Skip to content
Snippets Groups Projects
add_curve_spirals.py 19.8 KiB
Newer Older
  • Learn to ignore specific revisions
  • # SPDX-License-Identifier: GPL-2.0-or-later
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        "name": "Spirals",
        "description": "Make spirals",
        "author": "Alejandro Omar Chocano Vasquez",
    
        "version": (1, 2, 2),
        "blender": (2, 80, 0),
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        "location": "View3D > Add > Curve",
    
        "doc_url": "{BLENDER_MANUAL_URL}/addons/add_curve/extra_objects.html",
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        "category": "Add Curve",
    }
    
    from bpy.props import (
    
            BoolProperty,
            FloatProperty,
            IntProperty,
    
            FloatVectorProperty
            )
    from mathutils import (
            Vector,
            Matrix,
    
            sin, cos, pi
            )
    from bpy_extras.object_utils import object_data_add
    from bpy.types import (
            Operator,
            Menu,
    
    from bl_operators.presets import AddPresetBase
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
    
    
    # make normal spiral
    # ----------------------------------------------------------------------------
    
    def make_spiral(props, context):
    
        # archemedian and logarithmic can be plotted in cylindrical coordinates
    
    
        # INPUT: turns->degree->max_phi, steps, direction
    
        # Initialise Polar Coordinate Environment
    
        props.degree = 360 * props.turns     # If you want to make the slider for degree
        steps = props.steps * props.turns    # props.steps[per turn] -> steps[for the whole spiral]
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        props.z_scale = props.dif_z * props.turns
    
        max_phi = pi * props.degree / 180  # max angle in radian
        step_phi = max_phi / steps  # angle in radians between two vertices
    
    
        if props.spiral_direction == 'CLOCKWISE':
            step_phi *= -1  # flip direction
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            max_phi *= -1
    
    
        step_z = props.z_scale / (steps - 1)  # z increase in one step
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        verts = []
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        cur_phi = 0
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
    
        # Archemedean: dif_radius, radius
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        cur_rad = props.radius
    
        step_rad = props.dif_radius / (steps * 360 / props.degree)
        # radius increase per angle for archemedean spiral|
        # (steps * 360/props.degree)...Steps needed for 360 deg
        # Logarithmic: radius, B_force, ang_div, dif_z
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        while abs(cur_phi) <= abs(max_phi):
            cur_phi += step_phi
    
            cur_z += step_z
    
            if props.spiral_type == 'ARCH':
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
                cur_rad += step_rad
    
            if props.spiral_type == 'LOG':
                # r = a*e^{|theta| * b}
                cur_rad = props.radius * pow(props.B_force, abs(cur_phi))
    
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            px = cur_rad * cos(cur_phi)
            py = cur_rad * sin(cur_phi)
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
        return verts
    
    
    
    # make Spheric spiral
    # ----------------------------------------------------------------------------
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    def make_spiral_spheric(props, context):
    
        # INPUT: turns, steps[per turn], radius
        # use spherical Coordinates
    
        step_phi = (2 * pi) / props.steps  # Step of angle in radians for one turn
    
        steps = props.steps * props.turns  # props.steps[per turn] -> steps[for the whole spiral]
    
    
        max_phi = 2 * pi * props.turns  # max angle in radian
        step_phi = max_phi / steps      # angle in radians between two vertices
    
        if props.spiral_direction == 'CLOCKWISE':  # flip direction
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            step_phi *= -1
            max_phi *= -1
    
        step_theta = pi / (steps - 1)  # theta increase in one step (pi == 180 deg)
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
        verts = []
    
        verts.append([0, 0, -props.radius])  # First vertex at south pole
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
        cur_phi = 0
    
        cur_theta = -pi / 2  # Beginning at south pole
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
        while abs(cur_phi) <= abs(max_phi):
    
            # Coordinate Transformation sphere->rect
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            px = props.radius * cos(cur_theta) * cos(cur_phi)
            py = props.radius * cos(cur_theta) * sin(cur_phi)
            pz = props.radius * sin(cur_theta)
    
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            cur_theta += step_theta
            cur_phi += step_phi
    
        return verts
    
    
    # make torus spiral
    # ----------------------------------------------------------------------------
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
    def make_spiral_torus(props, context):
    
