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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 #####
import bpy
import mathutils
from math import *
from bpy.props import *
bl_addon_info = {
'name': 'Add Mesh: Pipe Joints',
'author': 'Buerbaum Martin (Pontiac)',
'version': '0.10.5',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh > Pipe Joint',
'description': 'Adds 5 pipe Joint types to the Add Mesh menu',
'url':
'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
'Scripts/Add_Mesh/Add_Pipe_Joints',
'category': 'Add Mesh'}
# More links:
# http://gitorious.org/blender-scripts/blender-pipe-joint-script
# http://blenderartists.org/forum/showthread.php?t=154394
__bpydoc__ = """
Pipe Joints
This script lets the user create various types of pipe joints.
Usage:
You have to activated the script in the "Add-Ons" tab (user preferences).
The functionality can then be accessed via the
"Add Mesh" -> "Pipe Joints" menu.
Note: Currently only the "Elbow" type supports odd number of vertices.
Version history:
v0.10.5 - createFaces can now create fan/star like faces.
v0.10.4 - Updated the function "createFaces" a bit. No functional changes.
v0.10.3 - Updated store_recall_properties, apply_object_align
and create_mesh_object.
Changed how recall data is stored.
Added 'description'.
v0.10.2 - API change Mathutils -> mathutils (r557)
Fixed wiki url.
v0.10.1 - Use hidden "edit" property for "recall" operator.
v0.10 - Store "recall" properties in the created objects.
Align the geometry to the view if the user preference says so.
v0.9.10 - Use bl_addon_info for Add-On information.
v0.9.9 - Changed the script so it can be managed from the "Add-Ons" tab in
the user preferences.
Added dummy "PLUGIN" icon.
v0.9.8 - Fixed some new API stuff.
Mainly we now have the register/unregister functions.
Also the new() function for objects now accepts a mesh object.
Corrected FSF address.
Clean up of tooltips.
v0.9.7 - Use "unit" settings for angles as well.
This also lets me use radiant for all internal values..
v0.9.6 - Use "unit" settings (i.e. none/metric/imperial).
v0.9.5 - Use mesh.from_pydata() for geometry creation.
So we can remove unpack_list and unpack_face_list again.
v0.9.4 - Creating of the pipe now works in mesh edit mode too.
Thanks to ideasman42 (Campbell Barton) for his nice work
on the torus script code :-).
v0.9.3 - Changed to a saner vertex/polygon creation process (previously
my usage of add_geometry could only do quads)
For this I've copied the functions unpack_list and unpack_face_list
from import_scene_obj.py.
Elbow joint actually supports 3 vertices per circle.
Various comments.
Script _should_ now be PEP8 compatible.
v0.9.2 - Converted from tabs to spaces (4 spaces per tab).
v0.9.1 - Converted add_mesh and add_object to their new counterparts
"bpy.data.meshes.new() and "bpy.data.objects.new()"
v0.9 - Converted to 2.5. Made mostly pep8 compatible (exept for tabs and
stuff the check-script didn't catch).
v0.8.5 - Fixed bug in Elbow joint. Same problem as in 0.8.1
v0.8.4 - Fixed bug in Y joint. Same problem as in 0.8.1
v0.8.3 - Fixed bug in N joint. Same problem as in 0.8.1
v0.8.2 - Fixed bug in X (cross) joint. Same problem as in 0.8.1
v0.8.1 - Fixed bug in T joint. Angles greater than 90 deg combined with a
radius != 1 resulted in bad geometry (the radius was not taken into
account when calculating the joint vertices).
v0.8 - Added N-Joint.
Removed all uses of baseJointLocZ. It just clutters the code.
v0.7 - Added cross joint
v0.6 - No visible changes. Lots of internal ones though
(complete redesign of face creation process).
As a bonus the code is a bit easier to read now.
Added a nice&simple little "bridge" function
(createFaces) for these changes.
v0.5.1 - Made it possible to create asymmetric Y joints.
Renamed the 2 Wye Joints to something more fitting and unique.
