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add pontiac's clever fix for long wiki links to all scripts links should be pep8 compliant now.
1284 lines
43 KiB
Python
1284 lines
43 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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import bpy
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import Mathutils
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from math import *
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from bpy.props import *
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bl_addon_info = {
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'name': 'Add Mesh: Pipe Joints',
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'author': 'Buerbaum Martin (Pontiac)',
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'version': '0.10.1',
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'blender': (2, 5, 3),
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'location': 'View3D > Add > Mesh > Pipe Joint',
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'url':
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'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
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'Scripts/Add_Mesh/Add_Pipe_Joints',
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'category': 'Add Mesh'}
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# More links:
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# http://gitorious.org/blender-scripts/blender-pipe-joint-script
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# http://blenderartists.org/forum/showthread.php?t=154394
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__bpydoc__ = """
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Pipe Joints
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This script lets the user create various types of pipe joints.
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Usage:
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You have to activated the script in the "Add-Ons" tab (user preferences).
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The functionality can then be accessed via the
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"Add Mesh" -> "Pipe Joints" menu.
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Note: Currently only the "Elbow" type supports odd number of vertices.
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Version history:
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v0.10.1 - Use hidden "edit" property for "recall" operator.
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v0.10 - Store "recall" properties in the created objects.
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Align the geometry to the view if the user preference says so.
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v0.9.10 - Use bl_addon_info for Add-On information.
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v0.9.9 - Changed the script so it can be managed from the "Add-Ons" tab in
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the user preferences.
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Added dummy "PLUGIN" icon.
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v0.9.8 - Fixed some new API stuff.
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Mainly we now have the register/unregister functions.
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Also the new() function for objects now accepts a mesh object.
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Corrected FSF address.
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Clean up of tooltips.
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v0.9.7 - Use "unit" settings for angles as well.
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This also lets me use radiant for all internal values..
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v0.9.6 - Use "unit" settings (i.e. none/metric/imperial).
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v0.9.5 - Use mesh.from_pydata() for geometry creation.
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So we can remove unpack_list and unpack_face_list again.
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v0.9.4 - Creating of the pipe now works in mesh edit mode too.
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Thanks to ideasman42 (Campbell Barton) for his nice work
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on the torus script code :-).
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v0.9.3 - Changed to a saner vertex/polygon creation process (previously
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my usage of add_geometry could only do quads)
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For this I've copied the functions unpack_list and unpack_face_list
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from import_scene_obj.py.
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Elbow joint actually supports 3 vertices per circle.
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Various comments.
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Script _should_ now be PEP8 compatible.
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v0.9.2 - Converted from tabs to spaces (4 spaces per tab).
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v0.9.1 - Converted add_mesh and add_object to their new counterparts
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"bpy.data.meshes.new() and "bpy.data.objects.new()"
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v0.9 - Converted to 2.5. Made mostly pep8 compatible (exept for tabs and
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stuff the check-script didn't catch).
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v0.8.5 - Fixed bug in Elbow joint. Same problem as in 0.8.1
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v0.8.4 - Fixed bug in Y joint. Same problem as in 0.8.1
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v0.8.3 - Fixed bug in N joint. Same problem as in 0.8.1
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v0.8.2 - Fixed bug in X (cross) joint. Same problem as in 0.8.1
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v0.8.1 - Fixed bug in T joint. Angles greater than 90 deg combined with a
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radius != 1 resulted in bad geometry (the radius was not taken into
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account when calculating the joint vertices).
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v0.8 - Added N-Joint.
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Removed all uses of baseJointLocZ. It just clutters the code.
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v0.7 - Added cross joint
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v0.6 - No visible changes. Lots of internal ones though
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(complete redesign of face creation process).
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As a bonus the code is a bit easier to read now.
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Added a nice&simple little "bridge" function
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(createFaces) for these changes.
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v0.5.1 - Made it possible to create asymmetric Y joints.
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Renamed the 2 Wye Joints to something more fitting and unique.
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One is now the Tee joint, the second one remains the Wye joint.
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v0.5 - Added real Y joint.
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v0.4.3 - Added check for odd vertex numbers. They are not (yet) supported.
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v0.4.2 - Added pipe length to the GUI.
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v0.4.1 - Removed the unfinished menu entries for now.
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v0.4 - Tried to clean up the face creation in addTeeJoint
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v0.3 - Code for wye (Y) shape (straight pipe with "branch" for now)
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v0.2 - Restructured to allow different types of pipe (joints).
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v0.1 - Initial revision.
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TODO:
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Use a rotation matrix for rotating the circle vertices:
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rotation_matrix = Mathutils.RotationMatrix(-math.pi/2, 4, 'x')
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mesh.transform(rotation_matrix)
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"""
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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 createFaces(vertIdx1, vertIdx2):
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'''
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A very simple "bridge" tool.
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Connects two equally long vertex-loops with faces and
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returns a list of the new faces.
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Parameters
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vertIdx1 ... List of vertex indices of the first loop.
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vertIdx2 ... List of vertex indices of the second loop.
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'''
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faces = []
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if (len(vertIdx1) != len(vertIdx2)) or (len(vertIdx1) < 2):
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return None
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total = len(vertIdx1)
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# Bridge the start with the end.
