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# GPL "author": "Dominic Kröper, (dommetysk)"
import bpy
from math import (
pi, sin,
cos, tan,
)
from bpy.types import Operator
from mathutils import (
Vector,
Euler,
)
from bpy.props import (
IntProperty,
FloatProperty,
BoolProperty,
)
# mesh/object generating function, returns final object
def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f,
pavi_f, culet, girdle_real, keep_lga, g_real_smooth):
# # possible user inputs ( output 100% = 2 blender units )
# s # no. of girdle facets (steps) default: 16
# table_w # table width default: 0.530
# crown_h # crown height default: 0.162
# girdle_t # girdle thickness default: 0.017
# pavi_d # pavilion depth default: 0.431
# bezel_f # bezel factor default: 0.250
# pavi_f # pavilion factor default: 0.400
# culet # culet size default: 0.000
# girdle_real # type of girdle flat/real default: True
# g_real_smooth # smooth or flat shading default: False
# keep_lga # when culet > 0, keep lga default: False
# variables / shortcuts
if s % 2: # prevent odd number of steps (messes up mesh)
s = s - 1
if not girdle_real:
g_real_smooth = False
ang = 2 * pi / s # angle step size
Verts = [] # collect all vertices
Faces = [] # collect all faces
ca = cos(ang)
ca2 = cos(ang / 2)
sa4 = sin(ang / 4)
ta4 = tan(ang / 4)
ta8 = tan(ang / 8)
def fa(*vs): # shortcut Faces.append
v = []
for u in vs:
v.append(u)
Faces.append(v)
def va(vx, vz, iang, sang, n): # shortcut Verts.append
for i in range(n):
v = Vector((vx, 0, vz))
ai = sang + iang * i
E_rot = Euler((0, 0, ai), 'XYZ')
v.rotate(E_rot)
Verts.append((v.x, v.y, v.z))
# upper girdle angle
uga = (1 - bezel_f) * crown_h * 2 / (ca2 -
(table_w + (1 - table_w) * bezel_f) * ca2 / ca)
# lower girdle angle
if keep_lga:
if pavi_f > 0 and pavi_f < 1:
lga = (1 - pavi_f) * pavi_d * 2 / (ca2 - pavi_f * ca2 / ca)
elif pavi_f == 1:
lga = 0
else:
lga = 2 * pavi_d * ca
else:
lga = (1 - pavi_f) * pavi_d * 2 / (ca2 -
(culet + (1 - culet) * pavi_f) * ca2 / ca)
# append girdle vertices
va(1, 0, ang, 0, s)
va(1, 2 * girdle_t, ang, 0, s)
# append real girdle vertices
if girdle_real:
dnu = uga * (1 - ca2)
dfu = uga * (ta8 + ta4) * sa4
dnl = lga * (1 - ca2)
dfl = lga * (ta8 + ta4) * sa4
if abs(dnu) + abs(dnl) > 2 * girdle_t or dnu < 0 or dnl < 0:
girdle_real = False
else:
va(1, dnl, ang, ang / 2, s)
va(1, 2 * girdle_t - dnu, ang, ang / 2, s)
va(1, dfl, ang / 2, ang / 4, 2 * s)
va(1, 2 * girdle_t - dfu, ang / 2, ang / 4, 2 * s)
# make girdle faces
l1 = len(Verts) # 2*s / 8*s
for i in range(l1):
if girdle_real:
if i < s:
fa(i, i + s, 2 * i + 6 * s, 2 * i + 4 * s)
if i == 0:
fa(i, s, l1 - 1, 6 * s - 1)
else:
fa(i, i + s, 2 * i + 6 * s - 1, 2 * i + 4 * s - 1)
elif i > 2 * s - 1 and i < 3 * s:
fa(i, i + s, 2 * (i + s), 2 * i)
fa(i, i + s, 2 * (i + s) + 1, 2 * i + 1)
else:
if i < s - 1:
fa(i, i + s, i + s + 1, i + 1)
elif i == s - 1:
fa(i, i + s, s, 0)
# append upper girdle facet vertices
va((table_w + (1 - table_w) * bezel_f) / ca, (1 - bezel_f) * 2 * crown_h +