One is now the Tee joint, the second one remains the Wye joint.
v0.5 - Added real Y joint.
v0.4.3 - Added check for odd vertex numbers. They are not (yet) supported.
v0.4.2 - Added pipe length to the GUI.
v0.4.1 - Removed the unfinished menu entries for now.
v0.4 - Tried to clean up the face creation in addTeeJoint
v0.3 - Code for wye (Y) shape (straight pipe with "branch" for now)
v0.2 - Restructured to allow different types of pipe (joints).
v0.1 - Initial revision.
TODO:
Use a rotation matrix for rotating the circle vertices:
rotation_matrix = mathutils.RotationMatrix(-math.pi/2, 4, 'x')
mesh.transform(rotation_matrix)
"""
# Stores the values of a list of properties and the
# operator id in a property group ('recall_op') inside the object.
# Could (in theory) be used for non-objects.
# Note: Replaces any existing property group with the same name!
# ob ... Object to store the properties in.
# op ... The operator that should be used.
# op_args ... A dictionary with valid Blender
# properties (operator arguments/parameters).
def store_recall_properties(ob, op, op_args):
if ob and op and op_args:
recall_properties = {}
# Add the operator identifier and op parameters to the properties.
recall_properties['op'] = op.bl_idname
recall_properties['args'] = op_args
# Store new recall properties.
ob['recall'] = recall_properties
# Apply view rotation to objects if "Align To" for
# new objects was set to "VIEW" in the User Preference.
# Is now handled in the invoke functions
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = mathutils.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 = mathutils.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.
ob_new.matrix = 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
class AddElbowJoint(bpy.types.Operator):
# Create the vertices and polygons for a simple elbow (bent pipe).
'''Add an Elbow pipe mesh'''
bl_idname = "mesh.primitive_elbow_joint_add"
bl_label = "Add Pipe Elbow"
bl_options = {'REGISTER', 'UNDO'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
radius = FloatProperty(name="Radius",
description="The radius of the pipe.",
default=1.0,
min=0.01,
max=100.0,
unit="LENGTH")
div = IntProperty(name="Divisions",
description="Number of vertices (divisions).",
default=32, min=3, max=256)
angle = FloatProperty(name="Angle",
description="The angle of the branching pipe (i.e. the 'arm')." \
" Measured from the center line of the main pipe.",
default=radians(45.0),
min=radians(-179.9),
max=radians(179.9),
unit="ROTATION")
startLength = FloatProperty(name="Length Start",
description="Length of the beginning of the pipe.",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
endLength = FloatProperty(name="End Length",
description="Length of the end of the pipe.",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
align_matrix = mathutils.Matrix()
def execute(self, context):
edit = self.properties.edit
radius = self.properties.radius
div = self.properties.div
angle = self.properties.angle
startLength = self.properties.startLength
endLength = self.properties.endLength
verts = []
faces = []
loop1 = [] # The starting circle
loop2 = [] # The elbow circle
loop3 = [] # The end circle
# Create start circle
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = -startLength
loop1.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
# Create deformed joint circle
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = locX * tan(angle / 2.0)
loop2.append(len(verts))
verts.append([locX * radius, locY * radius, locZ * radius])
# Create end circle
baseEndLocX = -endLength * sin(angle)
baseEndLocZ = endLength * cos(angle)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 - angle)
locX = locX * sin(pi / 2.0 - angle)
loop3.append(len(verts))
# Translate and add circle vertices to the list.
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
# Create faces
faces.extend(createFaces(loop1, loop2, closed=True))
faces.extend(createFaces(loop2, loop3, closed=True))
obj = create_mesh_object(context, verts, [], faces,
"Elbow Joint", edit, self.align_matrix)
# Store 'recall' properties in the object.
recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
"angle": angle,
"startLength": startLength,
"endLength": endLength}
store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddTeeJoint(bpy.types.Operator):
