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blender-addons/add_mesh_extra_objects/add_mesh_pipe_joint.py
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2022-02-14 14:47:00 +11:00

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Python

# SPDX-License-Identifier: GPL-2.0-or-later
# Author: Buerbaum Martin (Pontiac)
import bpy, bmesh
from math import sin, cos, tan, pi, radians
from bpy.types import Operator
from bpy.props import (
FloatProperty,
IntProperty,
BoolProperty,
StringProperty,
)
from bpy_extras import object_utils
# 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)
def create_mesh(context, verts, edges, faces, name):
# 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()
return mesh
# A very simple "bridge" tool.
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
# Create the vertices and polygons for a simple elbow (bent pipe)
def ElbowJointParameters():
ElbowJointParameters = [
"radius",
"div",
"angle",
"startLength",
"endLength",
]
return ElbowJointParameters
class AddElbowJoint(Operator, object_utils.AddObjectHelper):
bl_idname = "mesh.primitive_elbow_joint_add"
bl_label = "Add Pipe Elbow"
bl_description = "Construct an elbow pipe mesh"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
ElbowJoint : BoolProperty(name = "ElbowJoint",
default = True,
description = "ElbowJoint")
#### change properties
change : BoolProperty(name = "Change",
default = False,
description = "change ElbowJoint")
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"
)
def draw(self, context):
layout = self.layout
box = layout.box()
box.prop(self, 'radius')
box.prop(self, 'div')
box.prop(self, 'angle')
box.prop(self, 'startLength')
box.prop(self, 'endLength')
if self.change == False:
# generic transform props
box = layout.box()
box.prop(self, 'align', expand=True)
box.prop(self, 'location', expand=True)
box.prop(self, 'rotation', expand=True)
def execute(self, context):
# turn off 'Enter Edit Mode'
use_enter_edit_mode = bpy.context.preferences.edit.use_enter_edit_mode
bpy.context.preferences.edit.use_enter_edit_mode = False
radius = self.radius
div = self.div
angle = self.angle
startLength = self.startLength
endLength = self.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))
if bpy.context.mode == "OBJECT":
if (context.selected_objects != []) and context.active_object and \
(context.active_object.data is not None) and ('ElbowJoint' in context.active_object.data.keys()) and \
(self.change == True):
obj = context.active_object
oldmesh = obj.data
oldmeshname = obj.data.name
mesh = create_mesh(context, verts, [], faces, "Elbow Joint")
obj.data = mesh
for material in oldmesh.materials:
obj.data.materials.append(material)
bpy.data.meshes.remove(oldmesh)
obj.data.name = oldmeshname
else:
mesh = create_mesh(context, verts, [], faces, "Elbow Joint")
obj = object_utils.object_data_add(context, mesh, operator=self)
mesh.update()
obj.data["ElbowJoint"] = True
obj.data["change"] = False
for prm in ElbowJointParameters():
obj.data[prm] = getattr(self, prm)
if bpy.context.mode == "EDIT_MESH":
active_object = context.active_object
name_active_object = active_object.name
bpy.ops.object.mode_set(mode='OBJECT')
mesh = create_mesh(context, verts, [], faces, "TMP")
obj = object_utils.object_data_add(context, mesh, operator=self)
obj.select_set(True)
active_object.select_set(True)
bpy.context.view_layer.objects.active = active_object
bpy.ops.object.join()
context.active_object.name = name_active_object
bpy.ops.object.mode_set(mode='EDIT')
if use_enter_edit_mode:
bpy.ops.object.mode_set(mode = 'EDIT')
# restore pre operator state
bpy.context.preferences.edit.use_enter_edit_mode = use_enter_edit_mode
return {'FINISHED'}
# 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
def TeeJointParameters():
TeeJointParameters = [
"radius",
"div",
"angle",
"startLength",
"endLength",
"branchLength",
]
return TeeJointParameters
class AddTeeJoint(Operator, object_utils.AddObjectHelper):
bl_idname = "mesh.primitive_tee_joint_add"
bl_label = "Add Pipe Tee-Joint"