        # INPUT: turns, steps, inner_radius, curves_number,
        # mul_height, dif_inner_radius, cycles
        max_phi = 2 * pi * props.turns * props.cycles  # max angle in radian
        step_phi = 2 * pi / props.steps  # Step of angle in radians between two vertices
    
    
        if props.spiral_direction == 'CLOCKWISE':  # flip direction
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            step_phi *= -1
            max_phi *= -1
    
    
        step_theta = (2 * pi / props.turns) / props.steps
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        step_rad = props.dif_radius / (props.steps * props.turns)
        step_inner_rad = props.dif_inner_radius / props.steps
        step_z = props.dif_z / (props.steps * props.turns)
    
        verts = []
    
    
        cur_phi = 0  # Inner Ring Radius Angle
        cur_theta = 0  # Ring Radius Angle
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        cur_rad = props.radius
        cur_inner_rad = props.inner_radius
        cur_z = 0
        n_cycle = 0
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        while abs(cur_phi) <= abs(max_phi):
    
            # Torus Coordinates -> Rect
    
            px = (cur_rad + cur_inner_rad * cos(cur_phi)) * \
                  cos(props.curves_number * cur_theta)
            py = (cur_rad + cur_inner_rad * cos(cur_phi)) * \
                  sin(props.curves_number * cur_theta)
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            pz = cur_inner_rad * sin(cur_phi) + cur_z
    
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
    
            if props.touch and cur_phi >= n_cycle * 2 * pi:
                step_z = ((n_cycle + 1) * props.dif_inner_radius +
                          props.inner_radius) * 2 / (props.steps * props.turns)
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
                n_cycle += 1
    
            cur_theta += step_theta
            cur_phi += step_phi
            cur_rad += step_rad
            cur_inner_rad += step_inner_rad
            cur_z += step_z
    
        return verts
    
    # ------------------------------------------------------------
    # calculates the matrix for the new object
    # depending on user pref
    
    def align_matrix(context, location):
        loc = Matrix.Translation(location)
        obj_align = context.preferences.edit.object_align
        if (context.space_data.type == 'VIEW_3D' and
                obj_align == 'VIEW'):
            rot = context.space_data.region_3d.view_matrix.to_3x3().inverted().to_4x4()
        else:
            rot = Matrix()
        align_matrix = loc @ rot
    
        return align_matrix
    
    # ------------------------------------------------------------
    # get array of vertcoordinates according to splinetype
    def vertsToPoints(Verts, splineType):
    
        # main vars
        vertArray = []
    
        # array for BEZIER spline output (V3)
        if splineType == 'BEZIER':
            for v in Verts:
                vertArray += v
    
        # array for nonBEZIER output (V4)
        else:
            for v in Verts:
                vertArray += v
                if splineType == 'NURBS':
                    # for nurbs w=1
                    vertArray.append(1)
                else:
                    # for poly w=0
                    vertArray.append(0)
        return vertArray
    
    def draw_curve(props, context, align_matrix):
        # output splineType 'POLY' 'NURBS' 'BEZIER'
        splineType = props.curve_type
    
        if props.spiral_type == 'ARCH':
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            verts = make_spiral(props, context)
    
        if props.spiral_type == 'LOG':
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            verts = make_spiral(props, context)
    
        if props.spiral_type == 'SPHERE':
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            verts = make_spiral_spheric(props, context)
    
        if props.spiral_type == 'TORUS':
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            verts = make_spiral_torus(props, context)
    
        # create object
        if bpy.context.mode == 'EDIT_CURVE':
            Curve = context.active_object
    
            newSpline = Curve.data.splines.new(type=splineType)          # spline
    
            dataCurve = bpy.data.curves.new(name='Spiral', type='CURVE')  # curvedatablock
            newSpline = dataCurve.splines.new(type=splineType)          # spline
    
            Curve = object_data_add(context, dataCurve)  # place in active scene
            Curve.matrix_world = align_matrix  # apply matrix
            Curve.rotation_euler = props.rotation_euler
    
