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# ##### 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 Curve: Torus Knots",
"author": "testscreenings",
"version": "0.1",
"blender": (2, 5, 3),
"location": "View3D > Add > Curve",
"description": "Adds many types of knots",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Curve/Torus_Knot",
"tracker_url": "https://projects.blender.org/tracker/index.php?func=detail&aid=22403&group_id=153&atid=469",
"category": "Add Curve"}
##------------------------------------------------------------
#### import modules
import bpy
from bpy.props import *
from mathutils import *
from math import *
##------------------------------------------------------------
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = Matrix.Translation(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
##------------------------------------------------------------
#### Curve creation functions
# get array of vertcoordinates acording to splinetype
def vertsToPoints(Verts):
vertArray = []
for v in Verts:
vertArray += v
vertArray.append(1) #for nurbs w=1
return vertArray
# create new CurveObject from vertarray and splineType
def createCurve(vertArray, props, align_matrix):
# options to vars
splineType = 'NURBS'
name = 'Torus_Knot'
# create curve
scene = bpy.context.scene
newCurve = bpy.data.curves.new(name, type = 'CURVE') # curvedatablock
newSpline = newCurve.splines.new(type = splineType) # spline
# create spline from vertarray
newSpline.points.add(int(len(vertArray)*0.25 - 1))
newSpline.points.foreach_set('co', vertArray)
newSpline.endpoint_u = True
# Curve settings
newCurve.dimensions = '3D'
newSpline.cyclic_u = True
newSpline.endpoint_u = True
newSpline.order_u = 4
if props.geo_surf:
newCurve.bevel_depth = props.geo_bDepth
newCurve.bevel_resolution = props.geo_bRes
newCurve.front = False
newCurve.back = False
newCurve.extrude = props.geo_extrude
newCurve.width = props.geo_width
newCurve.resolution_u = props.geo_res
# create object with newCurve
new_obj = bpy.data.objects.new(name, newCurve) # object
scene.objects.link(new_obj) # place in active scene
new_obj.select = True # set as selected
scene.objects.active = new_obj # set as active
new_obj.matrix_world = align_matrix # apply matrix
return
########################################################################
####################### Knot Definitions ###############################
########################################################################
#### TORUS KNOT
def Torus_Knot_Curve(p=2, q=3, w=1, res=24, formula=0, h=1, u=1 ,v=1, rounds=2):
newPoints = []
angle = 2*rounds
step = angle/(res-1)
scale = h
height = w
for i in range(res-1):
t = ( i*step*pi)
x = (2 * scale + cos((q*t)/p*v)) * cos(t * u)
y = (2 * scale + cos((q*t)/p*v)) * sin(t * u)
z = sin(q*t/p) * height
newPoints.append([x,y,z])
return newPoints
##------------------------------------------------------------
# Main Function
def main(context, props, align_matrix):
# deselect all objects
bpy.ops.object.select_all(action='DESELECT')
# options
splineType = 'NURBS'
# get verts
verts = Torus_Knot_Curve(props.torus_p,
props.torus_q,
props.torus_w,
props.torus_res,
props.torus_formula,
props.torus_h,
props.torus_u,
props.torus_v,
props.torus_rounds)
# turn verts into array
vertArray = vertsToPoints(verts)
# create object
createCurve(vertArray, props, align_matrix)
return
class torus_knot_plus(bpy.types.Operator):
''''''
bl_idname = "torus_knot_plus"
bl_label = "Torus Knot +"
bl_options = {'REGISTER', 'UNDO'}
bl_description = "adds many types of knots"
# align_matrix for the invoke
align_matrix = Matrix()
#### general options
options_plus = BoolProperty(name="plus options",
default=False,
description="Show more options (the plus part).")
#### GEO Options
geo_surf = BoolProperty(name="Surface",
default=True)
geo_bDepth = FloatProperty(name="bevel",
default=0.08,
min=0, soft_min=0)
geo_bRes = IntProperty(name="bevel res",
default=2,
min=0, soft_min=0,
max=4, soft_max=4)
geo_extrude = FloatProperty(name="extrude",
default=0.0,
min=0, soft_min=0)
geo_width = FloatProperty(name="width",
default=1.0,
min=0, soft_min=0)
geo_res = IntProperty(name="resolution",
default=12,
min=1, soft_min=1)
#### Parameters
torus_res = IntProperty(name="Resoulution",
default=200,
min=3, soft_min=3,
description='Resolution, Number of controlverticies.')
torus_p = IntProperty(name="p",
default=2,
min=1, soft_min=1,
#max=1, soft_max=1,
description="p")
torus_q = IntProperty(name="q",
default=3,
min=1, soft_min=1,
#max=1, soft_max=1,
description="q")
torus_w = FloatProperty(name="Height",
default=1,
#min=0, soft_min=0,
#max=1, soft_max=1,
description="Height in Z")
torus_h = FloatProperty(name="Scale",
default=1,
#min=0, soft_min=0,
#max=1, soft_max=1,
description="Scale, in XY")
torus_u = IntProperty(name="u",
default=1,
min=1, soft_min=1,
#max=1, soft_max=1,
description="u")
torus_v = IntProperty(name="v",
default=1,
min=1, soft_min=1,
#max=1, soft_max=1,
description="v")
torus_formula = IntProperty(name="Variation",
default=0,
min=0, soft_min=0,
max=10, soft_max=10)
torus_rounds = IntProperty(name="Rounds",
default=2,
min=1, soft_min=1,
#max=1, soft_max=1,
description="Rounds")
##### DRAW #####
def draw(self, context):
props = self.properties
layout = self.layout
# general options
col = layout.column()
#col.prop(props, 'KnotType') waits for more knottypes
col.label(text="Torus Knot Parameters")
# Parameters
box = layout.box()
box.prop(props, 'torus_res')
box.prop(props, 'torus_w')
box.prop(props, 'torus_h')
box.prop(props, 'torus_p')
box.prop(props, 'torus_q')
box.prop(props, 'options_plus')
if props.options_plus:
box.prop(props, 'torus_u')
box.prop(props, 'torus_v')
box.prop(props, 'torus_rounds')
# surface Options
col = layout.column()
col.label(text="Geometry Options")
box = layout.box()
box.prop(props, 'geo_surf')
if props.geo_surf:
box.prop(props, 'geo_bDepth')
box.prop(props, 'geo_bRes')
box.prop(props, 'geo_extrude')
#box.prop(props, 'geo_width') # not really good
box.prop(props, 'geo_res')
##### POLL #####
@classmethod
def poll(cls, context):
return context.scene != None
##### EXECUTE #####
def execute(self, context):
# turn off undo
undo = bpy.context.user_preferences.edit.global_undo
bpy.context.user_preferences.edit.global_undo = False
props = self.properties
if not props.options_plus:
props.torus_rounds = props.torus_p
# main function
main(context, props, self.align_matrix)
# restore pre operator undo state
bpy.context.user_preferences.edit.global_undo = undo
return {'FINISHED'}
##### INVOKE #####
def invoke(self, context, event):
# store creation_matrix
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
################################################################################
##### REGISTER #####
def torus_knot_plus_button(self, context):
self.layout.operator(torus_knot_plus.bl_idname, text="Torus Knot +", icon="PLUGIN")
def register():
bpy.types.INFO_MT_curve_add.append(torus_knot_plus_button)
def unregister():
bpy.types.INFO_MT_curve_add.remove(torus_knot_plus_button)
if __name__ == "__main__":
register()
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