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# add_mesh_diamond.py Copyright (C) 2008-2009, FourMadMen.com
#
# add diamond to the blender 2.50 add->mesh menu
# ***** BEGIN GPL LICENSE BLOCK *****
#
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
from mathutils import Vector, Quaternion
from math import *
from bpy.props import *
'name': 'Add Mesh: Diamond',
Brendon Murphy
committed
'description': 'Adds a mesh Diamond to the Add Mesh menu',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
# Stores the values of a list of properties and the
# operator id in a property group ('recall_op') inside the object.
# Could (in theory) be used for non-objects.
# Note: Replaces any existing property group with the same name!
# ob ... Object to store the properties in.
# op ... The operator that should be used.
# op_args ... A dictionary with valid Blender
# properties (operator arguments/parameters).
def store_recall_properties(ob, op, op_args):
if ob and op and op_args:
recall_properties = {}
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# Add the operator identifier and op parameters to the properties.
recall_properties['op'] = op.bl_idname
recall_properties['args'] = op_args
# Store new recall properties.
ob['recall'] = recall_properties
# Apply view rotation to objects if "Align To" for
# new objects was set to "VIEW" in the User Preference.
def apply_object_align(context, ob):
obj_align = bpy.context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
view3d = context.space_data
region = view3d.region_3d
viewMatrix = region.view_matrix
rot = viewMatrix.rotation_part()
ob.rotation_euler = rot.invert().to_euler()
# 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):
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.selected = 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.selected = True
# Place the object at the 3D cursor location.
ob_new.location = scene.cursor_location
apply_object_align(context, ob_new)
if obj_act and obj_act.mode == 'EDIT':
if not edit:
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.selected = True
# Apply location of new object.
scene.update()
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
ob_new = obj_act
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
def add_diamond(segments, girdle_radius, table_radius,
crown_height, pavillion_height):
PI_2 = pi * 2.0
height = crown_height + pavillion_height
half_height = height * 0.5
# Vertex counter
vert_cnt = 0
# Tip
verts.append((0.0, 0.0, -half_height))
vert_tip = vert_cnt
vert_cnt += 1
# Middle vertex of the flat side
verts.append((0.0, 0.0, half_height))
vert_flat = vert_cnt
vert_cnt += 1
for index in range(segments):
quat = Quaternion(z_axis, (index / segments) * PI_2)
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vec = Vector(table_radius, 0.0, -half_height) * quat
verts.append((vec.x, vec.y, vec.z))
vert1 = vert_cnt
vert_cnt += 1
vec = Vector(girdle_radius, 0.0, half_height - pavillion_height) * quat
verts.append((vec.x, vec.y, vec.z))
vert2 = vert_cnt
vert_cnt += 1
if index == 0:
# Remember vertex indices for next iteration.
vert1_first = vert1
vert2_first = vert2
else:
# Tip face
faces.append([vert_tip, vert1_prev, vert1])
# Side face
faces.append([vert2, vert1, vert1_prev, vert2_prev])
# Flat face
faces.append([vert_flat, vert2, vert2_prev])
vert1_prev = vert1
vert2_prev = vert2
# Create the last faces between first+last vertices
# Tip face
faces.append([vert_tip, vert1, vert1_first])
# Side face
faces.append([vert2_first, vert1_first, vert1, vert2])
# Flat face
faces.append([vert_flat, vert2_first, vert2])
class AddDiamond(bpy.types.Operator):
'''Add a diamond mesh.'''
bl_idname = "mesh.diamond_add"
bl_label = "Add Diamond"
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 for the diamond",
default=32, min=3, max=256)
girdle_radius = FloatProperty(name="Girdle Radius",
description="Girdle radius of the diamond",
default=1.0, min=0.01, max=100.0)
table_radius = FloatProperty(name="Table Radius",
description="Girdle radius of the diamond",
default=0.8, min=0.01, max=100.0)
crown_height = FloatProperty(name="Crown Height",
description="Crown height of the diamond",
default=0.25, min=0.01, max=100.0)
pavillion_height = FloatProperty(name="Pavillion Height",
description="pavillion height of the diamond",
default=1.0, min=0.01, max=100.0)
def execute(self, context):
props = self.properties
verts, faces = add_diamond(props.segments,
props.girdle_radius,
props.table_radius,
props.crown_height,
props.pavillion_height)
obj = create_mesh_object(context, verts, [], faces,
"Diamond", props.edit)
# Store 'recall' properties in the object.
recall_args_list = {
"edit": True,
"segments": props.segments,
"girdle_radius": props.girdle_radius,
"table_radius": props.table_radius,
"crown_height": props.crown_height,
"pavillion_height": props.pavillion_height}
store_recall_properties(obj, self, recall_args_list)
# Register the operator
menu_func = (lambda self, context: self.layout.operator(AddDiamond.bl_idname,
def register():
bpy.types.register(AddDiamond)
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.unregister(AddDiamond)
# Remove "Diamond" entry from the "Add Mesh" menu.
bpy.types.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()