        # turn verts into array
        vertArray = vertsToPoints(verts, splineType)
    
        for spline in Curve.data.splines:
            if spline.type == 'BEZIER':
                for point in spline.bezier_points:
                    point.select_control_point = False
                    point.select_left_handle = False
                    point.select_right_handle = False
            else:
                for point in spline.points:
                    point.select = False
    
            newSpline.bezier_points.add(int(len(vertArray) * 0.33))
            newSpline.bezier_points.foreach_set('co', vertArray)
            for point in newSpline.bezier_points:
    
                point.handle_right_type = props.handleType
                point.handle_left_type = props.handleType
    
                point.select_control_point = True
                point.select_left_handle = True
                point.select_right_handle = True
    
            newSpline.points.add(int(len(vertArray) * 0.25 - 1))
            newSpline.points.foreach_set('co', vertArray)
            newSpline.use_endpoint_u = False
            for point in newSpline.points:
                point.select = True
    
    
        # set curveOptions
        newSpline.use_cyclic_u = props.use_cyclic_u
        newSpline.use_endpoint_u = props.endp_u
        newSpline.order_u = props.order_u
    
        # set curveOptions
        Curve.data.dimensions = props.shape
        Curve.data.use_path = True
        if props.shape == '3D':
            Curve.data.fill_mode = 'FULL'
        else:
            Curve.data.fill_mode = 'BOTH'
    
    
        # move and rotate spline in edit mode
        if bpy.context.mode == 'EDIT_CURVE':
            bpy.ops.transform.translate(value = props.startlocation)
            bpy.ops.transform.rotate(value = props.rotation_euler[0], orient_axis = 'X')
            bpy.ops.transform.rotate(value = props.rotation_euler[1], orient_axis = 'Y')
            bpy.ops.transform.rotate(value = props.rotation_euler[2], orient_axis = 'Z')
    
    class CURVE_OT_spirals(Operator):
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        bl_idname = "curve.spirals"
    
        bl_label = "Curve Spirals"
        bl_description = "Create different types of spirals"
    
        bl_options = {'REGISTER', 'UNDO', 'PRESET'}
    
        # align_matrix for the invoke
        align_matrix : Matrix()
    
        spiral_type : EnumProperty(
    
                items=[('ARCH', "Archemedian", "Archemedian"),
                       ("LOG", "Logarithmic", "Logarithmic"),
                       ("SPHERE", "Spheric", "Spheric"),
                       ("TORUS", "Torus", "Torus")],
                default='ARCH',
                name="Spiral Type",
                description="Type of spiral to add"
                )
    
        spiral_direction : EnumProperty(
    
                items=[('COUNTER_CLOCKWISE', "Counter Clockwise",
                        "Wind in a counter clockwise direction"),
                       ("CLOCKWISE", "Clockwise",
                       "Wind in a clockwise direction")],
                default='COUNTER_CLOCKWISE',
                name="Spiral Direction",
                description="Direction of winding"
                )
    
        turns : IntProperty(
    
                default=1,
                min=1, max=1000,
                description="Length of Spiral in 360 deg"
                )
    
        steps : IntProperty(
    
                default=24,
                min=2, max=1000,
                description="Number of Vertices per turn"
                )
    
        radius : FloatProperty(
    
                default=1.00,
                min=0.00, max=100.00,
                description="Radius for first turn"
                )
    
        dif_z : FloatProperty(
    
                default=0,
                min=-10.00, max=100.00,
                description="Increase in Z axis per turn"
                )
        # needed for 1 and 2 spiral_type
        # Archemedian variables
    
        dif_radius : FloatProperty(
    
                default=0.00,
                min=-50.00, max=50.00,
                description="Radius increment in each turn"
                )
        # step between turns(one turn equals 360 deg)
        # Log variables
    
