mirror of
https://github.com/blender/blender-addons.git
synced 2025-08-20 13:22:58 +00:00
777 lines
23 KiB
Python
777 lines
23 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
|
|
#
|
|
# This program is free software; you can redistribute it and/or
|
|
# modify it under the terms of the GNU General Public License
|
|
# as published by the Free Software Foundation; either version 2
|
|
# of the License, or (at your option) any later version.
|
|
#
|
|
# This program is distributed in the hope that it will be useful,
|
|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
# GNU General Public License for more details.
|
|
#
|
|
# You should have received a copy of the GNU General Public License
|
|
# along with this program; if not, write to the Free Software Foundation,
|
|
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
#
|
|
# ##### END GPL LICENSE BLOCK #####
|
|
|
|
bl_addon_info = {
|
|
"name": "Extras",
|
|
"author": "Pontiac, Fourmadmen, meta-androcto",
|
|
"version": (0,3),
|
|
"blender": (2, 5, 3),
|
|
"api": 31854,
|
|
"location": "View3D > Add > Mesh > Extras",
|
|
"description": "Adds Star, Wedge, Sqorus & Spindle objects.",
|
|
"warning": "",
|
|
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
|
|
"Scripts/Add_Mesh/Add_Extra",
|
|
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
|
|
"func=detail&aid=22457&group_id=153&atid=469",
|
|
"category": "Add Mesh"}
|
|
|
|
import bpy
|
|
from mathutils import *
|
|
from math import *
|
|
from bpy.props import *
|
|
|
|
# calculates the matrix for the new object
|
|
# depending on user pref
|
|
def align_matrix(context):
|
|
loc = Matrix.Translation(context.scene.cursor_location)
|
|
obj_align = context.user_preferences.edit.object_align
|
|
if (context.space_data.type == 'VIEW_3D'
|
|
and obj_align == 'VIEW'):
|
|
rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
|
|
else:
|
|
rot = Matrix()
|
|
align_matrix = loc * rot
|
|
return align_matrix
|
|
|
|
# Create a new mesh (object) from verts/edges/faces.
|
|
# verts/edges/faces ... List of vertices/edges/faces for the
|
|
# new mesh (as used in from_pydata).
|
|
# name ... Name of the new mesh (& object).
|
|
# edit ... Replace existing mesh data.
|
|
# Note: Using "edit" will destroy/delete existing mesh data.
|
|
def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
|
|
scene = context.scene
|
|
obj_act = scene.objects.active
|
|
|
|
# Can't edit anything, unless we have an active obj.
|
|
if edit and not obj_act:
|
|
return None
|
|
|
|
# Create new mesh
|
|
mesh = bpy.data.meshes.new(name)
|
|
|
|
# Make a mesh from a list of verts/edges/faces.
|
|
mesh.from_pydata(verts, edges, faces)
|
|
|
|
# Update mesh geometry after adding stuff.
|
|
mesh.update()
|
|
|
|
# Deselect all objects.
|
|
bpy.ops.object.select_all(action='DESELECT')
|
|
|
|
if edit:
|
|
# Replace geometry of existing object
|
|
|
|
# Use the active obj and select it.
|
|
ob_new = obj_act
|
|
ob_new.select = True
|
|
|
|
if obj_act.mode == 'OBJECT':
|
|
# Get existing mesh datablock.
|
|
old_mesh = ob_new.data
|
|
|
|
# Set object data to nothing
|
|
ob_new.data = None
|
|
|
|
# Clear users of existing mesh datablock.
|
|
old_mesh.user_clear()
|
|
|
|
# Remove old mesh datablock if no users are left.
|
|
if (old_mesh.users == 0):
|
|
bpy.data.meshes.remove(old_mesh)
|
|
|
|
# Assign new mesh datablock.
|
|
ob_new.data = mesh
|
|
|
|
else:
|
|
# Create new object
|
|
ob_new = bpy.data.objects.new(name, mesh)
|
|
|
|
# Link new object to the given scene and select it.
|
|
scene.objects.link(ob_new)
|
|
ob_new.select = True
|
|
|
|
# Place the object at the 3D cursor location.
|
|
# apply viewRotaion
|
|
ob_new.matrix_world = align_matrix
|
|
|
|
if obj_act and obj_act.mode == 'EDIT':
|
|
if not edit:
