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add_mesh_gemstones.py 15.3 KiB
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  • # GPL # "author": "Pontiac, Fourmadmen, Dreampainter"
    
    
    from bpy.types import Operator
    
    from mathutils import (
            Vector,
            Quaternion,
            )
    
    from math import cos, sin, pi
    from bpy.props import (
            FloatProperty,
            IntProperty,
    
    from bpy_extras import object_utils
    
    
    # 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, self, 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)
    
        # Update mesh geometry after adding stuff.
    
        return object_utils.object_data_add(context, mesh, operator=self)
    
    def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
        faces = []
    
        if not vertIdx1 or not vertIdx2:
            return None
    
        if len(vertIdx1) < 2 and len(vertIdx2) < 2:
            return None
    
        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)
    
            else:
                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 flipped:
                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)
            else:
                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)
    
        return faces
    
    
    # @todo Clean up vertex&face creation process a bit.
    def add_gem(r1, r2, seg, h1, h2):
        """
        r1 = pavilion radius
        r2 = crown radius
        seg = number of segments
        h1 = pavilion height
        h2 = crown height
        Generates the vertices and faces of the gem
        """
    
        verts = []
    
    
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        a = 2.0 * 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 pavilion
        h3 = h2 / 2.0                  # Middle of crown height
        h4 = -h1 / 2.0                 # Middle of pavilion height
    
        # Tip
        vert_tip = len(verts)
    
        verts.append(Vector((0.0, 0.0, -h1)))
    
    
        # Middle vertex of the flat side (crown)
        vert_flat = len(verts)
    
        verts.append(Vector((0.0, 0.0, h2)))
    
    
        edgeloop_flat = []
        for i in range(seg):
            s1 = sin(i * a)
            s2 = sin(offset + i * a)
            c1 = cos(i * a)
            c2 = cos(offset + i * a)
    
            verts.append((r4 * s1, r4 * c1, h4))    # Middle of pavilion
            verts.append((r1 * s2, r1 * c2, 0.0))   # Pavilion
            verts.append((r3 * s1, r3 * c1, h3))    # Middle crown
            edgeloop_flat.append(len(verts))
            verts.append((r2 * s2, r2 * c2, h2))    # Crown
    
        faces = []
    
        for index in range(seg):
            i = index * 4
            j = ((index + 1) % seg) * 4
    
            faces.append([j + 2, vert_tip, i + 2, i + 3])  # Tip -> Middle of pav
            faces.append([j + 2, i + 3, j + 3])            # Middle of pav -> pav
            faces.append([j + 3, i + 3, j + 4])            # Pav -> Middle crown
            faces.append([j + 4, i + 3, i + 4, i + 5])     # Crown quads
            faces.append([j + 4, i + 5, j + 5])            # Middle crown -> crown
    
        faces_flat = createFaces([vert_flat], edgeloop_flat, closed=True)
        faces.extend(faces_flat)
    
        return verts, faces
    
    
    def add_diamond(segments, girdle_radius, table_radius,
    
                    crown_height, pavilion_height):
    
    
        PI_2 = pi * 2.0
        z_axis = (0.0, 0.0, -1.0)
    
        verts = []
        faces = []
    
        height_flat = crown_height
        height_middle = 0.0
        height_tip = -pavilion_height
    
        # Middle vertex of the flat side (crown)
        vert_flat = len(verts)
    
        verts.append(Vector((0.0, 0.0, height_flat)))
    
        verts.append(Vector((0.0, 0.0, height_tip)))
    
    
        verts_flat = []
        verts_girdle = []
    
        for index in range(segments):
            quat = Quaternion(z_axis, (index / segments) * PI_2)
    
    
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            # angle = PI_2 * index / segments  # UNUSED
    
    
            # Row for flat side
            verts_flat.append(len(verts))
    
            vec = quat @ Vector((table_radius, 0.0, height_flat))
    
            verts.append(vec)
    
            # Row for the middle/girdle
            verts_girdle.append(len(verts))
    
            vec = quat @ Vector((girdle_radius, 0.0, height_middle))
    
            verts.append(vec)
    
