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  • # add_mesh_gem.py Copyright (C) 2010, Dreampainter
    #
    # add gem 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 *****
    
    # Blender Add-Ons menu registration (in User Prefs)
    "Add Gem (View3D > Add > Mesh > Gem)"
    
    """
    Name: 'Gem'
    Blender: 250.1
    Group: 'AddMesh'
    Tip: 'Add Gem Object...'
    __author__ = ["Dreampainter"]
    __version__ = '1.0.1'
    __url__ = ["http://blenderartists.org/forum/showpost.php?p=1564840&postcount=173"]
    email__=["n/a"]
    
    
    Usage:
    
    * Launch from Add Mesh menu
    
    * Modify parameters as desired or keep defaults
    
    """
    
    import bpy
    import Mathutils
    from math import cos,sin,pi
    from bpy.props import IntProperty, FloatProperty, BoolProperty
    def add_gem(r1, r2, seg, h1, h2):
        """
        r1 = pavillion radius
        r2 = crown radius
        seg = number of segments
        h1 = pavillion height
        h2 = crown height
        Generates the vertices and faces of the gem
        """
        
        tot_verts = 2 + 4 * seg
        tot_faces = 6 * seg
        a = 2*pi/seg                   # angle between segments
        offset = a/2.0                 # middle between segments
        
        r3 = ((r1+r2)/2.0)/cos(offset) # middle of crown
        r4 = (r1/2.0)/cos(offset)      # middle of pavillion
        h3 = h2/2.0                    # middle of crown height
        h4 = -h1/2.0                   # middle of pavillion height
        verts = [0,0,-h1,0,0,h2]
        for i in range(seg):
            s1 = sin(i*a)
            s2 = sin(offset+i*a)
            c1 = cos(i*a)
            c2 = cos(offset+i*a)
            verts.extend([ r4*s1,r4*c1,h4,r1*s2,r1*c2,0, 
                           r3*s1,r3*c1,h3,r2*s2,r2*c2,h2 ])  
        faces = []
        
        for index in range(seg):
            i = index*4
            j = ((index+1)%seg)*4
            faces.extend([0,   j+2, i+3, i+2])
            faces.extend([i+3, j+2, j+3, i+3])
            faces.extend([i+3, j+3, j+4, i+3])
            faces.extend([i+3, j+4, i+5, i+4])
            faces.extend([i+5, j+4, j+5, i+5])
            faces.extend([i+5, j+5, 1  , i+5])
        return verts, faces, tot_verts, tot_faces
           
    class Parameter_Panel_Gem(bpy.types.Panel):
        bl_space_type = "VIEW_3D"
        bl_region_type = "TOOLS"
        bl_context = "objectmode"
        bl_label = "Gem parameters"
        def poll(self, context):
            # only show this panel if the object selected has propertie "Gem"
            try:
                return "Gem" in context.object
            except TypeError: return False
        def draw(self,context):
            layout = self.layout
            layout.operator("Gem_Parameter_Edit", text="Edit")
    class EditGem(bpy.types.Operator):
        """Reapply the operator"""
        bl_idname = "Gem_Parameter_Edit"
        bl_label = "Edit Gem"
        def invoke(self,context,event):
            # invoke the adding operator again,
            #  only this time with the Edit property = true
            ob = context.active_object    
            bpy.ops.mesh.primitive_gem_add(Edit = True, 
                       segments=ob["Segments"],
                       pav_radius = ob["pav_radius"],
                       crown_radius = ob["tab_radius"],
                       crown_height = ob["tab_height"],
                       pav_height = ob["pav_height"])
            return {'FINISHED'}
    class AddGem(bpy.types.Operator):
        """Add a diamond gem"""
        bl_idname = "mesh.primitive_gem_add"
        bl_label = "Add Gem"
        bl_description = "Create an offset faceted gem."
        bl_options = {'REGISTER', 'UNDO'}
        Edit = BoolProperty(name = "", description = "", 
               default = False, options = {'HIDDEN'})   # whether to add or update
        segments = IntProperty(name = "Segments", 
               description="Longitudial segmentation", 
               default=8, min=3, max=265)
        pav_radius = FloatProperty(name = "Radius",
               description="Radius of the gem",
               default = 1.0, min = 0.01, max = 100.0)
        crown_radius = FloatProperty(name = "Table Radius",
               description = "Radius of the table(top).",
               default = 0.6, min = 0.01, max = 100.0)
        crown_height = FloatProperty(name = "Table height",
               description = "Height of the top half.",
               default = 0.35, min = 0.01, max = 100.0)
        pav_height = FloatProperty(name = "Pavillion height",
               description = "Height of bottom half.",
               default = 0.8, min = 0.01, max = 100.0)
            
