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add pontiac's clever fix for long wiki links to all scripts links should be pep8 compliant now.
280 lines
8.4 KiB
Python
280 lines
8.4 KiB
Python
# add_mesh_gem.py Copyright (C) 2010, Dreampainter
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#
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# add gem to the blender 2.50 add->mesh menu
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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bl_addon_info = {
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'name': 'Add Mesh: Gem',
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'author': 'Dreampainter',
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'version': '1.1',
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'blender': (2, 5, 3),
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'location': 'View3D > Add > Mesh ',
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'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
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'Scripts/Add_Mesh/Add_Gem',
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'category': 'Add Mesh'}
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import bpy
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# Stores the values of a list of properties in a
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# property group (named like the operator) in the object.
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# Always replaces any existing property group with the same name!
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# @todo: Should we do this in EDIT Mode? Sounds dangerous.
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def obj_store_recall_properties(ob, op, prop_list):
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if ob and op and prop_list:
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#print("Storing recall data for operator: " + op.bl_idname) # DEBUG
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# Store new recall properties.
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prop_list['recall_op'] = op.bl_idname
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ob['recall'] = prop_list
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# Apply view rotation to objects if "Align To" for new objects
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# was set to "VIEW" in the User Preference.
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def apply_view_rotation(context, ob):
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align = bpy.context.user_preferences.edit.object_align
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if (context.space_data.type == 'VIEW_3D'
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and align == 'VIEW'):
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view3d = context.space_data
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region = view3d.region_3d
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viewMatrix = region.view_matrix
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rot = viewMatrix.rotation_part()
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ob.rotation_euler = rot.invert().to_euler()
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def createObject(context, verts, faces, name, edit):
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'''Creates Meshes & Objects for the given lists of vertices and faces.'''
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scene = context.scene
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# Create new mesh
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mesh = bpy.data.meshes.new(name)
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# Add the geometry to the mesh.
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#mesh.add_geometry(len(verts), 0, len(faces))
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#mesh.verts.foreach_set("co", unpack_list(verts))
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#mesh.faces.foreach_set("verts_raw", unpack_face_list(faces))
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# To quote the documentation:
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# "Make a mesh from a list of verts/edges/faces Until we have a nicer
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# way to make geometry, use this."
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# http://www.blender.org/documentation/250PythonDoc/
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# bpy.types.Mesh.html#bpy.types.Mesh.from_pydata
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mesh.from_pydata(verts, [], faces)
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# Deselect all objects.
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bpy.ops.object.select_all(action='DESELECT')
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# Update mesh geometry after adding stuff.
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mesh.update()
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if edit:
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# Recreate geometry of existing object
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obj_act = context.active_object
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ob_new = obj_act
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.delete(type='VERT')
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bpy.ops.object.mode_set(mode='OBJECT')
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ob_new.data = mesh
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ob_new.selected = True
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else:
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# Create new object
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ob_new = bpy.data.objects.new(name, mesh)
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# Link new object to the given scene and select it.
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scene.objects.link(ob_new)
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ob_new.selected = True
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# Place the object at the 3D cursor location.
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ob_new.location = scene.cursor_location
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obj_act = scene.objects.active
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apply_view_rotation(context, ob_new)
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if obj_act and obj_act.mode == 'EDIT':
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if not edit:
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# We are in EditMode, switch to ObjectMode.
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bpy.ops.object.mode_set(mode='OBJECT')
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# Select the active object as well.
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obj_act.selected = True
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# Apply location of new object.
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scene.update()
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# Join new object into the active.
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bpy.ops.object.join()
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# Switching back to EditMode.
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bpy.ops.object.mode_set(mode='EDIT')
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else:
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# We are in ObjectMode.
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# Make the new object the active one.
