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# GPL # "author": Sjaak-de-Draak
bl_info = {
"name": "Triangles",
"description": "Create different types of triangles",
"author": "Sjaak-de-Draak",
"version": (1, 0, 1),
"blender": (2, 68, 0),
"location": "View3D > Add > Mesh",
"warning": "First Version",
"wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Triangles",
"category": "Add Mesh"}
"""
This script provides a triangle mesh primitive
and a toolbar menu to further specify settings
"""
import math
import bpy
from mathutils import Vector
from bpy.types import Operator
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
)
def checkEditMode():
# Check if we are in edit mode
# Returns: 1 if True
# 0 if False
if (bpy.context.active_object.mode == 'EDIT'):
return 1
return 0
def exitEditMode():
# Check if we are in edit mode (cuz we don't want this when creating a new Mesh)
# If we are then toggle back to object mode
# Check if there are active objects
if bpy.context.active_object is not None:
# Only the active object should be in edit mode
if (bpy.context.active_object.mode == 'EDIT'):
bpy.ops.object.editmode_toggle()
class MakeTriangle(Operator):
bl_idname = "mesh.make_triangle"
bl_label = "Triangle"
bl_description = "Construct different types of Triangle Meshes"
bl_options = {"REGISTER", "UNDO"}
nothing = 0
Ya = 0.0
Xb = 0.0
Xc = 0.0
Vertices = []
Faces = []
triangleTypeList = [
('ISOSCELES', "Isosceles", "Two equal sides", 0),
('EQUILATERAL', "Equilateral", "Three equal sides and angles (60°)", 1),
('ISOSCELESRIGHTANGLE', "Isosceles right angled", "90° angle and two equal sides", 2),
('SCALENERIGHTANGLE', "Scalene right angled", "90° angle, no equal sides", 3)
]
triangleFaceList = [
('DEFAULT', "Normal", "1 Tri(angle) face", 0),
('TRIANGLES', "3 Tri faces", "4 Vertices & 3 Tri(angle) faces", 1),
('QUADS', "3 Quad faces", "7 Vertices & 3 Quad faces", 2),
('SAFEQUADS', "6 Quad faces", "12 Vertices & 6 Quad faces", 3)
]
# add definitions for some manipulation buttons
flipX = BoolProperty(
name="Flip X sign",
description="Draw on the other side of the X axis (Mirror on Y axis)",
default=False
)
flipY = BoolProperty(
name="Flip Y sign",
description="Draw on the other side of the Y axis (Mirror on X axis)",
default=False
)
scale = FloatProperty(
name="Scale",
description="Triangle scale",
default=1.0,
min=1.0
)
triangleType = EnumProperty(
items=triangleTypeList,
name="Type",
description="Triangle Type"
)
triangleFace = EnumProperty(
items=triangleFaceList,
name="Face types",
description="Triangle Face Types"
)
at_3Dcursor = BoolProperty(
name="Use 3D Cursor",
description="Draw the triangle where the 3D cursor is",
default=False
)
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.prop(self, "triangleType", text="Type")
col.prop(self, "scale")
col.prop(self, "triangleFace", text="Face")
col = layout.column(align=True)
col.prop(self, "at_3Dcursor", text="3D Cursor", toggle=True)
row = col.row(align=True)
row.prop(self, "flipX", toggle=True)
row.prop(self, "flipY", toggle=True)
def drawBasicTriangleShape(self):
# set everything to 0
Xb = Xc = 0.0
Ya = 0.0
scale = self.scale
Xsign = -1 if self.flipX else 1
Ysign = -1 if self.flipY else 1
# Isosceles (2 equal sides)
if (self.triangleType == 'ISOSCELES'):
# below a simple triangle containing 2 triangles with 1:2 side ratio
Ya = (1 * Ysign * scale)
A = Vector([0.0, Ya, 0.0])
Xb = (0.5 * Xsign * scale)
B = Vector([Xb, 0.0, 0.0])
Xc = (-0.5 * Xsign * scale)
C = Vector([Xc, 0.0, 0.0])
self.Ya = Ya
self.Xb = Xb
self.Xc = Xc
self.Vertices = [A, B, C, ]
return True
# Equilateral (all sides equal)
if (self.triangleType == 'EQUILATERAL'):
Ya = (math.sqrt(0.75) * Ysign * scale)
A = Vector([0.0, Ya, 0.0])
Xb = (0.5 * Xsign * scale)
B = Vector([Xb, 0.0, 0.0])
Xc = (-0.5 * Xsign * scale)
C = Vector([Xc, 0.0, 0.0])
self.Ya = Ya
self.Xb = Xb
self.Xc = Xc
self.Vertices = [A, B, C, ]
return True
# Isosceles right angled (1, 1, sqrt(2))
if (self.triangleType == 'ISOSCELESRIGHTANGLE'):
Ya = (1 * Ysign * scale)
