 'blender': (2, 5, 3), 'location': 'View3D > Add > Mesh ', 'description': 'Adds a mesh Wedge to the Add Mesh menu', 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ 'Scripts/Add_Wedge', 'category': 'Add Mesh'} """ Name: 'Wedge' Blender: 250 Group: 'AddMesh' Tip: 'Add Wedge Object...' __author__ = ["Four Mad Men", "FourMadMen.com"] __version__ = '0.10' __url__ = [""] email__=["bwiki {at} fourmadmen {dot} com"] Usage: * Launch from Add Mesh menu * Modify parameters as desired or keep defaults """ import bpy from bpy.props import * from mathutils import * # Stores the values of a list of properties and the # operator id in a property group ('recall_op') inside the object. # Could (in theory) be used for non-objects. # Note: Replaces any existing property group with the same name! # ob ... Object to store the properties in. # op ... The operator that should be used. # op_args ... A dictionary with valid Blender # properties (operator arguments/parameters). def store_recall_properties(ob, op, op_args): if ob and op and op_args: recall_properties = {} # Add the operator identifier and op parameters to the properties. recall_properties['op'] = op.bl_idname recall_properties['args'] = op_args # Store new recall properties. ob['recall'] = recall_properties # 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.selected = 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.selected = True # Place the object at the 3D cursor location. # apply viewRotaion ob_new.matrix = 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.selected = 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 Align wedge aling axis? 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 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) # Store 'recall' properties in the object. recall_args_list = { "edit": True, "size_x": props.size_x, "size_y": props.size_y, "size_z": props.size_z} store_recall_properties(obj, self, recall_args_list) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) return {'FINISHED'} # Register the operator menu_func = (lambda self, context: self.layout.operator(AddWedge.bl_idname, text="Add Wedge", icon='PLUGIN')) def register(): bpy.types.register(AddWedge) # Add "Wedge" menu to the "Add Mesh" menu. bpy.types.INFO_MT_mesh_add.append(menu_func) def unregister(): bpy.types.unregister(AddWedge) # Remove "Wedge" menu from the "Add Mesh" menu. bpy.types.INFO_MT_mesh_add.remove(menu_func) if __name__ == "__main__": register()