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faces.append([vertIdx2[0], vertIdx1[0],
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vertIdx1[total - 1], vertIdx2[total - 1]])
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# Bridge the rest of the faces.
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for num in range(total - 1):
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faces.append([vertIdx1[num], vertIdx2[num],
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vertIdx2[num + 1], vertIdx1[num + 1]])
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return faces
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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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class AddElbowJoint(bpy.types.Operator):
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# Create the vertices and polygons for a simple elbow (bent pipe).
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'''Add an Elbow pipe mesh'''
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bl_idname = "mesh.primitive_elbow_joint_add"
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bl_label = "Add Pipe Elbow"
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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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radius = FloatProperty(name="Radius",
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description="The radius of the pipe.",
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default=1.0,
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min=0.01,
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max=100.0,
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unit="LENGTH")
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div = IntProperty(name="Divisions",
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description="Number of vertices (divisions).",
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default=32, min=3, max=256)
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angle = FloatProperty(name="Angle",
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description="The angle of the branching pipe (i.e. the 'arm')." \
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" Measured from the center line of the main pipe.",
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default=radians(45.0),
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min=radians(-179.9),
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max=radians(179.9),
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unit="ROTATION")
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startLength = FloatProperty(name="Length Start",
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description="Length of the beginning of the pipe.",
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default=3.0,
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min=0.01,
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max=100.0,
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unit="LENGTH")
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endLength = FloatProperty(name="End Length",
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description="Length of the end of the pipe.",
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default=3.0,
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min=0.01,
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max=100.0,
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unit="LENGTH")
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def execute(self, context):
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edit = self.properties.edit
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radius = self.properties.radius
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div = self.properties.div
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angle = self.properties.angle
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startLength = self.properties.startLength
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endLength = self.properties.endLength
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verts = []
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faces = []
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loop1 = [] # The starting circle
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loop2 = [] # The elbow circle
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loop3 = [] # The end circle
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# Create start circle
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for vertIdx in range(div):
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curVertAngle = vertIdx * (2.0 * pi / div)
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locX = sin(curVertAngle)
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locY = cos(curVertAngle)
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locZ = -startLength
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loop1.append(len(verts))
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verts.append([locX * radius, locY * radius, locZ])
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# Create deformed joint circle
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for vertIdx in range(div):
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curVertAngle = vertIdx * (2.0 * pi / div)
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locX = sin(curVertAngle)
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locY = cos(curVertAngle)
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locZ = locX * tan(angle / 2.0)
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loop2.append(len(verts))
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verts.append([locX * radius, locY * radius, locZ * radius])
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# Create end circle
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baseEndLocX = -endLength * sin(angle)
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baseEndLocZ = endLength * cos(angle)
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for vertIdx in range(div):
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curVertAngle = vertIdx * (2.0 * pi / div)
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# Create circle
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locX = sin(curVertAngle) * radius
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locY = cos(curVertAngle) * radius
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locZ = 0.0
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# Rotate circle
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locZ = locX * cos(pi / 2.0 - angle)
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locX = locX * sin(pi / 2.0 - angle)
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loop3.append(len(verts))
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# Translate and add circle vertices to the list.
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verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
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# Create faces
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faces.extend(createFaces(loop1, loop2))
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faces.extend(createFaces(loop2, loop3))
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obj = createObject(context, verts, faces, "Elbow Joint", 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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"radius": radius,
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"div": div,
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"angle": angle,
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"startLength": startLength,
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"endLength": endLength}
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obj_store_recall_properties(obj, self, recall_prop_list)
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return {'FINISHED'}
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class AddTeeJoint(bpy.types.Operator):
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# Create the vertices and polygons for a simple tee (T) joint.
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# The base arm of the T can be positioned in an angle if needed though.
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'''Add a Tee-Joint mesh'''
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bl_idname = "mesh.primitive_tee_joint_add"
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bl_label = "Add Pipe Tee-Joint"
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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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radius = FloatProperty(name="Radius",
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description="The radius of the pipe.",
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default=1.0,
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min=0.01,
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max=100.0,
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unit="LENGTH")
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div = IntProperty(name="Divisions",
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description="Number of vertices (divisions).",
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default=32,
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min=4,
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max=256)
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angle = FloatProperty(name="Angle",
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description="The angle of the branching pipe (i.e. the 'arm')." \
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" Measured from the center line of the main pipe.",
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default=radians(90.0),
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min=radians(0.1),
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max=radians(179.9),
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unit="ROTATION")
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startLength = FloatProperty(name="Length Start",
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description="Length of the beginning of the" \
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" main pipe (the straight one).",
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default=3.0,
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min=0.01,
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max=100.0,
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unit="LENGTH")
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endLength = FloatProperty(name="End Length",
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description="Length of the end of the" \
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" main pipe (the straight one).",
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default=3.0,
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min=0.01,
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max=100.0,
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unit="LENGTH")
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branchLength = FloatProperty(name="Arm Length",
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description="Length of the arm pipe (the bent one).",
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default=3.0,
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min=0.01,
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max=100.0,
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unit="LENGTH")
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def execute(self, context):
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edit = self.properties.edit
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radius = self.properties.radius
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div = self.properties.div
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angle = self.properties.angle
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startLength = self.properties.startLength
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endLength = self.properties.endLength
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branchLength = self.properties.branchLength
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if (div % 2):
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# Odd vertice number not supported (yet).