|
|
# We are in EditMode, switch to ObjectMode.
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
|
|
# Select the active object as well.
|
|
obj_act.select = True
|
|
|
|
# Apply location of new object.
|
|
scene.update()
|
|
|
|
# Join new object into the active.
|
|
bpy.ops.object.join()
|
|
|
|
# Switching back to EditMode.
|
|
bpy.ops.object.mode_set(mode='EDIT')
|
|
|
|
ob_new = obj_act
|
|
|
|
else:
|
|
# We are in ObjectMode.
|
|
# Make the new object the active one.
|
|
scene.objects.active = ob_new
|
|
|
|
return ob_new
|
|
|
|
|
|
# A very simple "bridge" tool.
|
|
# Connects two equally long vertex rows with faces.
|
|
# Returns a list of the new faces (list of lists)
|
|
#
|
|
# vertIdx1 ... First vertex list (list of vertex indices).
|
|
# vertIdx2 ... Second vertex list (list of vertex indices).
|
|
# closed ... Creates a loop (first & last are closed).
|
|
# flipped ... Invert the normal of the face(s).
|
|
#
|
|
# Note: You can set vertIdx1 to a single vertex index to create
|
|
# a fan/star of faces.
|
|
# Note: If both vertex idx list are the same length they have
|
|
# to have at least 2 vertices.
|
|
def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
|
|
faces = []
|
|
|
|
if not vertIdx1 or not vertIdx2:
|
|
return None
|
|
|
|
if len(vertIdx1) < 2 and len(vertIdx2) < 2:
|
|
return None
|
|
|
|
fan = False
|
|
if (len(vertIdx1) != len(vertIdx2)):
|
|
if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
|
|
fan = True
|
|
else:
|
|
return None
|
|
|
|
total = len(vertIdx2)
|
|
|
|
if closed:
|
|
# Bridge the start with the end.
|
|
if flipped:
|
|
face = [
|
|
vertIdx1[0],
|
|
vertIdx2[0],
|
|
vertIdx2[total - 1]]
|
|
if not fan:
|
|
face.append(vertIdx1[total - 1])
|
|
faces.append(face)
|
|
|
|
else:
|
|
face = [vertIdx2[0], vertIdx1[0]]
|
|
if not fan:
|
|
face.append(vertIdx1[total - 1])
|
|
face.append(vertIdx2[total - 1])
|
|
faces.append(face)
|
|
|
|
# Bridge the rest of the faces.
|
|
for num in range(total - 1):
|
|
if flipped:
|
|
if fan:
|
|
face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
|
|
else:
|
|
face = [vertIdx2[num], vertIdx1[num],
|
|
vertIdx1[num + 1], vertIdx2[num + 1]]
|
|
faces.append(face)
|
|
else:
|
|
if fan:
|
|
face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
|
|
else:
|
|
face = [vertIdx1[num], vertIdx2[num],
|
|
vertIdx2[num + 1], vertIdx1[num + 1]]
|
|
faces.append(face)