bl_description = "Construct a tee-joint pipe mesh"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
TeeJoint : BoolProperty(name = "TeeJoint",
default = True,
description = "TeeJoint")
#### change properties
change : BoolProperty(name = "Change",
default = False,
description = "change TeeJoint")
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"
)
def draw(self, context):
layout = self.layout
box = layout.box()
box.prop(self, 'radius')
box.prop(self, 'div')
box.prop(self, 'angle')
box.prop(self, 'startLength')
box.prop(self, 'endLength')
box.prop(self, 'branchLength')
if self.change == False:
# generic transform props
box = layout.box()
box.prop(self, 'align', expand=True)
box.prop(self, 'location', expand=True)
box.prop(self, 'rotation', expand=True)
def execute(self, context):
# turn off 'Enter Edit Mode'
use_enter_edit_mode = bpy.context.preferences.edit.use_enter_edit_mode
bpy.context.preferences.edit.use_enter_edit_mode = False
radius = self.radius
div = self.div
angle = self.angle
startLength = self.startLength
endLength = self.endLength
branchLength = self.branchLength
if (div % 2):
# Odd vertice number not supported (yet)
self.report({'INFO'}, "Odd vertices number is not yet supported")
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))
if bpy.context.mode == "OBJECT":
if (context.selected_objects != []) and context.active_object and \
(context.active_object.data is not None) and ('TeeJoint' in context.active_object.data.keys()) and \
(self.change == True):
obj = context.active_object
oldmesh = obj.data
oldmeshname = obj.data.name
mesh = create_mesh(context, verts, [], faces, "Tee Joint")
obj.data = mesh
for material in oldmesh.materials:
obj.data.materials.append(material)
bpy.data.meshes.remove(oldmesh)
obj.data.name = oldmeshname
else:
mesh = create_mesh(context, verts, [], faces, "Tee Joint")
obj = object_utils.object_data_add(context, mesh, operator=self)
mesh.update()
obj.data["TeeJoint"] = True
obj.data["change"] = False
for prm in TeeJointParameters():
obj.data[prm] = getattr(self, prm)
if bpy.context.mode == "EDIT_MESH":
active_object = context.active_object
name_active_object = active_object.name
bpy.ops.object.mode_set(mode='OBJECT')
mesh = create_mesh(context, verts, [], faces, "TMP")
obj = object_utils.object_data_add(context, mesh, operator=self)
obj.select_set(True)
active_object.select_set(True)
bpy.context.view_layer.objects.active = active_object
bpy.ops.object.join()
context.active_object.name = name_active_object
bpy.ops.object.mode_set(mode='EDIT')
if use_enter_edit_mode:
bpy.ops.object.mode_set(mode = 'EDIT')
# restore pre operator state
bpy.context.preferences.edit.use_enter_edit_mode = use_enter_edit_mode
return {'FINISHED'}
def WyeJointParameters():
WyeJointParameters = [
"radius",
"div",
"angle1",
"angle2",
"startLength",
"branch1Length",
"branch2Length",
]
return WyeJointParameters
class AddWyeJoint(Operator, object_utils.AddObjectHelper):
bl_idname = "mesh.primitive_wye_joint_add"
bl_label = "Add Pipe Wye-Joint"
bl_description = "Construct a wye-joint pipe mesh"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
WyeJoint : BoolProperty(name = "WyeJoint",
default = True,
description = "WyeJoint")
#### change properties
change : BoolProperty(name = "Change",
default = False,
description = "change WyeJoint")
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"
)
def draw(self, context):
layout = self.layout
box = layout.box()
box.prop(self, 'radius')
box.prop(self, 'div')
box.prop(self, 'angle1')
box.prop(self, 'angle2')
box.prop(self, 'startLength')
box.prop(self, 'branch1Length')
box.prop(self, 'branch2Length')
if self.change == False:
# generic transform props
box = layout.box()
box.prop(self, 'align', expand=True)
box.prop(self, 'location', expand=True)
box.prop(self, 'rotation', expand=True)
def execute(self, context):
# turn off 'Enter Edit Mode'
use_enter_edit_mode = bpy.context.preferences.edit.use_enter_edit_mode
bpy.context.preferences.edit.use_enter_edit_mode = False
