Welcome to mirror list, hosted at ThFree Co, Russian Federation.

add_mesh_extra_objects.py « add_mesh_extra_objects - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: c545056a6c4ca68b1ff2c43e86c95022e3aa216c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
# ##### 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 #####

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):

    # 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()

    from bpy_extras import object_utils
    return 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 = quat * Vector((radius, 0, half_height))
        verts.append(vec)

        edgeloop_bottom.append(len(verts))
        vec = quat * Vector((radius, 0, -half_height))
        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(quat*verts[-1])    # 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'}