|
|
|
|
return faces
|
|
|
|
|
|
# @todo Clean up vertex&face creation process a bit.
|
|
def add_sqorus(hole_size, subdivide):
|
|
verts = []
|
|
faces = []
|
|
|
|
size = 2.0
|
|
|
|
thickness = (size - hole_size) / 2.0
|
|
distances = [
|
|
-size / 2.0,
|
|
-size / 2.0 + thickness,
|
|
size / 2.0 - thickness,
|
|
size / 2.0]
|
|
|
|
if subdivide:
|
|
for i in range(4):
|
|
y = distances[i]
|
|
|
|
for j in range(4):
|
|
x = distances[j]
|
|
|
|
verts.append(Vector((x, y, size / 2.0)))
|
|
verts.append(Vector((x, y, -size / 2.0)))
|
|
|
|
# Top outer loop (vertex indices)
|
|
vIdx_out_up = [0, 2, 4, 6, 14, 22, 30, 28, 26, 24, 16, 8]
|
|
# Lower outer loop (vertex indices)
|
|
vIdx_out_low = [i + 1 for i in vIdx_out_up]
|
|
|
|
faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True)
|
|
faces.extend(faces_outside)
|
|
|
|
# Top inner loop (vertex indices)
|
|
vIdx_inner_up = [10, 12, 20, 18]
|
|
|
|
# Lower inner loop (vertex indices)
|
|
vIdx_inner_low = [i + 1 for i in vIdx_inner_up]
|
|
|
|
faces_inside = createFaces(vIdx_inner_up, vIdx_inner_low,
|
|
closed=True, flipped=True)
|
|
faces.extend(faces_inside)
|
|
|
|
row1_top = [0, 8, 16, 24]
|
|
row2_top = [i + 2 for i in row1_top]
|
|
row3_top = [i + 2 for i in row2_top]
|
|
row4_top = [i + 2 for i in row3_top]
|
|
|
|
faces_top1 = createFaces(row1_top, row2_top)
|
|
faces.extend(faces_top1)
|
|
faces_top2_side1 = createFaces(row2_top[:2], row3_top[:2])
|
|
faces.extend(faces_top2_side1)
|
|
faces_top2_side2 = createFaces(row2_top[2:], row3_top[2:])
|
|
faces.extend(faces_top2_side2)
|
|
faces_top3 = createFaces(row3_top, row4_top)
|
|
faces.extend(faces_top3)
|
|
|
|
row1_bot = [1, 9, 17, 25]
|
|
row2_bot = [i + 2 for i in row1_bot]
|
|
row3_bot = [i + 2 for i in row2_bot]
|
|
row4_bot = [i + 2 for i in row3_bot]
|
|
|
|
faces_bot1 = createFaces(row1_bot, row2_bot, flipped=True)
|
|
faces.extend(faces_bot1)
|
|
faces_bot2_side1 = createFaces(row2_bot[:2], row3_bot[:2],
|
|
flipped=True)
|
|
faces.extend(faces_bot2_side1)
|
|
faces_bot2_side2 = createFaces(row2_bot[2:], row3_bot[2:],
|
|
flipped=True)
|
|
faces.extend(faces_bot2_side2)
|
|
faces_bot3 = createFaces(row3_bot, row4_bot, flipped=True)
|
|
faces.extend(faces_bot3)
|
|
|
|
else:
|
|
# Do not subdivde outer faces
|
|
|
|
vIdx_out_up = []
|
|
vIdx_out_low = []
|
|
vIdx_in_up = []
|
|
vIdx_in_low = []
|
|
|
|
for i in range(4):
|
|
y = distances[i]
|
|
|
|
for j in range(4):
|
|
x = distances[j]
|
|
|
|
append = False
|
|
inner = False
|
|
# Outer
|
|
if (i in [0, 3] and j in [0, 3]):
|
|
append = True
|
|
|
|
# Inner
|
|
if (i in [1, 2] and j in [1, 2]):
|
|
append = True
|
|
inner = True
|
|
|
|
if append:
|
|
vert_up = len(verts)
|
|
verts.append(Vector((x, y, size / 2.0)))
|
|
vert_low = len(verts)
|
|
verts.append(Vector((x, y, -size / 2.0)))
|
|
|
|
if inner:
|
|
vIdx_in_up.append(vert_up)
|
|
vIdx_in_low.append(vert_low)
|
|
|
|
else:
|
|
vIdx_out_up.append(vert_up)
|
|
vIdx_out_low.append(vert_low)
|
|
|