# Create the vertices and polygons for a simple tee (T) joint.
# The base arm of the T can be positioned in an angle if needed though.
'''Add a Tee-Joint mesh'''
bl_idname = "mesh.primitive_tee_joint_add"
bl_label = "Add Pipe Tee-Joint"
bl_options = {'REGISTER', 'UNDO'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
radius = FloatProperty(name="Radius",
description="The radius of the pipe.",
default=1.0,
min=0.01,
max=100.0,
unit="LENGTH")
div = IntProperty(name="Divisions",
description="Number of vertices (divisions).",
default=32,
min=4,
max=256)
angle = FloatProperty(name="Angle",
description="The angle of the branching pipe (i.e. the 'arm')." \
" Measured from the center line of the main pipe.",
default=radians(90.0),
min=radians(0.1),
max=radians(179.9),
unit="ROTATION")
startLength = FloatProperty(name="Length Start",
description="Length of the beginning of the" \
" main pipe (the straight one).",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
endLength = FloatProperty(name="End Length",
description="Length of the end of the" \
" main pipe (the straight one).",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
branchLength = FloatProperty(name="Arm Length",
description="Length of the arm pipe (the bent one).",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
align_matrix = mathutils.Matrix()
def execute(self, context):
edit = self.properties.edit
radius = self.properties.radius
div = self.properties.div
angle = self.properties.angle
startLength = self.properties.startLength
endLength = self.properties.endLength
branchLength = self.properties.branchLength
if (div % 2):
# Odd vertice number not supported (yet).
return {'CANCELLED'}
verts = []
faces = []
# List of vert indices of each cross section
loopMainStart = [] # Vert indices for the
# beginning of the main pipe.
loopJoint1 = [] # Vert indices for joint that is used
# to connect the joint & loopMainStart.
loopJoint2 = [] # Vert indices for joint that is used
# to connect the joint & loopArm.
loopJoint3 = [] # Vert index for joint that is used
# to connect the joint & loopMainEnd.
loopArm = [] # Vert indices for the end of the arm.
loopMainEnd = [] # Vert indices for the
# end of the main pipe.
# Create start circle (main pipe)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = -startLength
loopMainStart.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
# Create deformed joint circle
vertTemp1 = None
vertTemp2 = None
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
if vertIdx == 0:
vertTemp1 = len(verts)
if vertIdx == div / 2:
# @todo: This will possibly break if we
# ever support odd divisions.
vertTemp2 = len(verts)
loopJoint1.append(len(verts))
if (vertIdx < div / 2):
# Straight side of main pipe.
locZ = 0
loopJoint3.append(len(verts))
else:
# Branching side
locZ = locX * tan(angle / 2.0)
loopJoint2.append(len(verts))
verts.append([locX * radius, locY * radius, locZ * radius])
# Create 2. deformed joint (half-)circle
loopTemp = []
for vertIdx in range(div):
if (vertIdx > div / 2):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = -cos(curVertAngle)
locZ = -(radius * locX * tan((pi - angle) / 2.0))
loopTemp.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
loopTemp2 = loopTemp[:]
# Finalise 2. loop
loopTemp.reverse()
loopTemp.append(vertTemp1)
loopJoint2.reverse()
loopJoint2.extend(loopTemp)
loopJoint2.reverse()
# Finalise 3. loop
loopTemp2.append(vertTemp2)
loopTemp2.reverse()
loopJoint3.extend(loopTemp2)
# Create end circle (branching pipe)
baseEndLocX = -branchLength * sin(angle)
baseEndLocZ = branchLength * cos(angle)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 - angle)
locX = locX * sin(pi / 2.0 - angle)
loopArm.append(len(verts))
# Add translated circle.
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
# Create end circle (main pipe)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = endLength
loopMainEnd.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
# Create faces
faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
faces.extend(createFaces(loopJoint2, loopArm, closed=True))
faces.extend(createFaces(loopJoint3, loopMainEnd, closed=True))
obj = create_mesh_object(context, verts, [], faces, "Tee Joint", edit, self.align_matrix)
