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# ##### BEGIN GPL LICENSE BLOCK #####
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bl_addon_info = {
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    "name": "Pipe Joints",
    "author": "Buerbaum Martin (Pontiac)",
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    "version": (0,10,5),
    "blender": (2, 5, 3),
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    "api": 31667,
    "location": "View3D > Add > Mesh > Pipe Joint",
    "description": "Adds 5 pipe Joint types to the Add Mesh menu",
    "warning": "",
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    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
        "Scripts/Add_Mesh/Add_Pipe_Joints",
    "tracker_url": "https://projects.blender.org/tracker/index.php?"\
        "func=detail&aid=21443&group_id=153&atid=469",
    "category": "Add Mesh"}

Pipe Joints
This script lets the user create various types of pipe joints.

Usage:
You have to activated the script in the "Add-Ons" tab (user preferences).
The functionality can then be accessed via the
"Add Mesh" -> "Pipe Joints" menu.
Note: Currently only the "Elbow" type supports odd number of vertices.

Version history:
v0.10.5 - createFaces can now create fan/star like faces.
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v0.10.4 - Updated the function "createFaces" a bit. No functional changes.
v0.10.3 - Updated store_recall_properties, apply_object_align
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    and create_mesh_object.
    Changed how recall data is stored.
    Added 'description'.
v0.10.2 - API change Mathutils -> mathutils (r557)
    Fixed wiki url.
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v0.10.1 - Use hidden "edit" property for "recall" operator.
v0.10 - Store "recall" properties in the created objects.
    Align the geometry to the view if the user preference says so.
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v0.9.10 - Use bl_addon_info for Add-On information.
v0.9.9 - Changed the script so it can be managed from the "Add-Ons" tab in
    the user preferences.
    Added dummy "PLUGIN" icon.
v0.9.8 - Fixed some new API stuff.
    Mainly we now have the register/unregister functions.
    Also the new() function for objects now accepts a mesh object.
    Corrected FSF address.
    Clean up of tooltips.
v0.9.7 - Use "unit" settings for angles as well.
    This also lets me use radiant for all internal values..
v0.9.6 - Use "unit" settings (i.e. none/metric/imperial).
v0.9.5 - Use mesh.from_pydata() for geometry creation.
    So we can remove unpack_list and unpack_face_list again.
v0.9.4 - Creating of the pipe now works in mesh edit mode too.
    Thanks to ideasman42 (Campbell Barton) for his nice work
    on the torus script code :-).
v0.9.3 - Changed to a saner vertex/polygon creation process (previously
    my usage of mesh.faces.add could only do quads)
    For this I've copied the functions unpack_list and unpack_face_list
    from import_scene_obj.py.
    Elbow joint actually supports 3 vertices per circle.
    Various comments.
    Script _should_ now be PEP8 compatible.
v0.9.2 - Converted from tabs to spaces (4 spaces per tab).
v0.9.1 - Converted add_mesh and add_object to their new counterparts
    "bpy.data.meshes.new() and "bpy.data.objects.new()"
v0.9 - Converted to 2.5. Made mostly pep8 compatible (exept for tabs and
    stuff the check-script didn't catch).
v0.8.5 - Fixed bug in Elbow joint. Same problem as in 0.8.1
v0.8.4 - Fixed bug in Y joint. Same problem as in 0.8.1
v0.8.3 - Fixed bug in N joint. Same problem as in 0.8.1
v0.8.2 - Fixed bug in X (cross) joint. Same problem as in 0.8.1
v0.8.1 - Fixed bug in T joint. Angles greater than 90 deg combined with a
    radius != 1 resulted in bad geometry (the radius was not taken into
    account when calculating the joint vertices).
v0.8 - Added N-Joint.
    Removed all uses of baseJointLocZ. It just clutters the code.
v0.7 - Added cross joint
v0.6 - No visible changes. Lots of internal ones though
    (complete redesign of face creation process).
    As a bonus the code is a bit easier to read now.
    Added a nice&simple little "bridge" function
    (createFaces) for these changes.
v0.5.1 - Made it possible to create asymmetric Y joints.
    Renamed the 2 Wye Joints to something more fitting and unique.
    One is now the Tee joint, the second one remains the Wye joint.
v0.5 - Added real Y joint.
v0.4.3 - Added check for odd vertex numbers. They are not (yet) supported.
v0.4.2 - Added pipe length to the GUI.
v0.4.1 - Removed the unfinished menu entries for now.
v0.4 - Tried to clean up the face creation in addTeeJoint
v0.3 - Code for wye (Y) shape (straight pipe with "branch" for now)
v0.2 - Restructured to allow different types of pipe (joints).
v0.1 - Initial revision.

More links:
http://gitorious.org/blender-scripts/blender-pipe-joint-script
http://blenderartists.org/forum/showthread.php?t=154394

TODO:

Use a rotation matrix for rotating the circle vertices:
rotation_matrix = mathutils.Matrix.Rotation(-math.pi/2, 4, 'x')
mesh.transform(rotation_matrix)
"""

import bpy
import mathutils
from math import *
from bpy.props import *


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# Apply view rotation to objects if "Align To" for
# new objects was set to "VIEW" in the User Preference.
# Is now handled in the invoke functions
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
    loc = mathutils.Matrix.Translation(context.scene.cursor_location)
    obj_align = context.user_preferences.edit.object_align
    if (context.space_data.type == 'VIEW_3D'
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        and obj_align == 'VIEW'):
        rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
    else:
        rot = mathutils.Matrix()
    align_matrix = loc * rot
    return align_matrix
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# 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).
# edit ... Replace existing mesh data.
# Note: Using "edit" will destroy/delete existing mesh data.
def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
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    scene = context.scene
    obj_act = scene.objects.active
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    # Can't edit anything, unless we have an active obj.
    if edit and not obj_act:
        return None

    # Create new mesh
    mesh = bpy.data.meshes.new(name)

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    # Make a mesh from a list of verts/edges/faces.
    mesh.from_pydata(verts, edges, faces)
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    # Update mesh geometry after adding stuff.
    mesh.update()
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    # Deselect all objects.
    bpy.ops.object.select_all(action='DESELECT')
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    if edit:
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        # Replace geometry of existing object

        # Use the active obj and select it.
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        ob_new = obj_act
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        if obj_act.mode == 'OBJECT':
            # Get existing mesh datablock.
            old_mesh = ob_new.data
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            # Set object data to nothing
            ob_new.data = None
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            # Clear users of existing mesh datablock.
            old_mesh.user_clear()

            # Remove old mesh datablock if no users are left.
            if (old_mesh.users == 0):
                bpy.data.meshes.remove(old_mesh)

            # Assign new mesh datablock.
            ob_new.data = mesh
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    else:
        # Create new object
        ob_new = bpy.data.objects.new(name, mesh)
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        # Link new object to the given scene and select it.
        scene.objects.link(ob_new)
        ob_new.select = True
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