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add_mesh_gem.py 7.99 KiB
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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 *****

bl_addon_info = {
    'name': 'Add Mesh: Gem',
    'author': 'Dreampainter',
    'version': '1.0.1',
    'blender': (2, 5, 3),
    'location': 'View3D > Add > Mesh ',
    'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Add_Gem',
    'category': 'Add Mesh'}
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import bpy


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
    """
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    from math import cos, sin, pi
    
    tot_verts = 2 + 4 * seg
    tot_faces = 6 * seg
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    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):
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        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):
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        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
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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
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        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"
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    def invoke(self, context, event):
        # invoke the adding operator again,
        #  only this time with the Edit property = true
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        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'}
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    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)
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    pav_radius = FloatProperty(name="Radius",
           description="Radius of the gem",
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           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")
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        mesh.add_geometry(nV, 0, nF)
        mesh.verts.foreach_set("co", verts)
        mesh.faces.foreach_set("verts_raw", faces)
        mesh.update()
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        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')
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            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
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        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)
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    bpy.types.unregister(Parameter_Panel_Gem)
    bpy.types.unregister(EditGem)
    bpy.types.INFO_MT_mesh_add.remove(menu_func)
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    # Remove "Gem" menu from the "Add Mesh" menu.
    #space_info.INFO_MT_mesh_add.remove(menu_func)

if __name__ == "__main__":
    register()