2 * girdle_t, 2 * ang, ang, int(s / 2))
# make upper girdle facet faces
l2 = len(Verts) # 2.5*s / 8.5*s
for i in range(l2):
if i > s and i < 2 * s - 1 and i % 2 != 0:
if girdle_real:
fa(i, 2 * (i + 2 * s), i + 2 * s, 2 * (i + 2 * s) + 1, i + 1,
int(7.5 * s) + int((i - 1) / 2))
fa(i, 2 * (i + 2 * s) - 1, i + 2 * s - 1, 2 * (i + 2 * s - 1),
i - 1, int(7.5 * s) + int((i - 1) / 2))
else:
fa(i, i + 1, int((i + 3 * s) / 2))
fa(i, i - 1, int((i + 3 * s) / 2))
elif i == s:
if girdle_real:
fa(i, l1 - 1, 4 * s - 1, l1 - 2, 2 * i - 1, l2 - 1)
fa(2 * i - 2, l1 - 4, 4 * s - 2, l1 - 3, 2 * i - 1, l2 - 1)
else:
fa(i, 2 * i - 1, l2 - 1)
fa(2 * i - 1, 2 * i - 2, l2 - 1)
# append table vertices
va(table_w, (crown_h + girdle_t) * 2, 2 * ang, 0, int(s / 2))
# make bezel facet faces and star facet faces
l3 = len(Verts) # 3*s / 9*s
for i in range(l3):
if i > l2 - 1 and i < l3 - 1:
fa(i, i + 1, i - int(s / 2))
fa(i + 1, i - int(s / 2), 2 * (i - l2) + 2 + s, i - int(s / 2) + 1)
elif i == l3 - 1:
fa(i, l2, l2 - 1)
fa(s, l2 - 1, l2, l2 - int(s / 2))
# make table facet face
tf = []
for i in range(l3):
if i > l2 - 1:
tf.append(i)
fa(*tf)
# append lower girdle facet vertices
if keep_lga:
va(pavi_f / ca, (pavi_f - 1) * pavi_d * 2, 2 * ang, ang, int(s / 2))
else:
va((pavi_f * (1 - culet) + culet) / ca, (pavi_f - 1) * pavi_d * 2, 2 * ang,
ang, int(s / 2))
# make lower girdle facet faces
l4 = len(Verts) # 3.5*s / 9.5*s
for i in range(l4):
if i > 0 and i < s - 1 and i % 2 == 0:
if girdle_real:
fa(i, 2 * (i + 2 * s), i + 2 * s, 2 * (i + 2 * s) + 1, i + 1,
int(i / 2) + 9 * s)
fa(i, 2 * (i + 2 * s) - 1, i + 2 * s - 1, 2 * (i + 2 * s - 1),
i - 1, int(i / 2) + 9 * s - 1)
else:
fa(i, i + 1, int(i / 2) + l4 - int(s / 2))
fa(i, i - 1, int(i / 2) + l4 - int(s / 2) - 1)
elif i == 0:
if girdle_real:
fa(0, 4 * s, 2 * s, 4 * s + 1, 1, 9 * s)
fa(0, 6 * s - 1, 3 * s - 1, 6 * s - 2, s - 1, l4 - 1)
else:
fa(0, 1, l4 - int(s / 2))
fa(0, s - 1, l4 - 1)
# append culet vertice(s)
if culet == 0:
va(0, pavi_d * (-2), 0, 0, 1)
else:
if keep_lga:
va(culet * pavi_f / ca, pavi_d * (-2) + culet * pavi_f * 2 * pavi_d,
2 * ang, ang, int(s / 2))
else:
va(culet / ca, pavi_d * (-2), 2 * ang, ang, int(s / 2))
# make pavilion facet face
l5 = len(Verts) # 4*s / 10*s //if !culet: 3.5*s+1 / 9.5*s+1
for i in range(l5):
if i > 0 and i < s - 1 and i % 2 == 0:
if culet:
fa(i, l3 + int(i / 2), l3 + int((s + i) / 2),
l3 + int((s + i) / 2) - 1, l3 + int(i / 2) - 1)
else:
fa(i, l3 + int(i / 2), l5 - 1, l3 + int(i / 2) - 1)
elif i == 0:
if culet:
fa(i, l3, l4, l5 - 1, l4 - 1)
else:
fa(i, l3, l5 - 1, l4 - 1)
# make culet facet face
if culet:
cf = []
for i in range(l5):
if i > l4 - 1:
cf.append(i)
fa(*cf)
# bpy variables / shortcuts
scene = bpy.context.scene
# deactivate possible active Objects
bpy.context.view_layer.objects.active = None
# create actual mesh and object based on Verts and Faces given
dmesh = bpy.data.meshes.new("dmesh")
dmesh.from_pydata(Verts, [], Faces)
dmesh.update()