# Store 'recall' properties in the object.
recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
"angle": angle,
"startLength": startLength,
"endLength": endLength,
"branchLength": branchLength}
store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddWyeJoint(bpy.types.Operator):
'''Add a Wye-Joint mesh'''
bl_idname = "mesh.primitive_wye_joint_add"
bl_label = "Add Pipe Wye-Joint"
bl_options = {'REGISTER', 'UNDO'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
radius = FloatProperty(name="Radius",
description="The radius of the pipe.",
default=1.0,
min=0.01,
max=100.0,
unit="LENGTH")
div = IntProperty(name="Divisions",
description="Number of vertices (divisions).",
default=32,
min=4,
max=256)
angle1 = FloatProperty(name="Angle 1",
description="The angle of the 1. branching pipe." \
" Measured from the center line of the main pipe.",
default=radians(45.0),
min=radians(-179.9),
max=radians(179.9),
unit="ROTATION")
angle2 = FloatProperty(name="Angle 2",
description="The angle of the 2. branching pipe." \
" Measured from the center line of the main pipe.",
default=radians(45.0),
min=radians(-179.9),
max=radians(179.9),
unit="ROTATION")
startLength = FloatProperty(name="Length Start",
description="Length of the beginning of the" \
" main pipe (the straight one).",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
branch1Length = FloatProperty(name="Length Arm 1",
description="Length of the 1. arm.",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
branch2Length = FloatProperty(name="Length Arm 2",
description="Length of the 2. arm.",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
align_matrix = mathutils.Matrix()
def execute(self, context):
edit = self.properties.edit
radius = self.properties.radius
div = self.properties.div
angle1 = self.properties.angle1
angle2 = self.properties.angle2
startLength = self.properties.startLength
branch1Length = self.properties.branch1Length
branch2Length = self.properties.branch2Length
if (div % 2):
# Odd vertice number not supported (yet).
return {'CANCELLED'}
verts = []
faces = []
# List of vert indices of each cross section
loopMainStart = [] # Vert indices for
# the beginning of the main pipe.
loopJoint1 = [] # Vert index for joint that is used
# to connect the joint & loopMainStart.
loopJoint2 = [] # Vert index for joint that
# is used to connect the joint & loopArm1.
loopJoint3 = [] # Vert index for joint that is
# used to connect the joint & loopArm2.
loopArm1 = [] # Vert idxs for end of the 1. arm.
loopArm2 = [] # Vert idxs for end of the 2. arm.
# Create start circle
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = -startLength
loopMainStart.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
# Create deformed joint circle
vertTemp1 = None
vertTemp2 = None
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
if vertIdx == 0:
vertTemp2 = len(verts)
if vertIdx == div / 2:
# @todo: This will possibly break if we
# ever support odd divisions.
vertTemp1 = len(verts)
loopJoint1.append(len(verts))
if (vertIdx > div / 2):
locZ = locX * tan(angle1 / 2.0)
loopJoint2.append(len(verts))
else:
locZ = locX * tan(-angle2 / 2.0)
loopJoint3.append(len(verts))
verts.append([locX * radius, locY * radius, locZ * radius])
# Create 2. deformed joint (half-)circle
loopTemp = []
angleJoint = (angle2 - angle1) / 2.0
for vertIdx in range(div):
if (vertIdx > div / 2):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = (-sin(curVertAngle) * sin(angleJoint)
/ sin(angle2 - angleJoint))
locY = -cos(curVertAngle)
locZ = (-(sin(curVertAngle) * cos(angleJoint)
/ sin(angle2 - angleJoint)))
loopTemp.append(len(verts))
verts.append([locX * radius, locY * radius, locZ * radius])
loopTemp2 = loopTemp[:]
# Finalise 2. loop
loopTemp.append(vertTemp1)
loopTemp.reverse()
loopTemp.append(vertTemp2)
loopJoint2.reverse()
loopJoint2.extend(loopTemp)
loopJoint2.reverse()
# Finalise 3. loop
loopTemp2.reverse()
loopJoint3.extend(loopTemp2)
# Create end circle (1. branching pipe)
baseEndLocX = -branch1Length * sin(angle1)
baseEndLocZ = branch1Length * cos(angle1)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 - angle1)
locX = locX * sin(pi / 2.0 - angle1)
loopArm1.append(len(verts))