        def execute(self, context):
            # create mesh
            verts, faces, nV, nF = add_gem(self.properties.pav_radius,
                   self.properties.crown_radius,
                   self.properties.segments,
                   self.properties.pav_height,
                   self.properties.crown_height)
        
            mesh = bpy.data.meshes.new("Gem")
            mesh.add_geometry(nV,0,nF)
            mesh.verts.foreach_set("co",verts)
            mesh.faces.foreach_set("verts_raw",faces)
            mesh.update()
            if self.properties.Edit:
                # only update
                ob_new = context.active_object
                bpy.ops.object.mode_set(mode='EDIT')
                bpy.ops.mesh.select_all(action='SELECT')
                bpy.ops.mesh.delete(type = 'VERT')
                bpy.ops.object.mode_set(mode='OBJECT')
                
                ob_new.data = mesh
                
                scene = context.scene
        
                # ugh
                for ob in scene.objects:
                    ob.selected = False
                
                ob_new.selected = True
                scene.objects.active = ob_new
                bpy.ops.object.shade_flat()
            else:
                # create new object
                scene = context.scene
        
                # ugh
                for ob in scene.objects:
                    ob.selected = False
        
                ob_new = bpy.data.objects.new("Gem", mesh)
                ob_new.data = mesh
                scene.objects.link(ob_new)
                ob_new.selected = True
        
                ob_new.location = scene.cursor_location
        
                obj_act = scene.objects.active
        
                if obj_act and obj_act.mode == 'EDIT':
                    # if the mesh is added in edit mode, add the mesh to the
                    #  excisting mesh
                    bpy.ops.object.mode_set(mode='OBJECT')
        
                    obj_act.selected = True
                    scene.update() # apply location
        
                    bpy.ops.object.join() # join into the active.
        
                    bpy.ops.object.mode_set(mode='EDIT')
                else:
                    # add new object and make faces flat
                    scene.objects.active = ob_new
                    bpy.ops.object.shade_flat()
                    if context.user_preferences.edit.enter_edit_mode:
                        bpy.ops.object.mode_set(mode='EDIT')
            # add custom properties to the object to make the edit parameters
            #  thingy work
            ob_new["Gem"] = 1
            ob_new["Segments"] = self.properties.segments
            ob_new["pav_radius"] = self.properties.pav_radius 
            ob_new["tab_radius"] = self.properties.crown_radius
            ob_new["pav_height"] = self.properties.pav_height
            ob_new["tab_height"] = self.properties.crown_height
            return {'FINISHED'}
    
    # register all operators and panels
    
    
    menu_func = (lambda self, context: self.layout.operator(AddGem.bl_idname,
    
                                            text="Gem", icon='PLUGIN'))
    
    
    def register():
        bpy.types.register(AddGem)
        bpy.types.register(Parameter_Panel_Gem)
        bpy.types.register(EditGem)
        bpy.types.INFO_MT_mesh_add.append(menu_func)
    
    def unregister():
        bpy.types.unregister(AddGem)
        bpy.types.INFO_MT_mesh_add.remove(menu_func)
    
    	
    	    # Remove "Gem" menu from the "Add Mesh" menu.
        space_info.INFO_MT_mesh_add.remove(menu_func)
    
    if __name__ == "__main__":
        register()