|
# Flip last two vertices
|
|
vIdx_out_up = vIdx_out_up[:2] + list(reversed(vIdx_out_up[2:]))
|
|
vIdx_out_low = vIdx_out_low[:2] + list(reversed(vIdx_out_low[2:]))
|
|
vIdx_in_up = vIdx_in_up[:2] + list(reversed(vIdx_in_up[2:]))
|
|
vIdx_in_low = vIdx_in_low[:2] + list(reversed(vIdx_in_low[2:]))
|
|
|
|
# Create faces
|
|
faces_top = createFaces(vIdx_in_up, vIdx_out_up, closed=True)
|
|
faces.extend(faces_top)
|
|
faces_bottom = createFaces(vIdx_out_low, vIdx_in_low, closed=True)
|
|
faces.extend(faces_bottom)
|
|
faces_inside = createFaces(vIdx_in_low, vIdx_in_up, closed=True)
|
|
faces.extend(faces_inside)
|
|
faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True)
|
|
faces.extend(faces_outside)
|
|
|
|
return verts, faces
|
|
|
|
|
|
def add_wedge(size_x, size_y, size_z):
|
|
verts = []
|
|
faces = []
|
|
|
|
size_x /= 2.0
|
|
size_y /= 2.0
|
|
size_z /= 2.0
|
|
|
|
vIdx_top = []
|
|
vIdx_bot = []
|
|
|
|
vIdx_top.append(len(verts))
|
|
verts.append(Vector((-size_x, -size_y, size_z)))
|
|
vIdx_bot.append(len(verts))
|
|
verts.append(Vector((-size_x, -size_y, -size_z)))
|
|
|
|
vIdx_top.append(len(verts))
|
|
verts.append(Vector((size_x, -size_y, size_z)))
|
|
vIdx_bot.append(len(verts))
|
|
verts.append(Vector((size_x, -size_y, -size_z)))
|
|
|
|
vIdx_top.append(len(verts))
|
|
verts.append(Vector((-size_x, size_y, size_z)))
|
|
vIdx_bot.append(len(verts))
|
|
verts.append(Vector((-size_x, size_y, -size_z)))
|
|
|
|
faces.append(vIdx_top)
|
|
faces.append(vIdx_bot)
|
|
faces_outside = createFaces(vIdx_top, vIdx_bot, closed=True)
|
|
faces.extend(faces_outside)
|
|
|
|
return verts, faces
|
|
|
|
def add_spindle(segments, radius, height, cap_height):
|
|
verts = []
|
|
faces = []
|
|
|
|
tot_verts = segments * 2 + 2
|
|
|
|
half_height = height / 2.0
|
|
|
|
# Upper tip
|
|
idx_upper_tip = len(verts)
|
|
verts.append(Vector((0, 0, half_height + cap_height)))
|
|
|
|
# Lower tip
|
|
idx_lower_tip = len(verts)
|
|
verts.append(Vector((0.0, 0.0, -half_height - cap_height)))
|
|
|
|
upper_edgeloop = []
|
|
lower_edgeloop = []
|
|
for index in range(segments):
|
|
mtx = Matrix.Rotation(2.0 * pi * float(index) / segments, 3, 'Z')
|
|
|
|
# Calculate index & location of upper verte4x tip.
|
|
idx_up = len(verts)
|
|
upper_edgeloop.append(idx_up)
|
|
verts.append(Vector((radius, 0.0, half_height)) * mtx)
|
|
|
|
if height > 0:
|
|
idx_low = len(verts)
|
|
lower_edgeloop.append(idx_low)
|
|
verts.append(Vector((radius, 0.0, -half_height)) * mtx)
|
|
|
|
# Create faces for the upper tip.
|
|
tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop,
|
|
closed=True, flipped=True)
|
|
faces.extend(tip_up_faces)
|
|
|
|
if height > 0:
|
|
# Create faces for the middle cylinder.
|
|
cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True)
|
|
faces.extend(cyl_faces)
|
|
|
|
# Create faces for the lower tip.
|
|
tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop,
|
|
closed=True)
|
|
faces.extend(tip_low_faces)
|
|
|
|
else:
