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# ##### END GPL LICENSE BLOCK #####
"version": (0, 10, 7),
"location": "View3D > Add > Mesh > Pipe Joints",
"description": "Adds 5 pipe Joint types to the Add Mesh menu",
"warning": "",
"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?"\
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:
v0.10.6 - Removed "recall properties" from all functions.
Updated various code for new API.
API: mathutils.RotationMatrix -> mathutils.Matrix.Rotation
API: xxx.selected -> xxx.select
API: "invoke" function for each operator.
New code for the "align_matrix".
made script PEP8 compatible.
v0.10.5 - createFaces can now create fan/star like faces.
v0.10.4 - Updated the function "createFaces" a bit. No functional changes.
v0.10.3 - Updated store_recall_properties, apply_object_align
and create_mesh_object.
Changed how recall data is stored.
Added 'description'.
v0.10.2 - API change Mathutils -> mathutils (r557)
Fixed wiki url.
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.
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)
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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 *
# 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).
def create_mesh_object(context, verts, edges, faces, name):
# Create new mesh
mesh = bpy.data.meshes.new(name)
# Make a mesh from a list of verts/edges/faces.
mesh.from_pydata(verts, edges, faces)
mesh.update()
import add_object_utils
return add_object_utils.object_data_add(context, mesh, operator=None)
# A very simple "bridge" tool.
# Connects two equally long vertex rows with faces.
# Returns a list of the new faces (list of lists)
#
# vertIdx1 ... First vertex list (list of vertex indices).
# vertIdx2 ... Second vertex list (list of vertex indices).
# closed ... Creates a loop (first & last are closed).
# flipped ... Invert the normal of the face(s).
#
# Note: You can set vertIdx1 to a single vertex index to create
# a fan/star of faces.
# Note: If both vertex idx list are the same length they have
# to have at least 2 vertices.
def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
if not vertIdx1 or not vertIdx2:
return None
if len(vertIdx1) < 2 and len(vertIdx2) < 2:
fan = False
if (len(vertIdx1) != len(vertIdx2)):
if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
fan = True
else:
return None
total = len(vertIdx2)
if closed:
# Bridge the start with the end.
if flipped:
face = [
vertIdx1[0],
vertIdx2[0],
vertIdx2[total - 1]]
if not fan:
face.append(vertIdx1[total - 1])
faces.append(face)
face = [vertIdx2[0], vertIdx1[0]]
if not fan:
face.append(vertIdx1[total - 1])
face.append(vertIdx2[total - 1])
faces.append(face)
# Bridge the rest of the faces.
for num in range(total - 1):
if fan:
face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
else:
face = [vertIdx2[num], vertIdx1[num],
vertIdx1[num + 1], vertIdx2[num + 1]]
faces.append(face)
if fan:
face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
else:
face = [vertIdx1[num], vertIdx2[num],
vertIdx2[num + 1], vertIdx1[num + 1]]
faces.append(face)
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class AddElbowJoint(bpy.types.Operator):
# Create the vertices and polygons for a simple elbow (bent pipe).
'''Add an Elbow pipe mesh'''
bl_idname = "mesh.primitive_elbow_joint_add"
bl_label = "Add Pipe Elbow"
bl_options = {'REGISTER', 'UNDO'}
radius = FloatProperty(name="Radius",
description="The radius of the pipe.",
default=1.0,
min=0.01,
max=100.0,
unit="LENGTH")
div = IntProperty(name="Divisions",
description="Number of vertices (divisions).",
default=32, min=3, max=256)
angle = FloatProperty(name="Angle",
description="The angle of the branching pipe (i.e. the 'arm')." \
" Measured from the center line of the main pipe.",
default=radians(45.0),
min=radians(-179.9),
max=radians(179.9),
unit="ROTATION")
startLength = FloatProperty(name="Length Start",
description="Length of the beginning of the pipe.",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
endLength = FloatProperty(name="End Length",
description="Length of the end of the pipe.",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
def execute(self, context):
Thomas Dinges
committed
radius = self.radius
div = self.div
Thomas Dinges
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angle = self.angle
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startLength = self.startLength
endLength = self.endLength
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verts = []
faces = []
loop1 = [] # The starting circle
loop2 = [] # The elbow circle
loop3 = [] # The end circle
# Create start circle
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = -startLength
loop1.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
# Create deformed joint circle
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = locX * tan(angle / 2.0)
loop2.append(len(verts))
verts.append([locX * radius, locY * radius, locZ * radius])
# Create end circle
baseEndLocX = -endLength * sin(angle)
baseEndLocZ = endLength * cos(angle)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 - angle)
locX = locX * sin(pi / 2.0 - angle)
loop3.append(len(verts))