        B_force : FloatProperty(
    
                default=1.00,
                min=0.00, max=30.00,
                description="Factor of exponent"
                )
        # Torus variables
    
        inner_radius : FloatProperty(
    
                default=0.20,
                min=0.00, max=100,
                description="Inner Radius of Torus"
                )
    
        dif_inner_radius : FloatProperty(
    
                default=0,
                min=-10, max=100,
                description="Increase of inner Radius per Cycle"
                )
    
        dif_radius : FloatProperty(
    
                default=0,
                min=-10, max=100,
                description="Increase of Torus Radius per Cycle"
                )
    
        cycles : FloatProperty(
    
                default=1,
                min=0.00, max=1000,
                description="Number of Cycles"
                )
    
        curves_number : IntProperty(
    
                default=1,
                min=1, max=400,
                description="Number of curves of spiral"
                )
    
        touch: BoolProperty(
    
                default=False,
                description="No empty spaces between cycles"
                )
    
        # Curve Options
        shapeItems = [
            ('2D', "2D", "2D shape Curve"),
            ('3D', "3D", "3D shape Curve")]
        shape : EnumProperty(
                name="2D / 3D",
                items=shapeItems,
                description="2D or 3D Curve",
                default='3D'
                )
        curve_type : EnumProperty(
                name="Output splines",
                description="Type of splines to output",
                items=[
                ('POLY', "Poly", "Poly Spline type"),
                ('NURBS', "Nurbs", "Nurbs Spline type"),
                ('BEZIER', "Bezier", "Bezier Spline type")],
                default='POLY'
                )
        use_cyclic_u : BoolProperty(
                name="Cyclic",
                default=False,
                description="make curve closed"
                )
        endp_u : BoolProperty(
                name="Use endpoint u",
                default=True,
                description="stretch to endpoints"
                )
        order_u : IntProperty(
                name="Order u",
                default=4,
                min=2, soft_min=2,
                max=6, soft_max=6,
                description="Order of nurbs spline"
                )
        handleType : EnumProperty(
                name="Handle type",
                default='VECTOR',
                description="Bezier handles type",
                items=[
                ('VECTOR', "Vector", "Vector type Bezier handles"),
                ('AUTO', "Auto", "Automatic type Bezier handles")]
                )
    
        edit_mode : BoolProperty(
                name="Show in edit mode",
                default=True,
                description="Show in edit mode"
                )
    
        startlocation : FloatVectorProperty(
                name="",
                description="Start location",
                default=(0.0, 0.0, 0.0),
                subtype='TRANSLATION'
                )
        rotation_euler : FloatVectorProperty(
                name="",
                description="Rotation",
                default=(0.0, 0.0, 0.0),
                subtype='EULER'
                )
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            layout = self.layout
    
            col = layout.column_flow(align=True)
    
            col.label(text="Presets:")
    
            row = col.row(align=True)
    
            row.menu("OBJECT_MT_spiral_curve_presets",
                     text=bpy.types.OBJECT_MT_spiral_curve_presets.bl_label)
    
            row.operator("curve_extras.spiral_presets", text=" + ")
            op = row.operator("curve_extras.spiral_presets", text=" - ")
    
            layout.prop(self, "spiral_type")
            layout.prop(self, "spiral_direction")
    
            col = layout.column(align=True)
            col.label(text="Spiral Parameters:")
            col.prop(self, "turns", text="Turns")
            col.prop(self, "steps", text="Steps")
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
            box = layout.box()
    
            if self.spiral_type == 'ARCH':
    
                box.label(text="Archemedian Settings:")
    
                col = box.column(align=True)
                col.prop(self, "dif_radius", text="Radius Growth")
                col.prop(self, "radius", text="Radius")
                col.prop(self, "dif_z", text="Height")
    
    
            if self.spiral_type == 'LOG':
    
                box.label(text="Logarithmic Settings:")
    
                col = box.column(align=True)
                col.prop(self, "radius", text="Radius")
                col.prop(self, "B_force", text="Expansion Force")
                col.prop(self, "dif_z", text="Height")
    
    
            if self.spiral_type == 'SPHERE':
    
                box.label(text="Spheric Settings:")
    
                box.prop(self, "radius", text="Radius")
    
    
            if self.spiral_type == 'TORUS':
    
                box.label(text="Torus Settings:")
    
                col = box.column(align=True)
                col.prop(self, "cycles", text="Number of Cycles")
    
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
                if self.dif_inner_radius == 0 and self.dif_z == 0:
                    self.cycles = 1
    
                col.prop(self, "radius", text="Radius")
    