|
|
# Skipping middle part/cylinder (height=0).
|
|
|
|
# Create faces for the lower tip.
|
|
tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop,
|
|
closed=True)
|
|
faces.extend(tip_low_faces)
|
|
|
|
return verts, faces
|
|
|
|
def add_star(points, outer_radius, inner_radius, height):
|
|
PI_2 = pi * 2
|
|
z_axis = (0, 0, 1)
|
|
|
|
verts = []
|
|
faces = []
|
|
|
|
segments = points * 2
|
|
|
|
half_height = height / 2.0
|
|
|
|
vert_idx_top = len(verts)
|
|
verts.append(Vector((0.0, 0.0, half_height)))
|
|
|
|
vert_idx_bottom = len(verts)
|
|
verts.append(Vector((0.0, 0.0, -half_height)))
|
|
|
|
edgeloop_top = []
|
|
edgeloop_bottom = []
|
|
|
|
for index in range(segments):
|
|
quat = Quaternion(z_axis, (index / segments) * PI_2)
|
|
|
|
if index % 2:
|
|
# Uneven
|
|
radius = outer_radius
|
|
else:
|
|
# Even
|
|
radius = inner_radius
|
|
|
|
edgeloop_top.append(len(verts))
|
|
vec = Vector((radius, 0, half_height)) * quat
|
|
verts.append(vec)
|
|
|
|
edgeloop_bottom.append(len(verts))
|
|
vec = Vector((radius, 0, -half_height)) * quat
|
|
verts.append(vec)
|
|
|
|
|
|
|
|
faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True)
|
|
faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True)
|
|
faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom,
|
|
flipped=True, closed=True)
|
|
|
|
faces.extend(faces_top)
|
|
faces.extend(faces_outside)
|
|
faces.extend(faces_bottom)
|
|
|
|
return verts, faces
|
|
|
|
def trapezohedron(s,r,h):
|
|
"""
|
|
s = segments
|
|
r = base radius
|
|
h = tip height
|
|
"""
|
|
|
|
# calculate constants
|
|
a = 2*pi/(2*s) # angle between points along the equator
|
|
l = r*cos(a) # helper for e
|
|
e = h*(r-l)/(l+r) # the z offset for each vector along the equator so faces are planar
|
|
|
|
# rotation for the points
|
|
quat = Quaternion((0,0,1),a)
|
|
|
|
# first 3 vectors, every next one is calculated from the last, and the z-value is negated
|
|
verts = [Vector(i) for i in [(0,0,h),(0,0,-h),(r,0,e)]]
|
|
for i in range(2*s-1):
|
|
verts.append(verts[-1]*quat) # rotate further "a" radians around the z-axis
|
|
verts[-1].z *= -1 # negate last z-value to account for the zigzag
|
|
|
|
faces = []
|
|
for i in range(2,2+2*s,2):
|
|
n = [i+1,i+2,i+3] # vertices in current section
|
|
for j in range(3): # check whether the numbers dont go over len(verts)
|
|
if n[j]>=2*s+2: n[j]-=2*s # if so, subtract len(verts)-2
|
|
|
|
# add faces of current section
|
|
faces.append([0,i]+n[:2])
|
|
faces.append([1,n[2],n[1],n[0]])
|
|
|
|
return verts,faces
|
|
|
|
class AddSqorus(bpy.types.Operator):
|
|
'''Add a sqorus mesh.'''
|
|
bl_idname = "mesh.primitive_sqorus_add"
|
|
bl_label = "Add Sqorus"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
# edit - Whether to add or update.
|
|
edit = BoolProperty(name="",
|
|
description="",
|
|
default=False,
|
|
options={'HIDDEN'})
|
|
hole_size = FloatProperty(name="Hole Size",
|
|
description="Size of the Hole",
|
|
min=0.01,
|
|
max=1.99,
|
|
default=2.0 / 3.0)
|
|
subdivide = BoolProperty(name="Subdivide Outside",
|
|
description="Enable to subdivide the faces on the outside." \
|
|
" This results in equally spaced vertices.",
|
|
default=True)
|
|
align_matrix = Matrix()
|
|
|
|
def execute(self, context):
|
|
props = self.properties
|
|
|
|
# Create mesh geometry
|
|
verts, faces = add_sqorus(
|
|
props.hole_size,
|
|
props.subdivide)
|
|
|
|
# Create mesh object (and meshdata)
|
|
obj = create_mesh_object(context, verts, [], faces, "Sqorus",
|
|
props.edit, self.align_matrix)
|
|
|
|
return {'FINISHED'}
|
|
|
|
def invoke(self, context, event):
|
|
self.align_matrix = align_matrix(context)
|
|
self.execute(context)
|
|
return {'FINISHED'}
|
|
|
|
class AddWedge(bpy.types.Operator):
|
|
'''Add a wedge mesh.'''