# Create object and link it into scene.
from bpy_extras import object_utils
dobj = object_utils.object_data_add(context, dmesh, operator=None, name="dobj").object
# activate and select object
scene.objects.active = dobj
dobj.select_set(True)
obj = bpy.context.active_object
# flip all face normals outside
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
sel_mode = bpy.context.tool_settings.mesh_select_mode
bpy.context.tool_settings.mesh_select_mode = [False, False, True]
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
for i, face in enumerate(obj.data.polygons):
face.select = True
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.context.tool_settings.mesh_select_mode = sel_mode
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
# make girdle smooth for complex girdle
if girdle_real and g_real_smooth:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.select_all(action='DESELECT') # deselect all mesh data
bpy.ops.object.mode_set(mode='OBJECT')
pls = []
dp = obj.data.polygons[:4 * s] # only consider faces of girdle
ov = obj.data.vertices
for i, p in enumerate(dp):
pls.extend(p.vertices) # list all verts of girdle
for i, e in enumerate(obj.data.edges): # select edges to mark sharp
if e.vertices[0] in pls and e.vertices[1] in pls and abs(
ov[e.vertices[0]].co.x - ov[e.vertices[1]].co.x):
obj.data.edges[i].select = True
continue
obj.data.edges[i].select = False
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.mark_sharp()
bpy.context.tool_settings.mesh_select_mode = [False, False, True]
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.select_all(action='DESELECT')
for i, face in enumerate(obj.data.polygons):
if i < 4 * s:
face.select = True
continue
face.select = False
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.faces_shade_smooth()
bpy.ops.object.modifier_add(type='EDGE_SPLIT')
bpy.context.tool_settings.mesh_select_mode = sel_mode
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="EdgeSplit")
return dobj
# add new operator for object
class MESH_OT_primitive_brilliant_add(Operator):
bl_idname = "mesh.primitive_brilliant_add"
bl_label = "Custom Brilliant"
bl_description = "Construct a custom brilliant mesh"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
# set user options
s: IntProperty(
name="Segments",
description="Longitudial segmentation",
step=1,
min=6,
max=128,
default=16,
subtype='FACTOR'
)
table_w: FloatProperty(
name="Table width",
description="Width of table",
min=0.001,
max=1.0,
default=0.53,
subtype='PERCENTAGE'
)
crown_h: FloatProperty(
name="Crown height",
description="Height of crown",
min=0.0,
max=1.0,
default=0.162,
subtype='PERCENTAGE'
)
girdle_t: FloatProperty(
name="Girdle height",
description="Height of girdle",
min=0.0,
max=0.5,
default=0.017,
subtype='PERCENTAGE'
)
girdle_real: BoolProperty(
name="Real girdle",
description="More beautiful girdle; has more polygons",
default=True
)
g_real_smooth: BoolProperty(
name="Smooth girdle",
description="smooth shading for girdle, only available for real girdle",
default=False
)
pavi_d: FloatProperty(
name="Pavilion depth",
description="Height of pavilion",
min=0.0,
max=1.0,
default=0.431,
subtype='PERCENTAGE'
)
bezel_f: FloatProperty(
name="Upper facet factor",
description="Determines the form of bezel and upper girdle facets",
min=0.0,
max=1.0,
default=0.250,
subtype='PERCENTAGE'
)
pavi_f: FloatProperty(
name="Lower facet factor",
description="Determines the form of pavilion and lower girdle facets",
min=0.001,
max=1.0,
default=0.400,
subtype='PERCENTAGE'
)
culet: FloatProperty(
name="Culet size",
description="0: no culet (default)",
min=0.0,
max=0.999,
default=0.0,
subtype='PERCENTAGE'
)
keep_lga: BoolProperty(
name="Retain lower angle",
description="If culet > 0, retains angle of pavilion facets",
default=False
)
# call mesh/object generator function with user inputs
def execute(self, context):
ob = addBrilliant(context, self.s, self.table_w, self.crown_h,
self.girdle_t, self.pavi_d, self.bezel_f,
self.pavi_f, self.culet, self.girdle_real,
self.keep_lga, self.g_real_smooth
)
return {'FINISHED'}
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