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add_mesh_triangles.py « add_mesh_extra_objects - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
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bl_info = {
    "name": "Triangles",
    "description": "Create different types of tirangles.",
    "author": "Sjaak-de-Draak",
    "version": (1, 0),
    "blender": (2, 68, 0),
    "location": "View3D > Add > Mesh",
    "warning": "First Version", # used for warning icon and text in addons panel
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/Triangles",
    "tracker_url": "http://projects.blender.org/tracker/index.php?"
                   "func=detail&aid=<number>",
    "category": "Add Mesh"}

"""
This script provides a triangle mesh primitive
and a toolbar menu to further specify settings
"""

import math
import bpy
import mathutils
import types

# make the mathutils Vector type accessible as Vector
Vector=mathutils.Vector

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 != None ):
        #  Only the active object should be in edit mode
        if (bpy.context.active_object.mode == 'EDIT'):
            bpy.ops.object.editmode_toggle()

class MakeTriangle(bpy.types.Operator):
    bl_idname = "mesh.make_triangle"
    bl_label = "Triangle"
    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 Verticies & 3 Tri(angle) faces", 1),
            ('QUADS', "3 Quad faces", "7 Verticies & 3 Quad faces", 2),
            ('SAFEQUADS', "6 Quad faces", "12 Verticies & 6 Quad faces", 3)]

    # add definitions for some manipulation buttons
    flipX = bpy.props.BoolProperty(name="Flip X sign",
                                   description="Draw on the other side of the X axis (Mirror on Y axis)",
                                   default = False)
    flipY = bpy.props.BoolProperty(name="Flip Y sign",
                                   description="Draw on the other side of the Y axis (Mirror on X axis)",
                                   default = False)
    scale = bpy.props.FloatProperty(name="Scale",
                                    description="Triangle scale",
                                    default=1.0, min=1.0)
    triangleType = bpy.props.EnumProperty(items=triangleTypeList,
                                          name="Type",
                                          description="Triangle Type")
    triangleFace = bpy.props.EnumProperty(items=triangleFaceList,
                                          name="Face types",
                                          description="Triangle Face Types")
    at_3Dcursor = bpy.props.BoolProperty(name="At 3D Cursor",
                                         description="Draw the triangle where the 3D cursor is",
                                         default = False)


    def draw(self, context):
        layout = self.layout

        row = layout.row(align=True)
        row.label(text="Type: ")

        row.prop(self, "triangleType", text="")

        row = layout.row(align=True)
        row.prop(self, "at_3Dcursor", text="3D Cursor")
        row.prop(self, "scale")

        row = layout.row(align=True)
        row.label(text="Face Type: ")
        row.prop(self, "triangleFace", text="")

        col = layout.column(align=True)
        col.prop(self, "flipX")
        col.prop(self, "flipY")
        #end draw

    def drawBasicTriangleShape(self):
        # set everything to 0
        X = Xa = Xb = Xc = 0.0
        Y = Ya = Yb = Yc = 0.0
        Z = Za = Zb = Zc = 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 truely subdivide friendly triangle consists of (3x4=)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 successfull
        #
        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 == True):
                # we'll need to be sure there is actually an object selected
                if (NewObj.select == 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() == 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:
            print("Failed to create triangle: ")
            print("Triangle type: %s" % self.triangleType)
            print("Face type: %s" % self.triangleFace)
            print("Ya: %s" % self.Ya)
            print("Xb: %s" % self.Xb)
            print("Xc: %s" % self.Xc)
            print("Vertices: %s" % self.Vertices)
            print("Faces: %s" % self.Faces)

    #end action_common

    def execute(self, context) :
        self.action_common(context)
        return {"FINISHED"}
    #end execute

    def invoke(self, context, event) :
        self.action_common(context)
        return {"FINISHED"}
    #end invoke