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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 *****
'author': 'Dreampainter',
'version': '1.0.1',
'location': 'View3D > Add > Mesh ',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Add_Gem',
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]
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 ])
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])
from bpy.props import IntProperty, FloatProperty, BoolProperty
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
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"
# 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)
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.add_geometry(nV, 0, nF)
mesh.verts.foreach_set("co", verts)
mesh.faces.foreach_set("verts_raw", faces)
# only update
ob_new = context.active_object
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
# 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
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["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.unregister(Parameter_Panel_Gem)
bpy.types.unregister(EditGem)
bpy.types.INFO_MT_mesh_add.remove(menu_func)
#space_info.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()