radius = self.radius
div = self.div
angle1 = self.angle1
angle2 = self.angle2
startLength = self.startLength
branch1Length = self.branch1Length
branch2Length = self.branch2Length
if (div % 2):
# Odd vertice number not supported (yet)
self.report({'INFO'}, "Odd vertices number is not yet supported")
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))
if bpy.context.mode == "OBJECT":
if (context.selected_objects != []) and context.active_object and \
(context.active_object.data is not None) and ('WyeJoint' in context.active_object.data.keys()) and \
(self.change == True):
obj = context.active_object
oldmesh = obj.data
oldmeshname = obj.data.name
mesh = create_mesh(context, verts, [], faces, "Wye Joint")
obj.data = mesh
for material in oldmesh.materials:
obj.data.materials.append(material)
bpy.data.meshes.remove(oldmesh)
obj.data.name = oldmeshname
else:
mesh = create_mesh(context, verts, [], faces, "Wye Joint")
obj = object_utils.object_data_add(context, mesh, operator=self)
mesh.update()
obj.data["WyeJoint"] = True
obj.data["change"] = False
for prm in WyeJointParameters():
obj.data[prm] = getattr(self, prm)
if bpy.context.mode == "EDIT_MESH":
active_object = context.active_object
name_active_object = active_object.name
bpy.ops.object.mode_set(mode='OBJECT')
mesh = create_mesh(context, verts, [], faces, "TMP")
obj = object_utils.object_data_add(context, mesh, operator=self)
obj.select_set(True)
active_object.select_set(True)
bpy.context.view_layer.objects.active = active_object
bpy.ops.object.join()
context.active_object.name = name_active_object
bpy.ops.object.mode_set(mode='EDIT')
if use_enter_edit_mode:
bpy.ops.object.mode_set(mode = 'EDIT')
# restore pre operator state
bpy.context.preferences.edit.use_enter_edit_mode = use_enter_edit_mode
return {'FINISHED'}
# Create the vertices and polygons for a cross (+ or X) pipe joint
def CrossJointParameters():
CrossJointParameters = [
"radius",
"div",
"angle1",
"angle2",
"angle3",
"startLength",
"branch1Length",
"branch2Length",
"branch3Length",
]
return CrossJointParameters
class AddCrossJoint(Operator, object_utils.AddObjectHelper):
bl_idname = "mesh.primitive_cross_joint_add"
bl_label = "Add Pipe Cross-Joint"
bl_description = "Construct a cross-joint pipe mesh"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
CrossJoint : BoolProperty(name = "CrossJoint",
default = True,
description = "CrossJoint")
#### change properties
change : BoolProperty(name = "Change",
default = False,
description = "change CrossJoint")
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"
)
def draw(self, context):
layout = self.layout
box = layout.box()
box.prop(self, 'radius')
box.prop(self, 'div')
box.prop(self, 'angle1')
box.prop(self, 'angle2')
box.prop(self, 'angle3')
box.prop(self, 'startLength')
box.prop(self, 'branch1Length')
box.prop(self, 'branch2Length')
box.prop(self, 'branch3Length')
if self.change == False:
# generic transform props
box = layout.box()
box.prop(self, 'align', expand=True)
box.prop(self, 'location', expand=True)
box.prop(self, 'rotation', expand=True)
def execute(self, context):
# turn off 'Enter Edit Mode'
use_enter_edit_mode = bpy.context.preferences.edit.use_enter_edit_mode
bpy.context.preferences.edit.use_enter_edit_mode = False
radius = self.radius
div = self.div
angle1 = self.angle1
angle2 = self.angle2
angle3 = self.angle3
startLength = self.startLength
branch1Length = self.branch1Length
branch2Length = self.branch2Length
branch3Length = self.branch3Length
if (div % 2):
# Odd vertice number not supported (yet)
self.report({'INFO'}, "Odd vertices number is not yet supported")
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])
# 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))
if bpy.context.mode == "OBJECT":
if (context.selected_objects != []) and context.active_object and \
(context.active_object.data is not None) and ('CrossJoint' in context.active_object.data.keys()) and \
(self.change == True):
obj = context.active_object
oldmesh = obj.data