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return {'CANCELLED'}
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verts = []
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faces = []
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# List of vert indices of each cross section
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loopMainStart = [] # Vert indices for the
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# beginning of the main pipe.
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loopJoint1 = [] # Vert indices for joint that is used
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# to connect the joint & loopMainStart.
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loopJoint2 = [] # Vert indices for joint that is used
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# to connect the joint & loopArm.
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loopJoint3 = [] # Vert index for joint that is used
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# to connect the joint & loopMainEnd.
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loopArm = [] # Vert indices for the end of the arm.
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loopMainEnd = [] # Vert indices for the
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# end of the main pipe.
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# Create start circle (main pipe)
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for vertIdx in range(div):
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curVertAngle = vertIdx * (2.0 * pi / div)
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locX = sin(curVertAngle)
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locY = cos(curVertAngle)
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locZ = -startLength
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loopMainStart.append(len(verts))
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verts.append([locX * radius, locY * radius, locZ])
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# Create deformed joint circle
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vertTemp1 = None
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vertTemp2 = None
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for vertIdx in range(div):
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curVertAngle = vertIdx * (2.0 * pi / div)
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locX = sin(curVertAngle)
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locY = cos(curVertAngle)
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if vertIdx == 0:
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vertTemp1 = len(verts)
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if vertIdx == div / 2:
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# @todo: This will possibly break if we
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# ever support odd divisions.
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vertTemp2 = len(verts)
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loopJoint1.append(len(verts))
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if (vertIdx < div / 2):
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# Straight side of main pipe.
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locZ = 0
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loopJoint3.append(len(verts))
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else:
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# Branching side
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locZ = locX * tan(angle / 2.0)
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loopJoint2.append(len(verts))
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verts.append([locX * radius, locY * radius, locZ * radius])
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# Create 2. deformed joint (half-)circle
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loopTemp = []
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for vertIdx in range(div):
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if (vertIdx > div / 2):
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curVertAngle = vertIdx * (2.0 * pi / div)
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locX = sin(curVertAngle)
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locY = -cos(curVertAngle)
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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))
|
|
faces.extend(createFaces(loopJoint2, loopArm))
|
|
faces.extend(createFaces(loopJoint3, loopMainEnd))
|
|
|
|
obj = createObject(context, verts, faces, "Tee Joint", edit)
|
|
|
|
# Store 'recall' properties in the object.
|
|
recall_prop_list = {
|
|
"edit": True,
|
|
"radius": radius,
|
|
"div": div,
|
|
"angle": angle,
|
|
"startLength": startLength,
|
|
"endLength": endLength,
|
|
"branchLength": branchLength}
|
|
obj_store_recall_properties(obj, self, recall_prop_list)
|
|
|
|
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")
|
|
|
|
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))
|
|
faces.extend(createFaces(loopJoint2, loopArm1))
|
|
faces.extend(createFaces(loopJoint3, loopArm2))
|
|
|
|
obj = createObject(context, verts, faces, "Wye Joint", edit)
|
|
|
|
# Store 'recall' properties in the object.
|
|
recall_prop_list = {
|
|
"edit": True,
|
|
"radius": radius,
|
|
"div": div,
|
|
"angle1": angle1,
|
|
"angle2": angle2,
|
|
"startLength": startLength,
|
|
"branch1Length": branch1Length,
|
|
"branch2Length": branch2Length}
|
|
obj_store_recall_properties(obj, self, recall_prop_list)
|
|
|
|
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")
|
|
|
|
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))
|
|
faces.extend(createFaces(loopJoint2, loopArm1))
|
|
faces.extend(createFaces(loopJoint3, loopArm2))
|
|
faces.extend(createFaces(loopJoint4, loopArm3))
|
|
|
|
obj = createObject(context, verts, faces, "Cross Joint", edit)
|
|
|
|
# Store 'recall' properties in the object.
|
|
recall_prop_list = {
|
|
"edit": True,
|
|
"radius": radius,
|
|
"div": div,
|
|
"angle1": angle1,
|
|
"angle2": angle2,
|
|
"angle3": angle3,
|
|
"startLength": startLength,
|
|
"branch1Length": branch1Length,
|
|
"branch2Length": branch2Length,
|
|
"branch3Length": branch3Length}
|
|
obj_store_recall_properties(obj, self, recall_prop_list)
|
|
|
|
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")
|
|
|
|
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]))
|
|
|
|
obj = createObject(context, verts, faces, "N Joint", edit)
|
|
|
|
# Store 'recall' properties in the object.
|
|
recall_prop_list = {
|
|
"edit": True,
|
|
"radius": radius,
|
|
"div": div,
|
|
"number": number,
|
|
"length": length}
|
|
obj_store_recall_properties(obj, self, recall_prop_list)
|
|
|
|
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()
|