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  • # add_mesh_star.py Copyright (C) 2008-2009, FourMadMen.com
    #
    # add star 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
    
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    # 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 *****
    
    
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    bl_addon_info = {
    
        'name': 'Add Mesh: Star',
    
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        'author': 'fourmadmen',
        'version': '2.0',
    
        'blender': (2, 5, 3),
    
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        'location': 'View3D > Add > Mesh ',
    
        'description': 'Adds a mesh Star to the Add Mesh menu',
    
        'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
    	    'Scripts/Add_Mesh/Add_Star',
    
        'category': 'Add Mesh'}
    
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    import bpy
    import Mathutils
    
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    def add_star(points, outer_radius, inner_radius, depth):
        from Mathutils import Vector, Quaternion
        from math import pi
    
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        PI_2 = pi * 2
        z_axis = (0, 0, 1)
    
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        verts = []
        faces = []
    
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        segments = points * 2
        tot_verts = segments * 2 + 2
    
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        half_height = depth * 0.5
    
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        verts.extend(Vector(0.0, 0.0, -half_height))
        verts.extend(Vector(0.0, 0.0, half_height))
    
        i = 2
        alt_idx = 0
        for index in range(segments):
            quat = Quaternion(z_axis, (index / segments) * PI_2)
    
            radius = alt_idx and inner_radius or outer_radius
    
            vec = Vector(radius, 0, -half_height) * quat
            verts.extend([vec.x, vec.y, vec.z])
            it1 = i
            i += 1
    
            vec = Vector(radius, 0, half_height) * quat
            verts.extend([vec.x, vec.y, vec.z])
            ib1 = i
            i += 1
    
            if i > 4:
                faces.extend([0, it1 - 2, it1, 0])
                faces.extend([it1, it1 - 2, ib1 - 2, ib1])
                faces.extend([1, ib1, ib1 - 2, 1])
    
            alt_idx = 1 - alt_idx
    
        faces.extend([0, it1, 2, 0])
        faces.extend([2, it1, ib1, 3])
        faces.extend([1, 3, ib1, 1])
    
        return verts, faces
    
    
    from bpy.props import IntProperty, FloatProperty
    
    
    class AddStar(bpy.types.Operator):
    
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        '''Add a star mesh.'''
        bl_idname = "mesh.primitive_star_add"
        bl_label = "Add Star"
        bl_options = {'REGISTER', 'UNDO'}
    
        points = IntProperty(name="Points",
            description="Number of points for the star",
            default=5, min=2, max=256)
        outer_radius = FloatProperty(name="Outer Radius",
            description="Outer radius of the star",
            default=1.0, min=0.01, max=100.0)
        innter_radius = FloatProperty(name="Inner Radius",
            description="Inner radius of the star",
            default=0.5, min=0.01, max=100.0)
        depth = FloatProperty(name="Depth",
            description="Depth of the star",
            default=0.5, min=0.01, max=100.0)
    
        def execute(self, context):
            verts_loc, faces = add_star(self.properties.points,
                self.properties.outer_radius,
                self.properties.innter_radius,
                self.properties.depth)
    
            mesh = bpy.data.meshes.new("Star")
    
            mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4))
            mesh.verts.foreach_set("co", verts_loc)
            mesh.faces.foreach_set("verts_raw", faces)
    
            scene = context.scene
    
            # ugh
            for ob in scene.objects:
                ob.selected = False
    
            mesh.update()
    
            ob_new = bpy.data.objects.new("Star", mesh)
            ob_new.data = mesh
            scene.objects.link(ob_new)
            scene.objects.active = ob_new
            ob_new.selected = True
    
            ob_new.location = tuple(context.scene.cursor_location)
    
            return {'FINISHED'}
    
    
    # Register the operator
    # Add to a menu, reuse an icon used elsewhere that happens to have fitting name
    # unfortunately, the icon shown is the one I expected from looking at the
    # blenderbuttons file from the release/datafiles directory
    
    menu_func = (lambda self, context: self.layout.operator(AddStar.bl_idname,
    
                                            text="Star", icon='PLUGIN'))
    
    def register():
        bpy.types.register(AddStar)
        bpy.types.INFO_MT_mesh_add.append(menu_func)
    
    
    def unregister():
        bpy.types.unregister(AddStar)
        bpy.types.INFO_MT_mesh_add.remove(menu_func)
    
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        # Remove "Star" menu from the "Add Mesh" menu.
    
        #space_info.INFO_MT_mesh_add.remove(menu_func)
    
    
    if __name__ == "__main__":
        register()