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|
# ##### 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_addon_info = {
'name': 'Add Mesh: Extras',
'author': 'Pontiac, Fourmadmen, meta-androcto',
'version': '0.3',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh > Extras',
'description': 'Adds Star, Wedge, Sqorus & Spindle objects.',
'warning': '', # used for warning icon and text in addons panel
'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
'Scripts/Add_Mesh/Add_Extra',
'tracker_url': 'https://projects.blender.org/tracker/index.php?'\
'func=detail&aid=22457&group_id=153&atid=469',
'category': 'Add Mesh'}
import bpy
from mathutils import *
from math import *
from bpy.props import *
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = TranslationMatrix(context.scene.cursor_location)
obj_align = context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rot = Matrix()
align_matrix = loc * rot
return align_matrix
# 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).
# edit ... Replace existing mesh data.
# Note: Using "edit" will destroy/delete existing mesh data.
def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
scene = context.scene
obj_act = scene.objects.active
# Can't edit anything, unless we have an active obj.
if edit and not obj_act:
return None
# 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()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
if edit:
# Replace geometry of existing object
# Use the active obj and select it.
ob_new = obj_act
ob_new.selected = True
if obj_act.mode == 'OBJECT':
# Get existing mesh datablock.
old_mesh = ob_new.data
# Set object data to nothing
ob_new.data = None
# Clear users of existing mesh datablock.
old_mesh.user_clear()
# Remove old mesh datablock if no users are left.
if (old_mesh.users == 0):
bpy.data.meshes.remove(old_mesh)
# Assign new mesh datablock.
ob_new.data = mesh
else:
# Create new object
ob_new = bpy.data.objects.new(name, mesh)
# Link new object to the given scene and select it.
scene.objects.link(ob_new)
ob_new.selected = True
# Place the object at the 3D cursor location.
# apply viewRotaion
ob_new.matrix_world = align_matrix
if obj_act and obj_act.mode == 'EDIT':
if not edit:
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.selected = True
# Apply location of new object.
scene.update()
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
ob_new = obj_act
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
# 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_spindle(segments, radius, height, cap_height):
verts = []
faces = []
tot_verts = segments * 2 + 2
half_height = height / 2.0
# Upper tip
idx_upper_tip = len(verts)
verts.append(Vector((0, 0, half_height + cap_height)))
# Lower tip
idx_lower_tip = len(verts)
verts.append(Vector((0.0, 0.0, -half_height - cap_height)))
upper_edgeloop = []
lower_edgeloop = []
for index in range(segments):
mtx = RotationMatrix(2.0 * pi * float(index) / segments, 3, 'Z')
# Calculate index & location of upper verte4x tip.
idx_up = len(verts)
upper_edgeloop.append(idx_up)
verts.append(Vector((radius, 0.0, half_height)) * mtx)
if height > 0:
idx_low = len(verts)
lower_edgeloop.append(idx_low)
verts.append(Vector((radius, 0.0, -half_height)) * mtx)
# Create faces for the upper tip.
tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop,
closed=True, flipped=True)
faces.extend(tip_up_faces)
if height > 0:
# Create faces for the middle cylinder.
cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True)
faces.extend(cyl_faces)
# Create faces for the lower tip.
tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop,
closed=True)
faces.extend(tip_low_faces)
else:
# Skipping middle part/cylinder (height=0).
# Create faces for the lower tip.
tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop,
closed=True)
faces.extend(tip_low_faces)
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 = Vector((radius, 0, half_height)) * quat
verts.append(vec)
edgeloop_bottom.append(len(verts))
vec = Vector((radius, 0, -half_height)) * quat
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(verts[-1]*quat) # 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'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
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)
align_matrix = Matrix()
def execute(self, context):
props = self.properties
# Create mesh geometry
verts, faces = add_sqorus(
props.hole_size,
props.subdivide)
# Create mesh object (and meshdata)
obj = create_mesh_object(context, verts, [], faces, "Sqorus",
props.edit, self.align_matrix)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
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'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
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)
align_matrix = Matrix()
def execute(self, context):
props = self.properties
verts, faces = add_wedge(
props.size_x,
props.size_y,
props.size_z)
obj = create_mesh_object(context, verts, [], faces, "Wedge",
props.edit, self.align_matrix)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddSpindle(bpy.types.Operator):
'''Add a spindle mesh.'''
bl_idname = "mesh.primitive_spindle_add"
bl_label = "Add Spindle"
bl_description = "Create a spindle mesh."
bl_options = {'REGISTER', 'UNDO'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
segments = IntProperty(name="Segments",
description="Number of segments of the spindle",
min=3,
max=512,
default=32)
radius = FloatProperty(name="Radius",
description="Radius of the spindle",
min=0.01,
max=9999.0,
default=1.0)
height = FloatProperty(name="Height",
description="Height of the spindle",
min=0.0,
max=100.0,
default=1.0)
cap_height = FloatProperty(name="Cap Height",
description="Cap height of the spindle",
min=-9999.0,
max=9999.0,
default=0.5)
align_matrix = Matrix()
def execute(self, context):
props = self.properties
verts, faces = add_spindle(
props.segments,
props.radius,
props.height,
props.cap_height)
obj = create_mesh_object(context, verts, [], faces, "Spindle",
props.edit, self.align_matrix)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
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'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
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)
align_matrix = Matrix()
def execute(self, context):
props = self.properties
verts, faces = add_star(
props.points,
props.outer_radius,
props.innter_radius,
props.height)
obj = create_mesh_object(context, verts, [], faces, "Star",
props.edit, self.align_matrix)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
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)
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
align_matrix = Matrix()
def execute(self,context):
props = self.properties
# generate mesh
verts,faces = trapezohedron(props.segments,
props.radius,
props.height)
obj = create_mesh_object(context, verts, [], faces, "Trapazohedron",
props.edit, self.align_matrix)
return {'FINISHED'}
class INFO_MT_mesh_extras_add(bpy.types.Menu):
# Define the "Extras" menu
bl_idname = "INFO_MT_mesh_extras_add"
bl_label = "Extras"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.primitive_sqorus_add",
text="Sqorus")
layout.operator("mesh.primitive_wedge_add",
text="Wedge")
layout.operator("mesh.primitive_spindle_add",
text="Spindle")
layout.operator("mesh.primitive_star_add",
text="Star")
layout.operator("mesh.primitive_trapezohedron_add",
text="Trapezohedron")
# Register all operators and panels
import space_info
# Define "Gemstones" menu
menu_func = (lambda self,
context: self.layout.menu("INFO_MT_mesh_extras_add", icon="PLUGIN"))
def register():
# Register the operators/menus.
bpy.types.register(AddSqorus)
bpy.types.register(AddWedge)
bpy.types.register(AddSpindle)
bpy.types.register(AddStar)
bpy.types.register(AddTrapezohedron)
bpy.types.register(INFO_MT_mesh_extras_add)
# Add "Gemstones" menu to the "Add Mesh" menu
space_info.INFO_MT_mesh_add.append(menu_func)
def unregister():
# Unregister the operators/menus.
bpy.types.unregister(AddSqorus)
bpy.types.unregister(AddWedge)
bpy.types.unregister(AddSpindle)
bpy.types.unregister(AddStar)
bpy.types.unregister(AddTrapezohedron)
bpy.types.unregister(INFO_MT_mesh_extras_add)
# Remove "Gemstones" menu from the "Add Mesh" menu.
space_info.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()
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