Files
blender-addons/add_mesh_gem.py
Brendon Murphy cf0ccce485 modify files to new wiki links to all scripts
add pontiac's clever fix for long wiki links to all scripts
links should be pep8 compliant now.
2010-03-27 14:33:49 +00:00

280 lines
8.4 KiB
Python

# add_mesh_gem.py Copyright (C) 2010, Dreampainter
#
# add gem to the blender 2.50 add->mesh menu
# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
bl_addon_info = {
'name': 'Add Mesh: Gem',
'author': 'Dreampainter',
'version': '1.1',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
'Scripts/Add_Mesh/Add_Gem',
'category': 'Add Mesh'}
import bpy
# Stores the values of a list of properties in a
# property group (named like the operator) in the object.
# Always replaces any existing property group with the same name!
# @todo: Should we do this in EDIT Mode? Sounds dangerous.
def obj_store_recall_properties(ob, op, prop_list):
if ob and op and prop_list:
#print("Storing recall data for operator: " + op.bl_idname) # DEBUG
# Store new recall properties.
prop_list['recall_op'] = op.bl_idname
ob['recall'] = prop_list
# Apply view rotation to objects if "Align To" for new objects
# was set to "VIEW" in the User Preference.
def apply_view_rotation(context, ob):
align = bpy.context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and align == 'VIEW'):
view3d = context.space_data
region = view3d.region_3d
viewMatrix = region.view_matrix
rot = viewMatrix.rotation_part()
ob.rotation_euler = rot.invert().to_euler()
def createObject(context, verts, faces, name, edit):
'''Creates Meshes & Objects for the given lists of vertices and faces.'''
scene = context.scene
# Create new mesh
mesh = bpy.data.meshes.new(name)
# Add the geometry to the mesh.
#mesh.add_geometry(len(verts), 0, len(faces))
#mesh.verts.foreach_set("co", unpack_list(verts))
#mesh.faces.foreach_set("verts_raw", unpack_face_list(faces))
# To quote the documentation:
# "Make a mesh from a list of verts/edges/faces Until we have a nicer
# way to make geometry, use this."
# http://www.blender.org/documentation/250PythonDoc/
# bpy.types.Mesh.html#bpy.types.Mesh.from_pydata
mesh.from_pydata(verts, [], faces)
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
# Update mesh geometry after adding stuff.
mesh.update()
if edit:
# Recreate geometry of existing object
obj_act = context.active_object
ob_new = obj_act
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='VERT')
bpy.ops.object.mode_set(mode='OBJECT')
ob_new.data = mesh
ob_new.selected = True
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.location = scene.cursor_location
obj_act = scene.objects.active
apply_view_rotation(context, ob_new)
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')
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
def add_gem(r1, r2, seg, h1, h2):
"""
r1 = pavillion radius
r2 = crown radius
seg = number of segments
h1 = pavillion height
h2 = crown height
Generates the vertices and faces of the gem
"""
from math import cos, sin, pi
verts = []
tot_verts = 2 + 4 * seg
tot_faces = 6 * seg
a = 2 * 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 pavillion
h3 = h2 / 2.0 # middle of crown height
h4 = -h1 / 2.0 # middle of pavillion height
verts.append((0, 0, -h1))
verts.append((0, 0, h2))
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))
verts.append((r1 * s2, r1 * c2, 0))
verts.append((r3 * s1, r3 * c1, h3))
verts.append((r2 * s2, r2 * c2, h2))
faces = []
for index in range(seg):
i = index * 4
j = ((index + 1) % seg) * 4
faces.append([0, j + 2, i + 3, i + 2])
faces.append([i + 3, j + 2, j + 3, i + 3])
faces.append([i + 3, j + 3, j + 4, i + 3])
faces.append([i + 3, j + 4, i + 5, i + 4])
faces.append([i + 5, j + 4, j + 5, i + 5])
faces.append([i + 5, j + 5, 1, i + 5])
return verts, faces, tot_verts, tot_faces
from bpy.props import IntProperty, FloatProperty, BoolProperty
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,)
pav_radius = FloatProperty(name="Radius",
description="Radius of the gem",
min=0.01,
max=100.0,
default=1.0)
crown_radius = FloatProperty(name="Table Radius",
description="Radius of the table(top).",
min=0.01,
max=100.0,
default=0.6)
crown_height = FloatProperty(name="Table height",
description="Height of the top half.",
min=0.01,
max=100.0,
default=0.35)
pav_height = FloatProperty(name="Pavillion height",
description="Height of bottom half.",
min=0.01,
max=100.0,
default=0.8)
def execute(self, context):
props = self.properties
# create mesh
verts, faces, nV, nF = add_gem(self.properties.pav_radius,
props.crown_radius,
props.segments,
props.pav_height,
props.crown_height)
obj = createObject(context, verts, faces, "Gem", props.edit)
# Store 'recall' properties in the object.
recall_prop_list = {
"edit": True,
"segments": props.segments,
"pav_radius": props.pav_radius,
"crown_radius": props.crown_radius,
"pav_height": props.pav_height,
"crown_height": props.crown_height}
obj_store_recall_properties(obj, self, recall_prop_list)
return {'FINISHED'}
# register all operators and panels
menu_func = (lambda self, context: self.layout.operator(AddGem.bl_idname,
text="Gem", icon='PLUGIN'))
def register():
bpy.types.register(AddGem)
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.unregister(AddGem)
bpy.types.INFO_MT_mesh_add.remove(menu_func)
# Remove "Gem" menu from the "Add Mesh" menu.
#space_info.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()