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scene.objects.active = ob_new
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return ob_new
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def add_gem(r1, r2, seg, h1, h2):
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"""
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r1 = pavillion radius
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r2 = crown radius
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seg = number of segments
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h1 = pavillion height
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h2 = crown height
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Generates the vertices and faces of the gem
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"""
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from math import cos, sin, pi
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verts = []
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tot_verts = 2 + 4 * seg
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tot_faces = 6 * seg
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a = 2 * pi / seg # angle between segments
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offset = a / 2.0 # middle between segments
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r3 = ((r1 + r2) / 2.0) / cos(offset) # middle of crown
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r4 = (r1 / 2.0) / cos(offset) # middle of pavillion
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h3 = h2 / 2.0 # middle of crown height
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h4 = -h1 / 2.0 # middle of pavillion height
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verts.append((0, 0, -h1))
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verts.append((0, 0, h2))
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for i in range(seg):
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s1 = sin(i * a)
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s2 = sin(offset + i * a)
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c1 = cos(i * a)
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c2 = cos(offset + i * a)
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verts.append((r4 * s1, r4 * c1, h4))
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verts.append((r1 * s2, r1 * c2, 0))
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verts.append((r3 * s1, r3 * c1, h3))
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verts.append((r2 * s2, r2 * c2, h2))
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faces = []
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for index in range(seg):
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i = index * 4
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j = ((index + 1) % seg) * 4
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faces.append([0, j + 2, i + 3, i + 2])
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faces.append([i + 3, j + 2, j + 3, i + 3])
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faces.append([i + 3, j + 3, j + 4, i + 3])
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faces.append([i + 3, j + 4, i + 5, i + 4])
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faces.append([i + 5, j + 4, j + 5, i + 5])
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faces.append([i + 5, j + 5, 1, i + 5])
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return verts, faces, tot_verts, tot_faces
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from bpy.props import IntProperty, FloatProperty, BoolProperty
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class AddGem(bpy.types.Operator):
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"""Add a diamond gem"""
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bl_idname = "mesh.primitive_gem_add"
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bl_label = "Add Gem"
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bl_description = "Create an offset faceted gem."
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bl_options = {'REGISTER', 'UNDO'}
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# edit - Whether to add or update.
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edit = BoolProperty(name="",
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description="",
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default=False,
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options={'HIDDEN'})
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segments = IntProperty(name="Segments",
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description="Longitudial segmentation",
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min=3,
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max=265,
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default=8,)
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pav_radius = FloatProperty(name="Radius",
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description="Radius of the gem",
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min=0.01,
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max=100.0,
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default=1.0)
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crown_radius = FloatProperty(name="Table Radius",
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description="Radius of the table(top).",
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min=0.01,
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max=100.0,
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default=0.6)
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crown_height = FloatProperty(name="Table height",
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description="Height of the top half.",
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min=0.01,
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max=100.0,
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default=0.35)
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pav_height = FloatProperty(name="Pavillion height",
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description="Height of bottom half.",
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min=0.01,
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max=100.0,
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default=0.8)
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def execute(self, context):
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props = self.properties
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# create mesh
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verts, faces, nV, nF = add_gem(self.properties.pav_radius,
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props.crown_radius,
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props.segments,
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props.pav_height,
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props.crown_height)
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obj = createObject(context, verts, faces, "Gem", props.edit)
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# Store 'recall' properties in the object.
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recall_prop_list = {
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"edit": True,
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"segments": props.segments,
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"pav_radius": props.pav_radius,
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"crown_radius": props.crown_radius,
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"pav_height": props.pav_height,
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"crown_height": props.crown_height}
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obj_store_recall_properties(obj, self, recall_prop_list)
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return {'FINISHED'}
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# register all operators and panels
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menu_func = (lambda self, context: self.layout.operator(AddGem.bl_idname,
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text="Gem", icon='PLUGIN'))
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def register():
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bpy.types.register(AddGem)
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bpy.types.INFO_MT_mesh_add.append(menu_func)
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def unregister():
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bpy.types.unregister(AddGem)
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bpy.types.INFO_MT_mesh_add.remove(menu_func)
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# Remove "Gem" menu from the "Add Mesh" menu.
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#space_info.INFO_MT_mesh_add.remove(menu_func)
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if __name__ == "__main__":
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register()
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