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# GPL Original by Fourmadmen
import bpy
from mathutils import (
Vector,
Quaternion,
)
from math import pi
from bpy.props import (
IntProperty,
FloatProperty,
)
# 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)
def create_mesh_object(context, verts, edges, faces, name):
# 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()
from bpy_extras import object_utils
return object_utils.object_data_add(context, mesh, operator=None)
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# A very simple "bridge" tool.
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]]
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faces.append(face)
return faces
# @todo Clean up vertex&face creation process a bit.
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 = quat @ Vector((radius, 0, half_height))
verts.append(vec)
edgeloop_bottom.append(len(verts))
vec = quat @ Vector((radius, 0, -half_height))
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
class AddStar(bpy.types.Operator):
bl_idname = "mesh.primitive_star_add"
bl_label = "Simple Star"
bl_description = "Construct a star mesh"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
description="Number of points for the star",
min=2,
max=256,
description="Outer radius of the star",
min=0.01,
max=9999.0,
description="Inner radius of the star",
min=0.01,
max=9999.0,
height: FloatProperty(name="Height",
description="Height of the star",
min=0.01,
max=9999.0,
def execute(self, context):
verts, faces = add_star(
self.points,
self.outer_radius,
self.innter_radius,
obj = create_mesh_object(context, verts, [], faces, "Star")
return {'FINISHED'}