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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: Gemstones",
"author": "Pontiac, Fourmadmen, Dreampainter",
"version": "0.3",
"blender": (2, 5, 3),
"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&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 = Matrix.Translation(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.select = 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.select = 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.select = 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_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
# Row for flat side
verts_flat.append(len(verts))
vec = Vector((table_radius, 0.0, height_flat)) * quat
verts.append(vec)
# Row for the middle/girdle
verts_girdle.append(len(verts))
vec = Vector((girdle_radius, 0.0, height_middle)) * quat
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'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
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)
align_matrix = Matrix()
def execute(self, context):
props = self.properties
verts, faces = add_diamond(props.segments,
props.girdle_radius,
props.table_radius,
props.crown_height,
props.pavilion_height)
obj = create_mesh_object(context, verts, [], faces,
"Diamond", props.edit, self.align_matrix)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
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'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
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)
align_matrix = Matrix()
def execute(self, context):
props = self.properties
# create mesh
verts, faces = add_gem(
props.pavilion_radius,
props.crown_radius,
props.segments,
props.pavilion_height,
props.crown_height)
obj = create_mesh_object(context, verts, [], faces, "Gem", props.edit, self.align_matrix)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class INFO_MT_mesh_gemstones_add(bpy.types.Menu):
# Define the "Gemstones" menu
bl_idname = "INFO_MT_mesh_gemstones_add"
bl_label = "Gemstones"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.primitive_diamond_add",
text="Diamond")
layout.operator("mesh.primitive_gem_add",
text="Gem")
# Register all operators and panels
import space_info
# Define "Gemstones" menu
def menu_func(self, context):
self.layout.menu("INFO_MT_mesh_gemstones_add", icon="PLUGIN")
def register():
# Add "Gemstones" menu to the "Add Mesh" menu
space_info.INFO_MT_mesh_add.append(menu_func)
def unregister():
# 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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