oldmeshname = obj.data.name
mesh = create_mesh(context, verts, [], faces, "Cross Joint")
obj.data = mesh
for material in oldmesh.materials:
obj.data.materials.append(material)
bpy.data.meshes.remove(oldmesh)
obj.data.name = oldmeshname
else:
mesh = create_mesh(context, verts, [], faces, "Cross Joint")
obj = object_utils.object_data_add(context, mesh, operator=self)
mesh.update()
obj.data["CrossJoint"] = True
obj.data["change"] = False
for prm in CrossJointParameters():
obj.data[prm] = getattr(self, prm)
if bpy.context.mode == "EDIT_MESH":
active_object = context.active_object
name_active_object = active_object.name
bpy.ops.object.mode_set(mode='OBJECT')
mesh = create_mesh(context, verts, [], faces, "TMP")
obj = object_utils.object_data_add(context, mesh, operator=self)
obj.select_set(True)
active_object.select_set(True)
bpy.context.view_layer.objects.active = active_object
bpy.ops.object.join()
context.active_object.name = name_active_object
bpy.ops.object.mode_set(mode='EDIT')
if use_enter_edit_mode:
bpy.ops.object.mode_set(mode = 'EDIT')
# restore pre operator state
bpy.context.preferences.edit.use_enter_edit_mode = use_enter_edit_mode
return {'FINISHED'}
# Create the vertices and polygons for a regular n-joint
def NJointParameters():
NJointParameters = [
"radius",
"div",
"number",
"length",
]
return NJointParameters
class AddNJoint(Operator, object_utils.AddObjectHelper):
bl_idname = "mesh.primitive_n_joint_add"
bl_label = "Add Pipe N-Joint"
bl_description = "Construct a n-joint pipe mesh"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
NJoint : BoolProperty(name = "NJoint",
default = True,
description = "NJoint")
#### change properties
change : BoolProperty(name = "Change",
default = False,
description = "change NJoint")
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"
)
def draw(self, context):
layout = self.layout
box = layout.box()
box.prop(self, 'radius')
box.prop(self, 'div')
box.prop(self, 'number')
box.prop(self, 'length')
if self.change == False:
# generic transform props
box = layout.box()
box.prop(self, 'align', expand=True)
box.prop(self, 'location', expand=True)
box.prop(self, 'rotation', expand=True)
def execute(self, context):
# turn off 'Enter Edit Mode'
use_enter_edit_mode = bpy.context.preferences.edit.use_enter_edit_mode
bpy.context.preferences.edit.use_enter_edit_mode = False
radius = self.radius
div = self.div
number = self.number
length = self.length
if (div % 2):
# Odd vertice number not supported (yet)
self.report({'INFO'}, "Odd vertices number is not yet supported")
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))
if bpy.context.mode == "OBJECT":
if (context.selected_objects != []) and context.active_object and \
(context.active_object.data is not None) and ('NJoint' in context.active_object.data.keys()) and \
(self.change == True):
obj = context.active_object
oldmesh = obj.data
oldmeshname = obj.data.name
mesh = create_mesh(context, verts, [], faces, "N Joint")
obj.data = mesh
for material in oldmesh.materials:
obj.data.materials.append(material)
bpy.data.meshes.remove(oldmesh)
obj.data.name = oldmeshname
else:
mesh = create_mesh(context, verts, [], faces, "N Joint")
obj = object_utils.object_data_add(context, mesh, operator=self)
obj.data["NJoint"] = True
obj.data["change"] = False
for prm in NJointParameters():
obj.data[prm] = getattr(self, prm)
if bpy.context.mode == "EDIT_MESH":
active_object = context.active_object
name_active_object = active_object.name
bpy.ops.object.mode_set(mode='OBJECT')
mesh = create_mesh(context, verts, [], faces, "TMP")
obj = object_utils.object_data_add(context, mesh, operator=self)
obj.select_set(True)
active_object.select_set(True)
bpy.context.view_layer.objects.active = active_object
bpy.ops.object.join()
context.active_object.name = name_active_object
bpy.ops.object.mode_set(mode='EDIT')
if use_enter_edit_mode:
bpy.ops.object.mode_set(mode = 'EDIT')
# restore pre operator state
bpy.context.preferences.edit.use_enter_edit_mode = use_enter_edit_mode
return {'FINISHED'}