# Add translated circle.
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
# Create end circle (2. branching pipe)
baseEndLocX = branch2Length * sin(angle2)
baseEndLocZ = branch2Length * cos(angle2)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 + angle2)
locX = locX * sin(pi / 2.0 + angle2)
loopArm2.append(len(verts))
# Add translated circle
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
# Create faces
faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
faces.extend(createFaces(loopJoint2, loopArm1, closed=True))
faces.extend(createFaces(loopJoint3, loopArm2, closed=True))
obj = create_mesh_object(context, verts, [], faces, "Wye Joint", edit, self.align_matrix)
# Store 'recall' properties in the object.
recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
"angle1": angle1,
"angle2": angle2,
"startLength": startLength,
"branch1Length": branch1Length,
"branch2Length": branch2Length}
store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddCrossJoint(bpy.types.Operator):
'''Add a Cross-Joint mesh'''
# Create the vertices and polygons for a coss (+ or X) pipe joint.
bl_idname = "mesh.primitive_cross_joint_add"
bl_label = "Add Pipe Cross-Joint"
bl_options = {'REGISTER', 'UNDO'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
radius = FloatProperty(name="Radius",
description="The radius of the pipe.",
default=1.0,
min=0.01,
max=100.0,
unit="LENGTH")
div = IntProperty(name="Divisions",
description="Number of vertices (divisions).",
default=32,
min=4,
max=256)
angle1 = FloatProperty(name="Angle 1",
description="The angle of the 1. arm (from the main axis).",
default=radians(90.0),
min=radians(-179.9),
max=radians(179.9),
unit="ROTATION")
angle2 = FloatProperty(name="Angle 2",
description="The angle of the 2. arm (from the main axis).",
default=radians(90.0),
min=radians(-179.9),
max=radians(179.9),
unit="ROTATION")
angle3 = FloatProperty(name="Angle 3 (center)",
description="The angle of the center arm (from the main axis).",
default=radians(0.0),
min=radians(-179.9),
max=radians(179.9),
unit="ROTATION")
startLength = FloatProperty(name="Length Start",
description="Length of the beginning of the " \
"main pipe (the straight one).",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
branch1Length = FloatProperty(name="Length Arm 1",
description="Length of the 1. arm.",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
branch2Length = FloatProperty(name="Length Arm 2",
description="Length of the 2. arm.",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
branch3Length = FloatProperty(name="Length Arm 3 (center)",
description="Length of the center arm.",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
align_matrix = mathutils.Matrix()
def execute(self, context):
edit = self.properties.edit
radius = self.properties.radius
div = self.properties.div
angle1 = self.properties.angle1
angle2 = self.properties.angle2
angle3 = self.properties.angle3
startLength = self.properties.startLength
branch1Length = self.properties.branch1Length
branch2Length = self.properties.branch2Length
branch3Length = self.properties.branch3Length
if (div % 2):
# Odd vertice number not supported (yet).
return {'CANCELLED'}
verts = []
faces = []
# List of vert indices of each cross section
loopMainStart = [] # Vert indices for the
# beginning of the main pipe.
loopJoint1 = [] # Vert index for joint that is used
# to connect the joint & loopMainStart.
loopJoint2 = [] # Vert index for joint that is used
# to connect the joint & loopArm1.
loopJoint3 = [] # Vert index for joint that is used
# to connect the joint & loopArm2.
loopJoint4 = [] # Vert index for joint that is used
# to connect the joint & loopArm3.
loopArm1 = [] # Vert idxs for the end of the 1. arm.
loopArm2 = [] # Vert idxs for the end of the 2. arm.
loopArm3 = [] # Vert idxs for the center arm end.
# Create start circle
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = -startLength
loopMainStart.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
# Create 1. deformed joint circle
vertTemp1 = None
vertTemp2 = None
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
if vertIdx == 0:
vertTemp2 = len(verts)
if vertIdx == div / 2:
# @todo: This will possibly break if we
# ever support odd divisions.
vertTemp1 = len(verts)
loopJoint1.append(len(verts))
if (vertIdx > div / 2):
locZ = locX * tan(angle1 / 2.0)
loopJoint2.append(len(verts))
else:
locZ = locX * tan(-angle2 / 2.0)
loopJoint3.append(len(verts))
verts.append([locX * radius, locY * radius, locZ * radius])
loopTemp2 = loopJoint2[:]
# Create 2. deformed joint circle
loopTempA = []
loopTempB = []