|
|
bl_idname = "mesh.primitive_wedge_add"
|
|
bl_label = "Add Wedge"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
# edit - Whether to add or update.
|
|
edit = BoolProperty(name="",
|
|
description="",
|
|
default=False,
|
|
options={'HIDDEN'})
|
|
size_x = FloatProperty(name="Size X",
|
|
description="Size along the X axis",
|
|
min=0.01,
|
|
max=9999.0,
|
|
default=2.0)
|
|
size_y = FloatProperty(name="Size Y",
|
|
description="Size along the Y axis",
|
|
min=0.01,
|
|
max=9999.0,
|
|
default=2.0)
|
|
size_z = FloatProperty(name="Size Z",
|
|
description="Size along the Z axis",
|
|
min=0.01,
|
|
max=9999.0,
|
|
default=2.00)
|
|
align_matrix = Matrix()
|
|
|
|
def execute(self, context):
|
|
props = self.properties
|
|
|
|
verts, faces = add_wedge(
|
|
props.size_x,
|
|
props.size_y,
|
|
props.size_z)
|
|
|
|
obj = create_mesh_object(context, verts, [], faces, "Wedge",
|
|
props.edit, self.align_matrix)
|
|
|
|
return {'FINISHED'}
|
|
|
|
def invoke(self, context, event):
|
|
self.align_matrix = align_matrix(context)
|
|
self.execute(context)
|
|
return {'FINISHED'}
|
|
|
|
class AddSpindle(bpy.types.Operator):
|
|
'''Add a spindle mesh.'''
|
|
bl_idname = "mesh.primitive_spindle_add"
|
|
bl_label = "Add Spindle"
|
|
bl_description = "Create a spindle mesh."
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
# edit - Whether to add or update.
|
|
edit = BoolProperty(name="",
|
|
description="",
|
|
default=False,
|
|
options={'HIDDEN'})
|
|
segments = IntProperty(name="Segments",
|
|
description="Number of segments of the spindle",
|
|
min=3,
|
|
max=512,
|
|
default=32)
|
|
radius = FloatProperty(name="Radius",
|
|
description="Radius of the spindle",
|
|
min=0.01,
|
|
max=9999.0,
|
|
default=1.0)
|
|
height = FloatProperty(name="Height",
|
|
description="Height of the spindle",
|
|
min=0.0,
|
|
max=100.0,
|
|
default=1.0)
|
|
cap_height = FloatProperty(name="Cap Height",
|
|
description="Cap height of the spindle",
|
|
min=-9999.0,
|
|
max=9999.0,
|
|
default=0.5)
|
|
align_matrix = Matrix()
|
|
|
|
def execute(self, context):
|
|
props = self.properties
|
|
|
|
verts, faces = add_spindle(
|
|
props.segments,
|
|
props.radius,
|
|
props.height,
|
|
props.cap_height)
|
|
|
|
obj = create_mesh_object(context, verts, [], faces, "Spindle",
|
|
props.edit, self.align_matrix)
|
|
|
|
return {'FINISHED'}
|
|
|
|
def invoke(self, context, event):
|
|
self.align_matrix = align_matrix(context)
|
|
self.execute(context)
|
|
return {'FINISHED'}
|
|
|
|
class AddStar(bpy.types.Operator):
|
|
'''Add a star mesh.'''
