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Move copyright text to SPDX-FileCopyrightText or set to the Blender Foundation so "make check_licenses" now runs without warnings.
285 lines
8.5 KiB
Python
285 lines
8.5 KiB
Python
# SPDX-FileCopyrightText: 2015-2022 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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# Original by Fourmadmen
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import bpy
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from mathutils import (
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Vector,
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Quaternion,
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)
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from math import pi
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from bpy.props import (
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IntProperty,
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FloatProperty,
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StringProperty,
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BoolProperty,
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)
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from bpy_extras import object_utils
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# Create a new mesh (object) from verts/edges/faces.
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# verts/edges/faces ... List of vertices/edges/faces for the
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# new mesh (as used in from_pydata)
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# name ... Name of the new mesh (& object)
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def create_mesh_object(context, verts, edges, faces, name):
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# Create new mesh
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mesh = bpy.data.meshes.new(name)
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# Make a mesh from a list of verts/edges/faces.
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mesh.from_pydata(verts, edges, faces)
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# Update mesh geometry after adding stuff.
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mesh.update()
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from bpy_extras import object_utils
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return object_utils.object_data_add(context, mesh, operator=None)
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# A very simple "bridge" tool.
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def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
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faces = []
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if not vertIdx1 or not vertIdx2:
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return None
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if len(vertIdx1) < 2 and len(vertIdx2) < 2:
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return None
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fan = False
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if (len(vertIdx1) != len(vertIdx2)):
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if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
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fan = True
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else:
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return None
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total = len(vertIdx2)
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if closed:
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# Bridge the start with the end.
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if flipped:
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face = [
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vertIdx1[0],
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vertIdx2[0],
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vertIdx2[total - 1]]
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if not fan:
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face.append(vertIdx1[total - 1])
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faces.append(face)
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else:
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face = [vertIdx2[0], vertIdx1[0]]
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if not fan:
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face.append(vertIdx1[total - 1])
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face.append(vertIdx2[total - 1])
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faces.append(face)
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# Bridge the rest of the faces.
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for num in range(total - 1):
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if flipped:
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if fan:
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face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
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else:
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face = [vertIdx2[num], vertIdx1[num],
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vertIdx1[num + 1], vertIdx2[num + 1]]
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faces.append(face)
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else:
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if fan:
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face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
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else:
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face = [vertIdx1[num], vertIdx2[num],
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vertIdx2[num + 1], vertIdx1[num + 1]]
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faces.append(face)
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return faces
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# @todo Clean up vertex&face creation process a bit.
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def add_star(points, outer_radius, inner_radius, height):
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PI_2 = pi * 2
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z_axis = (0, 0, 1)
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verts = []
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faces = []
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segments = points * 2
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half_height = height / 2.0
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vert_idx_top = len(verts)
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verts.append(Vector((0.0, 0.0, half_height)))
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vert_idx_bottom = len(verts)
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verts.append(Vector((0.0, 0.0, -half_height)))
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edgeloop_top = []
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edgeloop_bottom = []
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for index in range(segments):
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quat = Quaternion(z_axis, (index / segments) * PI_2)
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if index % 2:
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# Uneven
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radius = outer_radius
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else:
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# Even
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radius = inner_radius
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edgeloop_top.append(len(verts))
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vec = quat @ Vector((radius, 0, half_height))
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verts.append(vec)
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edgeloop_bottom.append(len(verts))
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vec = quat @ Vector((radius, 0, -half_height))
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verts.append(vec)
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faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True)
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faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True)
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faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom,
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flipped=True, closed=True)
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faces.extend(faces_top)
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faces.extend(faces_outside)
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faces.extend(faces_bottom)
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return verts, faces
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class AddStar(bpy.types.Operator, object_utils.AddObjectHelper):
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bl_idname = "mesh.primitive_star_add"
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bl_label = "Simple Star"
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bl_description = "Construct a star mesh"
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bl_options = {'REGISTER', 'UNDO', 'PRESET'}
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Star : BoolProperty(name = "Star",
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default = True,
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description = "Star")
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change : BoolProperty(name = "Change",
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default = False,
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description = "change Star")
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points: IntProperty(
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name="Points",
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description="Number of points for the star",
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min=2,
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max=256,
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default=5
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)
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outer_radius: FloatProperty(
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name="Outer Radius",
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description="Outer radius of the star",
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min=0.01,
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max=9999.0,
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default=1.0
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)
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innter_radius: FloatProperty(
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name="Inner Radius",
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description="Inner radius of the star",
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min=0.01,
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max=9999.0,
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default=0.5
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)
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height: FloatProperty(name="Height",
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description="Height of the star",
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min=0.01,
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max=9999.0,
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default=0.5
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)
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def draw(self, context):
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layout = self.layout
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layout.prop(self, 'points', expand=True)
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layout.prop(self, 'outer_radius', expand=True)
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layout.prop(self, 'innter_radius', expand=True)
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layout.prop(self, 'height', expand=True)
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if self.change == False:
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col = layout.column(align=True)
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col.prop(self, 'align', expand=True)
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col = layout.column(align=True)
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col.prop(self, 'location', expand=True)
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col = layout.column(align=True)
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col.prop(self, 'rotation', expand=True)
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def execute(self, context):
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# turn off 'Enter Edit Mode'
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use_enter_edit_mode = bpy.context.preferences.edit.use_enter_edit_mode
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bpy.context.preferences.edit.use_enter_edit_mode = False
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if bpy.context.mode == "OBJECT":
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if context.selected_objects != [] and context.active_object and \
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(context.active_object.data is not None) and ('Star' in context.active_object.data.keys()) and \
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(self.change == True):
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obj = context.active_object
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oldmesh = obj.data
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oldmeshname = obj.data.name
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verts, faces = add_star(
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self.points,
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self.outer_radius,
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self.innter_radius,
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self.height
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)
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mesh = bpy.data.meshes.new('Star')
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mesh.from_pydata(verts, [], faces)
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obj.data = mesh
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for material in oldmesh.materials:
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obj.data.materials.append(material)
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bpy.data.meshes.remove(oldmesh)
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obj.data.name = oldmeshname
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else:
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verts, faces = add_star(
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self.points,
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self.outer_radius,
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self.innter_radius,
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self.height
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)
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mesh = bpy.data.meshes.new('Star')
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mesh.from_pydata(verts, [], faces)
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obj = object_utils.object_data_add(context, mesh, operator=self)
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obj.data["Star"] = True
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obj.data["change"] = False
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for prm in StarParameters():
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obj.data[prm] = getattr(self, prm)
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if bpy.context.mode == "EDIT_MESH":
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active_object = context.active_object
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name_active_object = active_object.name
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bpy.ops.object.mode_set(mode='OBJECT')
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verts, faces = add_star(
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self.points,
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self.outer_radius,
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self.innter_radius,
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self.height
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)
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mesh = bpy.data.meshes.new('Star')
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mesh.from_pydata(verts, [], faces)
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obj = object_utils.object_data_add(context, mesh, operator=self)
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obj.select_set(True)
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active_object.select_set(True)
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bpy.context.view_layer.objects.active = active_object
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bpy.ops.object.join()
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context.active_object.name = name_active_object
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bpy.ops.object.mode_set(mode='EDIT')
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if use_enter_edit_mode:
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bpy.ops.object.mode_set(mode = 'EDIT')
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# restore pre operator state
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bpy.context.preferences.edit.use_enter_edit_mode = use_enter_edit_mode
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return {'FINISHED'}
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def StarParameters():
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StarParameters = [
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"points",
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"outer_radius",
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"innter_radius",
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"height",
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]
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return StarParameters
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