angleJoint1 = (angle1 - angle3) / 2.0
angleJoint2 = (angle2 + angle3) / 2.0
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Skip pole vertices
# @todo: This will possibly break if
# we ever support odd divisions.
if not (vertIdx == 0) and not (vertIdx == div / 2):
if (vertIdx > div / 2):
angleJoint = angleJoint1
angle = angle1
Z = -1.0
loopTempA.append(len(verts))
else:
angleJoint = angleJoint2
angle = angle2
Z = 1.0
loopTempB.append(len(verts))
locX = (sin(curVertAngle) * sin(angleJoint)
/ sin(angle - angleJoint))
locY = -cos(curVertAngle)
locZ = (Z * (sin(curVertAngle) * cos(angleJoint)
/ sin(angle - angleJoint)))
verts.append([locX * radius, locY * radius, locZ * radius])
loopTempA2 = loopTempA[:]
loopTempB2 = loopTempB[:]
loopTempB3 = loopTempB[:]
# Finalise 2. loop
loopTempA.append(vertTemp1)
loopTempA.reverse()
loopTempA.append(vertTemp2)
loopJoint2.reverse()
loopJoint2.extend(loopTempA)
loopJoint2.reverse()
# Finalise 3. loop
loopJoint3.extend(loopTempB3)
# Finalise 4. loop
loopTempA2.append(vertTemp1)
loopTempA2.reverse()
loopTempB2.append(vertTemp2)
loopJoint4.extend(reversed(loopTempB2))
loopJoint4.extend(loopTempA2)
# Create end circle (1. branching pipe)
baseEndLocX = -branch1Length * sin(angle1)
baseEndLocZ = branch1Length * cos(angle1)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 - angle1)
locX = locX * sin(pi / 2.0 - angle1)
loopArm1.append(len(verts))
# Add translated circle.
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
# Create end circle (2. branching pipe)
baseEndLocX = branch2Length * sin(angle2)
baseEndLocZ = branch2Length * cos(angle2)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 + angle2)
locX = locX * sin(pi / 2.0 + angle2)
loopArm2.append(len(verts))
# Add translated circle
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
# Create end circle (center pipe)
baseEndLocX = branch3Length * sin(angle3)
baseEndLocZ = branch3Length * cos(angle3)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 + angle3)
locX = locX * sin(pi / 2.0 + angle3)
loopArm3.append(len(verts))
# Add translated circle
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
# Create faces
faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
faces.extend(createFaces(loopJoint2, loopArm1, closed=True))
faces.extend(createFaces(loopJoint3, loopArm2, closed=True))
faces.extend(createFaces(loopJoint4, loopArm3, closed=True))
obj = create_mesh_object(context, verts, [], faces,
"Cross Joint", edit, self.align_matrix)
# Store 'recall' properties in the object.
recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
"angle1": angle1,
"angle2": angle2,
"angle3": angle3,
"startLength": startLength,
"branch1Length": branch1Length,
"branch2Length": branch2Length,
"branch3Length": branch3Length}
store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class AddNJoint(bpy.types.Operator):
'''Add a N-Joint mesh'''
# Create the vertices and polygons for a regular n-joint.
bl_idname = "mesh.primitive_n_joint_add"
bl_label = "Add Pipe N-Joint"
bl_options = {'REGISTER', 'UNDO'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
radius = FloatProperty(name="Radius",
description="The radius of the pipe.",
default=1.0,
min=0.01,
max=100.0,
unit="LENGTH")
div = IntProperty(name="Divisions",
description="Number of vertices (divisions).",
default=32,
min=4,
max=256)
number = IntProperty(name="Arms/Joints",
description="Number of joints/arms",
default=5,
min=2,
max=99999)
length = FloatProperty(name="Length",
description="Length of each joint/arm",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
align_matrix = mathutils.Matrix()
def execute(self, context):
edit = self.properties.edit
radius = self.properties.radius
div = self.properties.div
number = self.properties.number
length = self.properties.length
if (div % 2):
# Odd vertice number not supported (yet).
return {'CANCELLED'}
if (number < 2):
return {'CANCELLED'}
verts = []
faces = []
loopsEndCircles = []
loopsJointsTemp = []
loopsJoints = []
vertTemp1 = None
vertTemp2 = None
angleDiv = (2.0 * pi / number)
