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

add_mesh_gemstones.py « add_mesh_extra_objects - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 02bc10f401bd62799472c22ef2a1c7b6d44b7942 (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
# ##### 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_info = {
    "name": "Gemstones",
    "author": "Pontiac, Fourmadmen, Dreampainter",
    "version": (0, 4),
    "blender": (2, 5, 7),
    "api": 35853,
    "location": "View3D > Add > Mesh > Gemstones",
    "description": "Adds various gemstone (Diamond & Gem) meshes.",
    "warning": "",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
        "Scripts/Add_Mesh/Add_Gemstones",
    "tracker_url": "https://projects.blender.org/tracker/index.php?"\
        "func=detail&aid=21432",
    "category": "Add Mesh"}
"""
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_gem(r1, r2, seg, h1, h2):
    """
    r1 = pavilion radius
    r2 = crown radius
    seg = number of segments
    h1 = pavilion height
    h2 = crown height
    Generates the vertices and faces of the gem
    """

    verts = []

    a = 2.0 * pi / seg             # Angle between segments
    offset = a / 2.0               # Middle between segments

    r3 = ((r1 + r2) / 2.0) / cos(offset)  # Middle of crown
    r4 = (r1 / 2.0) / cos(offset)  # Middle of pavilion
    h3 = h2 / 2.0                  # Middle of crown height
    h4 = -h1 / 2.0                 # Middle of pavilion height

    # Tip
    vert_tip = len(verts)
    verts.append(Vector((0.0, 0.0, -h1)))

    # Middle vertex of the flat side (crown)
    vert_flat = len(verts)
    verts.append(Vector((0.0, 0.0, h2)))

    edgeloop_flat = []
    for i in range(seg):
        s1 = sin(i * a)
        s2 = sin(offset + i * a)
        c1 = cos(i * a)
        c2 = cos(offset + i * a)

        verts.append((r4 * s1, r4 * c1, h4))    # Middle of pavilion
        verts.append((r1 * s2, r1 * c2, 0.0))   # Pavilion
        verts.append((r3 * s1, r3 * c1, h3))    # Middle crown
        edgeloop_flat.append(len(verts))
        verts.append((r2 * s2, r2 * c2, h2))    # Crown

    faces = []

    for index in range(seg):
        i = index * 4
        j = ((index + 1) % seg) * 4

        faces.append([j + 2, vert_tip, i + 2, i + 3])  # Tip -> Middle of pav
        faces.append([j + 2, i + 3, j + 3])            # Middle of pav -> pav
        faces.append([j + 3, i + 3, j + 4])            # Pav -> Middle crown
        faces.append([j + 4, i + 3, i + 4, i + 5])     # Crown quads
        faces.append([j + 4, i + 5, j + 5])            # Middle crown -> crown

    faces_flat = createFaces([vert_flat], edgeloop_flat, closed=True)
    faces.extend(faces_flat)

    return verts, faces


def add_diamond(segments, girdle_radius, table_radius,
    crown_height, pavilion_height):

    PI_2 = pi * 2.0
    z_axis = (0.0, 0.0, -1.0)

    verts = []
    faces = []

    height_flat = crown_height
    height_middle = 0.0
    height_tip = -pavilion_height

    # Middle vertex of the flat side (crown)
    vert_flat = len(verts)
    verts.append(Vector((0.0, 0.0, height_flat)))

    # Tip
    vert_tip = len(verts)
    verts.append(Vector((0.0, 0.0, height_tip)))

    verts_flat = []
    verts_girdle = []

    for index in range(segments):
        quat = Quaternion(z_axis, (index / segments) * PI_2)

        # angle = PI_2 * index / segments  # UNUSED

        # Row for flat side
        verts_flat.append(len(verts))
        vec = quat * Vector((table_radius, 0.0, height_flat))
        verts.append(vec)

        # Row for the middle/girdle
        verts_girdle.append(len(verts))
        vec = quat * Vector((girdle_radius, 0.0, height_middle))
        verts.append(vec)

    # Flat face
    faces_flat = createFaces([vert_flat], verts_flat, closed=True,
        flipped=True)
    # Side face
    faces_side = createFaces(verts_girdle, verts_flat, closed=True)
    # Tip faces
    faces_tip = createFaces([vert_tip], verts_girdle, closed=True)

    faces.extend(faces_tip)
    faces.extend(faces_side)
    faces.extend(faces_flat)

    return verts, faces


class AddDiamond(bpy.types.Operator):
    '''Add a diamond mesh.'''
    bl_idname = "mesh.primitive_diamond_add"
    bl_label = "Add Diamond"
    bl_options = {'REGISTER', 'UNDO'}

    segments = IntProperty(name="Segments",
        description="Number of segments for the diamond",
        min=3,
        max=256,
        default=32)
    girdle_radius = FloatProperty(name="Girdle Radius",
        description="Girdle radius of the diamond",
        min=0.01,
        max=9999.0,
        default=1.0)
    table_radius = FloatProperty(name="Table Radius",
        description="Girdle radius of the diamond",
        min=0.01,
        max=9999.0,
        default=0.6)
    crown_height = FloatProperty(name="Crown Height",
        description="Crown height of the diamond",
        min=0.01,
        max=9999.0,
        default=0.35)
    pavilion_height = FloatProperty(name="Pavilion Height",
        description="Pavilion height of the diamond",
        min=0.01,
        max=9999.0,
        default=0.8)

    def execute(self, context):
        verts, faces = add_diamond(self.segments,
            self.girdle_radius,
            self.table_radius,
            self.crown_height,
            self.pavilion_height)

        obj = create_mesh_object(context, verts, [], faces, "Diamond")

        return {'FINISHED'}


class AddGem(bpy.types.Operator):
    """Add a diamond gem"""
    bl_idname = "mesh.primitive_gem_add"
    bl_label = "Add Gem"
    bl_description = "Create an offset faceted gem."
    bl_options = {'REGISTER', 'UNDO'}

    segments = IntProperty(name="Segments",
        description="Longitudial segmentation",
        min=3,
        max=265,
        default=8,)
    pavilion_radius = FloatProperty(name="Radius",
       description="Radius of the gem",
       min=0.01,
       max=9999.0,
       default=1.0)
    crown_radius = FloatProperty(name="Table Radius",
       description="Radius of the table(top).",
       min=0.01,
       max=9999.0,
       default=0.6)
    crown_height = FloatProperty(name="Table height",
       description="Height of the top half.",
       min=0.01,
       max=9999.0,
       default=0.35)
    pavilion_height = FloatProperty(name="Pavilion height",
       description="Height of bottom half.",
       min=0.01,
       max=9999.0,
       default=0.8)

    def execute(self, context):

        # create mesh
        verts, faces = add_gem(
            self.pavilion_radius,
            self.crown_radius,
            self.segments,
            self.pavilion_height,
            self.crown_height)

        obj = create_mesh_object(context, verts, [], faces, "Gem")

        return {'FINISHED'}