A = Vector([0.0, Ya, 0.0])
Xb = 0.0
B = Vector([Xb, 0.0, 0.0])
Xc = (1 * Xsign * scale)
C = Vector([Xc, 0.0, 0.0])
self.Ya = Ya
self.Xb = Xb
self.Xc = Xc
self.Vertices = [A, B, C, ]
return True
# Scalene right angled (3, 4, 5)
if (self.triangleType == 'SCALENERIGHTANGLE'):
Ya = (1 * Ysign * scale)
A = Vector([0.0, Ya, 0.0])
Xb = 0
B = Vector([Xb, 0.0, 0.0])
Xc = (0.75 * Xsign * scale)
C = Vector([Xc, 0.0, 0.0])
self.Ya = Ya
self.Xb = Xb
self.Xc = Xc
self.Vertices = [A, B, C, ]
return True
return False
def addFaces(self, fType=None):
Ya = self.Ya
Xb = self.Xb
Xc = self.Xc
if (self.triangleFace == 'DEFAULT'):
self.Faces = [[0, 1, 2]]
return True
if (self.triangleFace == 'TRIANGLES'):
A = Vector([0.0, Ya, 0.0])
B = Vector([Xb, 0.0, 0.0])
C = Vector([Xc, 0.0, 0.0])
D = Vector([((A.x + B.x + C.x) / 3), ((A.y + B.y + C.y) / 3), ((A.z + B.z + C.z) / 3)])
self.Vertices = [A, B, C, D, ]
self.Faces = [[0, 1, 3], [1, 2, 3], [2, 0, 3]]
return True
if (self.triangleFace == 'QUADS'):
A = Vector([0.0, Ya, 0.0])
B = Vector([Xb, 0.0, 0.0])
C = Vector([Xc, 0.0, 0.0])
D = Vector([((A.x + B.x + C.x) / 3), ((A.y + B.y + C.y) / 3), ((A.z + B.z + C.z) / 3)])
AB = A.lerp(B, 0.5)
AC = A.lerp(C, 0.5)
BC = B.lerp(C, 0.5)
self.Vertices = [A, AB, B, BC, C, AC, D, ]
self.Faces = [[0, 1, 6, 5], [1, 2, 3, 6], [3, 4, 5, 6]]
return True
if (self.triangleFace == 'SAFEQUADS'):
A = Vector([0.0, Ya, 0.0])
B = Vector([Xb, 0.0, 0.0])
C = Vector([Xc, 0.0, 0.0])
D = Vector([((A.x + B.x + C.x) / 3), ((A.y + B.y + C.y) / 3), ((A.z + B.z + C.z) / 3)])
E = A.lerp(D, 0.5)
AB = A.lerp(B, 0.5)
AC = A.lerp(C, 0.5)
BC = B.lerp(C, 0.5)
AAB = AB.lerp(A, 0.5)
AAC = AC.lerp(A, 0.5)
BBA = AB.lerp(B, 0.5)
BBC = BC.lerp(B, 0.5)
BCC = BC.lerp(C, 0.5)
CCA = AC.lerp(C, 0.5)
self.Vertices = [A, AAB, BBA, B, BBC, BC, BCC, C, CCA, AAC, D, E, ]
self.Faces = [[0, 1, 11, 9], [1, 2, 10, 11], [2, 3, 4, 10],
[4, 5, 6, 10], [6, 7, 8, 10], [8, 9, 11, 10]]
return True
return False
def action_common(self, context):
# definitions:
# a triangle consists of 3 points: A, B, C
# a 'safer' subdividable triangle consists of 4 points: A, B, C, D
# a subdivide friendly triangle consists of 7 points: A, B, C, D, AB, AC, BC
# a truly subdivide friendly triangle consists of (3 x 4 = )12 points:
# A, B, C, D, E, BC, AAB, AAC, BBA, BBC, BCC, CCA
BasicShapeCreated = False
ShapeFacesCreated = False
go = 0
#
# call the functions for creating the triangles and test if successful
#
BasicShapeCreated = self.drawBasicTriangleShape()
if (BasicShapeCreated):
ShapeFacesCreated = self.addFaces()
if ShapeFacesCreated:
go = 1
if (go == 1):
NewMesh = bpy.data.meshes.new("Triangle")
NewMesh.from_pydata(self.Vertices, [], self.Faces)
NewMesh.update()
NewObj = bpy.data.objects.new("Triangle", NewMesh)
context.scene.objects.link(NewObj)
# before doing the deselect make sure edit mode isn't active
exitEditMode()
bpy.ops.object.select_all(action="DESELECT")
NewObj.select = True
context.scene.objects.active = NewObj
if self.at_3Dcursor is True:
# we'll need to be sure there is actually an object selected
if NewObj.select is True:
# we also have to check if we're considered to be in 3D View (view3d)
if bpy.ops.view3d.snap_selected_to_cursor.poll() is True:
bpy.ops.view3d.snap_selected_to_cursor()
else:
# as we weren't considered to be in 3D View
# the object couldn't be moved to the 3D cursor
# so to avoid confusion we change the at_3Dcursor boolean to false
self.at_3Dcursor = False
else:
self.report({'WARNING'},
"Triangle could not be completed. (See Console for more Info)")
print("\n[Add Mesh Extra Objects]\n\nModule: add_mesh_triangle")
print("Triangle type: %s\n" % self.triangleType,
"Face type: %s\n" % self.triangleFace,
"Ya: %s, Xb: %s, Xc: %s\n" % (self.Ya, self.Xb, self.Xc),
"Vertices: %s\n" % self.Vertices,
"Faces: %s\n" % self.Faces)
def execute(self, context):
self.action_common(context)
return {"FINISHED"}
def invoke(self, context, event):
self.action_common(context)
return {"FINISHED"}
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