|
|
bl_idname = "mesh.primitive_star_add"
|
|
bl_label = "Add Star"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
# edit - Whether to add or update.
|
|
edit = BoolProperty(name="",
|
|
description="",
|
|
default=False,
|
|
options={'HIDDEN'})
|
|
points = IntProperty(name="Points",
|
|
description="Number of points for the star",
|
|
min=2,
|
|
max=256,
|
|
default=5)
|
|
outer_radius = FloatProperty(name="Outer Radius",
|
|
description="Outer radius of the star",
|
|
min=0.01,
|
|
max=9999.0,
|
|
default=1.0)
|
|
innter_radius = FloatProperty(name="Inner Radius",
|
|
description="Inner radius of the star",
|
|
min=0.01,
|
|
max=9999.0,
|
|
default=0.5)
|
|
height = FloatProperty(name="Height",
|
|
description="Height of the star",
|
|
min=0.01,
|
|
max=9999.0,
|
|
default=0.5)
|
|
align_matrix = Matrix()
|
|
|
|
def execute(self, context):
|
|
props = self.properties
|
|
|
|
verts, faces = add_star(
|
|
props.points,
|
|
props.outer_radius,
|
|
props.innter_radius,
|
|
props.height)
|
|
|
|
obj = create_mesh_object(context, verts, [], faces, "Star",
|
|
props.edit, self.align_matrix)
|
|
|
|
return {'FINISHED'}
|
|
|
|
def invoke(self, context, event):
|
|
self.align_matrix = align_matrix(context)
|
|
self.execute(context)
|
|
return {'FINISHED'}
|
|
|
|
class AddTrapezohedron(bpy.types.Operator):
|
|
"""Add a trapezohedron"""
|
|
bl_idname = "mesh.primitive_trapezohedron_add"
|
|
bl_label = "Add trapezohedron"
|
|
bl_description = "Create one of the regular solids"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
segments = IntProperty(name = "Segments",
|
|
description = "Number of repeated segments",
|
|
default = 4, min = 2, max = 256)
|
|
radius = FloatProperty(name = "Base radius",
|
|
description = "Radius of the middle",
|
|
default = 1.0, min = 0.01, max = 100.0)
|
|
height = FloatProperty(name = "Tip height",
|
|
description = "Height of the tip",
|
|
default = 1, min = 0.01, max = 100.0)
|
|
edit = BoolProperty(name="",
|
|
description="",
|
|
default=False,
|
|
options={'HIDDEN'})
|
|
align_matrix = Matrix()
|
|
def execute(self,context):
|
|
props = self.properties
|
|
# generate mesh
|
|
verts,faces = trapezohedron(props.segments,
|
|
props.radius,
|
|
props.height)
|
|
|
|
obj = create_mesh_object(context, verts, [], faces, "Trapazohedron",
|
|
props.edit, self.align_matrix)
|
|
|
|
return {'FINISHED'}
|
|
|
|
class INFO_MT_mesh_extras_add(bpy.types.Menu):
|
|
# Define the "Extras" menu
|
|
bl_idname = "INFO_MT_mesh_extras_add"
|
|
bl_label = "Extras"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.operator_context = 'INVOKE_REGION_WIN'
|
|
layout.operator("mesh.primitive_sqorus_add",
|
|
text="Sqorus")
|
|
layout.operator("mesh.primitive_wedge_add",
|
|
text="Wedge")
|
|
layout.operator("mesh.primitive_spindle_add",
|
|
text="Spindle")
|
|
layout.operator("mesh.primitive_star_add",
|
|
text="Star")
|
|
layout.operator("mesh.primitive_trapezohedron_add",
|
|
text="Trapezohedron")
|
|
|
|
|
|
# Register all operators and panels
|
|
import space_info
|
|
|
|
# Define "Gemstones" menu
|
|
def menu_func(self, context):
|
|
self.layout.menu("INFO_MT_mesh_extras_add", icon="PLUGIN")
|
|
|
|
|
|
def register():
|
|
# Add "Gemstones" menu to the "Add Mesh" menu
|
|
space_info.INFO_MT_mesh_add.append(menu_func)
|
|
|
|
|
|
def unregister():
|
|
# Remove "Gemstones" menu from the "Add Mesh" menu.
|
|
space_info.INFO_MT_mesh_add.remove(menu_func)
|
|
|
|
if __name__ == "__main__":
|
|
register()
|