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
                if self.dif_z == 0:
    
                    col.prop(self, "dif_z", text="Height per Cycle")
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
                else:
                    box2 = box.box()
    
                    col2 = box2.column(align=True)
                    col2.prop(self, "dif_z", text="Height per Cycle")
                    col2.prop(self, "touch", text="Make Snail")
    
                col = box.column(align=True)
                col.prop(self, "curves_number", text="Curves Number")
                col.prop(self, "inner_radius", text="Inner Radius")
                col.prop(self, "dif_radius", text="Increase of Torus Radius")
                col.prop(self, "dif_inner_radius", text="Increase of Inner Radius")
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
    
    
            row = layout.row()
            row.prop(self, "shape", expand=True)
    
            # output options
            col = layout.column()
            col.label(text="Output Curve Type:")
            col.row().prop(self, "curve_type", expand=True)
    
            if self.curve_type == 'NURBS':
                col.prop(self, "order_u")
            elif self.curve_type == 'BEZIER':
                col.row().prop(self, 'handleType', expand=True)
    
            col = layout.column()
            col.row().prop(self, "use_cyclic_u", expand=True)
    
    
            col = layout.column()
            col.row().prop(self, "edit_mode", expand=True)
    
            box = layout.box()
            box.label(text="Location:")
            box.prop(self, "startlocation")
            box = layout.box()
            box.label(text="Rotation:")
            box.prop(self, "rotation_euler")
    
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        @classmethod
    
            return context.scene is not None
    
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
        def execute(self, context):
    
            # turn off 'Enter Edit Mode'
            use_enter_edit_mode = bpy.context.preferences.edit.use_enter_edit_mode
            bpy.context.preferences.edit.use_enter_edit_mode = False
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            time_start = time.time()
    
            self.align_matrix = align_matrix(context, self.startlocation)
            draw_curve(self, context, self.align_matrix)
    
            if use_enter_edit_mode:
                bpy.ops.object.mode_set(mode = 'EDIT')
    
            # restore pre operator state
            bpy.context.preferences.edit.use_enter_edit_mode = use_enter_edit_mode
    
            if self.edit_mode:
                bpy.ops.object.mode_set(mode = 'EDIT')
            else:
                bpy.ops.object.mode_set(mode = 'OBJECT')
    
            #self.report({'INFO'},
                        #"Drawing Spiral Finished: %.4f sec" % (time.time() - time_start))
    
    Brendon Murphy's avatar
    fix
    Brendon Murphy committed
            return {'FINISHED'}
    
    class CURVE_EXTRAS_OT_spirals_presets(AddPresetBase, Operator):
        bl_idname = "curve_extras.spiral_presets"
        bl_label = "Spirals"
    
        bl_description = "Spirals Presets"
    
        preset_menu = "OBJECT_MT_spiral_curve_presets"
        preset_subdir = "curve_extras/curve.spirals"
    
        preset_defines = [
    
                "op = bpy.context.active_operator",
                ]
    
        preset_values = [
                "op.spiral_type",
                "op.curve_type",
                "op.spiral_direction",
                "op.turns",
                "op.steps",
                "op.radius",
                "op.dif_z",
                "op.dif_radius",
                "op.B_force",
                "op.inner_radius",
                "op.dif_inner_radius",
                "op.cycles",
                "op.curves_number",
                "op.touch",
    
    
    class OBJECT_MT_spiral_curve_presets(Menu):
    
        '''Presets for curve.spiral'''
    
        bl_label = "Spiral Curve Presets"
        bl_idname = "OBJECT_MT_spiral_curve_presets"
        preset_subdir = "curve_extras/curve.spirals"
        preset_operator = "script.execute_preset"
    
        draw = bpy.types.Menu.draw_preset
    
    
    # Register
    classes = [
        CURVE_OT_spirals,
        CURVE_EXTRAS_OT_spirals_presets,
        OBJECT_MT_spiral_curve_presets
    ]
    
    def register():
        from bpy.utils import register_class
        for cls in classes:
            register_class(cls)
    
        from bpy.utils import unregister_class
        for cls in reversed(classes):
            unregister_class(cls)
    
    
    if __name__ == "__main__":
        register()