# Translate and add circle vertices to the list.
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
# Create faces
faces.extend(createFaces(loop1, loop2, closed=True))
faces.extend(createFaces(loop2, loop3, closed=True))
base = create_mesh_object(context, verts, [], faces, "Elbow Joint")
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class AddTeeJoint(bpy.types.Operator):
# Create the vertices and polygons for a simple tee (T) joint.
# The base arm of the T can be positioned in an angle if needed though.
'''Add a Tee-Joint mesh'''
bl_idname = "mesh.primitive_tee_joint_add"
bl_label = "Add Pipe Tee-Joint"
bl_options = {'REGISTER', 'UNDO'}
radius = FloatProperty(name="Radius",
description="The radius of the pipe.",
default=1.0,
min=0.01,
max=100.0,
unit="LENGTH")
div = IntProperty(name="Divisions",
description="Number of vertices (divisions).",
default=32,
min=4,
max=256)
angle = FloatProperty(name="Angle",
description="The angle of the branching pipe (i.e. the 'arm')." \
" Measured from the center line of the main pipe.",
default=radians(90.0),
min=radians(0.1),
max=radians(179.9),
unit="ROTATION")
startLength = FloatProperty(name="Length Start",
description="Length of the beginning of the" \
" main pipe (the straight one).",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
endLength = FloatProperty(name="End Length",
description="Length of the end of the" \
" main pipe (the straight one).",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
branchLength = FloatProperty(name="Arm Length",
description="Length of the arm pipe (the bent one).",
default=3.0,
min=0.01,
max=100.0,
unit="LENGTH")
def execute(self, context):
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radius = self.radius
div = self.div
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angle = self.angle
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startLength = self.startLength
endLength = self.endLength
branchLength = self.branchLength
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if (div % 2):
# Odd vertice number not supported (yet).
return {'CANCELLED'}
verts = []
faces = []
# List of vert indices of each cross section
loopMainStart = [] # Vert indices for the
# beginning of the main pipe.
loopJoint1 = [] # Vert indices for joint that is used
# to connect the joint & loopMainStart.
loopJoint2 = [] # Vert indices for joint that is used
# to connect the joint & loopArm.
loopJoint3 = [] # Vert index for joint that is used
# to connect the joint & loopMainEnd.
loopArm = [] # Vert indices for the end of the arm.
loopMainEnd = [] # Vert indices for the
# end of the main pipe.
# Create start circle (main pipe)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = -startLength
loopMainStart.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
# Create deformed joint circle
vertTemp1 = None
vertTemp2 = None
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
if vertIdx == 0:
vertTemp1 = len(verts)
if vertIdx == div / 2:
# @todo: This will possibly break if we
# ever support odd divisions.
vertTemp2 = len(verts)
loopJoint1.append(len(verts))
if (vertIdx < div / 2):
# Straight side of main pipe.
locZ = 0
loopJoint3.append(len(verts))
else:
# Branching side
locZ = locX * tan(angle / 2.0)
loopJoint2.append(len(verts))
verts.append([locX * radius, locY * radius, locZ * radius])
# Create 2. deformed joint (half-)circle
loopTemp = []
for vertIdx in range(div):
if (vertIdx > div / 2):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = -cos(curVertAngle)
locZ = -(radius * locX * tan((pi - angle) / 2.0))
loopTemp.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
loopTemp2 = loopTemp[:]
# Finalise 2. loop
loopTemp.reverse()
loopTemp.append(vertTemp1)
loopJoint2.reverse()
loopJoint2.extend(loopTemp)
loopJoint2.reverse()
# Finalise 3. loop
loopTemp2.append(vertTemp2)
loopTemp2.reverse()
loopJoint3.extend(loopTemp2)
# Create end circle (branching pipe)
baseEndLocX = -branchLength * sin(angle)
baseEndLocZ = branchLength * cos(angle)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
# Create circle
locX = sin(curVertAngle) * radius
locY = cos(curVertAngle) * radius
locZ = 0.0
# Rotate circle
locZ = locX * cos(pi / 2.0 - angle)
locX = locX * sin(pi / 2.0 - angle)
loopArm.append(len(verts))
# Add translated circle.
verts.append([baseEndLocX + locX, locY, baseEndLocZ + locZ])
# Create end circle (main pipe)
for vertIdx in range(div):
curVertAngle = vertIdx * (2.0 * pi / div)
locX = sin(curVertAngle)
locY = cos(curVertAngle)
locZ = endLength
loopMainEnd.append(len(verts))
verts.append([locX * radius, locY * radius, locZ])
# Create faces
faces.extend(createFaces(loopMainStart, loopJoint1, closed=True))
faces.extend(createFaces(loopJoint2, loopArm, closed=True))
faces.extend(createFaces(loopJoint3, loopMainEnd, closed=True))
base = create_mesh_object(context, verts, [], faces, "Tee Joint")
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