# Create vertices for the end circles.
for num in range(number):
circle = []
# Create start circle
angle = num * angleDiv
baseEndLocX = length * sin(angle)
baseEndLocZ = length * cos(angle)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 + angle)
locX = locX * sin(pi / 2.0 + angle)
circle.append(len(verts))
# Add translated circle
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
loopsEndCircles.append(circle)
# Create vertices for the joint circles.
loopJoint = []
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
skipVert = False
# Store pole vertices
if vertIdx == 0:
if (num == 0):
vertTemp2 = len(verts)
else:
skipVert = True
elif vertIdx == div / 2:
# @todo: This will possibly break if we
# ever support odd divisions.
if (num == 0):
vertTemp1 = len(verts)
else:
skipVert = True
if not skipVert:
if (vertIdx > div / 2):
locZ = -locX * tan((pi - angleDiv) / 2.0)
loopJoint.append(len(verts))
# Rotate the vert
cosAng = cos(-angle)
sinAng = sin(-angle)
LocXnew = locX * cosAng - locZ * sinAng
LocZnew = locZ * cosAng + locX * sinAng
locZ = LocZnew
locX = LocXnew
verts.append([
locX * radius,
locY * radius,
locZ * radius])
else:
# These two vertices will only be
# added the very first time.
if vertIdx == 0 or vertIdx == div / 2:
verts.append([locX * radius, locY * radius, locZ])
loopsJointsTemp.append(loopJoint)
# Create complete loops (loopsJoints) out of the
# double number of half loops in loopsJointsTemp.
for halfLoopIdx in range(len(loopsJointsTemp)):
if (halfLoopIdx == len(loopsJointsTemp) - 1):
idx1 = halfLoopIdx
idx2 = 0
else:
idx1 = halfLoopIdx
idx2 = halfLoopIdx + 1
loopJoint = []
loopJoint.append(vertTemp2)
loopJoint.extend(reversed(loopsJointsTemp[idx2]))
loopJoint.append(vertTemp1)
loopJoint.extend(loopsJointsTemp[idx1])
loopsJoints.append(loopJoint)
# Create faces from the two
# loop arrays (loopsJoints -> loopsEndCircles).
for loopIdx in range(len(loopsEndCircles)):
faces.extend(
createFaces(loopsJoints[loopIdx],
loopsEndCircles[loopIdx], closed=True))
obj = create_mesh_object(context, verts, [], faces, "N Joint", edit, self.align_matrix)
# Store 'recall' properties in the object.
recall_args_list = {
"edit": True,
"radius": radius,
"div": div,
"number": number,
"length": length}
store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
class INFO_MT_mesh_pipe_joints_add(bpy.types.Menu):
# Define the "Pipe Joints" menu
bl_idname = "INFO_MT_mesh_pipe_joints_add"
bl_label = "Pipe Joints"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.primitive_elbow_joint_add",
text="Pipe Elbow")
layout.operator("mesh.primitive_tee_joint_add",
text="Pipe T-Joint")
layout.operator("mesh.primitive_wye_joint_add",
text="Pipe Y-Joint")
layout.operator("mesh.primitive_cross_joint_add",
text="Pipe Cross-Joint")
layout.operator("mesh.primitive_n_joint_add",
text="Pipe N-Joint")
################################
import space_info
# Define "Pipe Joints" menu
menu_func = (lambda self,
context: self.layout.menu("INFO_MT_mesh_pipe_joints_add", icon="PLUGIN"))
def register():
# Register the operators/menus.
bpy.types.register(AddElbowJoint)
bpy.types.register(AddTeeJoint)
bpy.types.register(AddWyeJoint)
bpy.types.register(AddCrossJoint)
bpy.types.register(AddNJoint)
bpy.types.register(INFO_MT_mesh_pipe_joints_add)
# Add "Pipe Joints" menu to the "Add Mesh" menu
space_info.INFO_MT_mesh_add.append(menu_func)
def unregister():
# Unregister the operators/menus.
bpy.types.unregister(AddElbowJoint)
bpy.types.unregister(AddTeeJoint)
bpy.types.unregister(AddWyeJoint)
bpy.types.unregister(AddCrossJoint)
bpy.types.unregister(AddNJoint)
bpy.types.unregister(INFO_MT_mesh_pipe_joints_add)
# Remove "Pipe Joints" menu from the "Add Mesh" menu.
space_info.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()
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