        # Flat face
        faces_flat = createFaces([vert_flat], verts_flat, closed=True,
            flipped=True)
        # Side face
        faces_side = createFaces(verts_girdle, verts_flat, closed=True)
        # Tip faces
        faces_tip = createFaces([vert_tip], verts_girdle, closed=True)
    
        faces.extend(faces_tip)
        faces.extend(faces_side)
        faces.extend(faces_flat)
    
        return verts, faces
    
    
    class AddDiamond(Operator, object_utils.AddObjectHelper):
    
        bl_idname = "mesh.primitive_diamond_add"
        bl_label = "Add Diamond"
    
        bl_description = "Construct a diamond mesh"
    
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        bl_options = {'REGISTER', 'UNDO', 'PRESET'}
    
        Diamond : BoolProperty(name = "Diamond",
                    default = True,
                    description = "Diamond")
    
        #### change properties
        name : StringProperty(name = "Name",
                        description = "Name")
    
        change : BoolProperty(name = "Change",
                    default = False,
                    description = "change Diamond")
    
    
        segments: IntProperty(
    
                name="Segments",
                description="Number of segments for the diamond",
                min=3,
                max=256,
                default=32
                )
    
        girdle_radius: FloatProperty(
    
                name="Girdle Radius",
                description="Girdle radius of the diamond",
                min=0.01,
                max=9999.0,
                default=1.0
                )
    
        table_radius: FloatProperty(
    
                name="Table Radius",
                description="Girdle radius of the diamond",
                min=0.01,
                max=9999.0,
                default=0.6
                )
    
        crown_height: FloatProperty(
    
                name="Crown Height",
                description="Crown height of the diamond",
                min=0.01,
                max=9999.0,
                default=0.35
                )
    
        pavilion_height: FloatProperty(
    
                name="Pavilion Height",
                description="Pavilion height of the diamond",
                min=0.01,
                max=9999.0,
                default=0.8
                )
    
        def draw(self, context):
            layout = self.layout
            box = layout.box()
            box.prop(self, "segments")
            box.prop(self, "girdle_radius")
            box.prop(self, "table_radius")
            box.prop(self, "crown_height")
            box.prop(self, "pavilion_height")
    
            if self.change == False:
                # generic transform props
                box = layout.box()
    
                box.prop(self, 'align', expand=True)
                box.prop(self, 'location', expand=True)
                box.prop(self, 'rotation', expand=True)
    
            # 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
    
                if context.selected_objects != [] and context.active_object and \
                ('Diamond' in context.active_object.data.keys()) and (self.change == True):
    
                    oldmesh = obj.data
                    oldmeshname = obj.data.name
    
                    verts, faces = add_diamond(self.segments,
                        self.girdle_radius,
                        self.table_radius,
                        self.crown_height,
                        self.pavilion_height)
                    mesh = bpy.data.meshes.new("TMP")
                    mesh.from_pydata(verts, [], faces)
                    mesh.update()
                    obj.data = mesh
    
                    for material in oldmesh.materials:
                        obj.data.materials.append(material)
    
                    bpy.data.meshes.remove(oldmesh)
                    obj.data.name = oldmeshname
    
                else:
                    verts, faces = add_diamond(self.segments,
                        self.girdle_radius,
                        self.table_radius,
                        self.crown_height,
                        self.pavilion_height)
    
    
                    obj = create_mesh_object(context, self, verts, [], faces, "Diamond")
    
                obj.data["Diamond"] = True
                obj.data["change"] = False
                for prm in DiamondParameters():
                    obj.data[prm] = getattr(self, prm)
    
            if bpy.context.mode == "EDIT_MESH":
                active_object = context.active_object
                name_active_object = active_object.name
                bpy.ops.object.mode_set(mode='OBJECT')
                verts, faces = add_diamond(self.segments,
                    self.girdle_radius,
                    self.table_radius,
                    self.crown_height,
                    self.pavilion_height)
    
    
                obj = create_mesh_object(context, self, verts, [], faces, "TMP")
    
                obj.select_set(True)
                active_object.select_set(True)
                bpy.ops.object.join()
                context.active_object.name = name_active_object
                bpy.ops.object.mode_set(mode='EDIT')
    
            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
    
    
    def DiamondParameters():
        DiamondParameters = [
            "segments",
            "girdle_radius",
            "table_radius",
            "crown_height",
            "pavilion_height",
            ]
        return DiamondParameters
    
    
    class AddGem(Operator, object_utils.AddObjectHelper):
    
        bl_idname = "mesh.primitive_gem_add"
        bl_label = "Add Gem"
    
        bl_description = "Construct an offset faceted gem mesh"
    
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        bl_options = {'REGISTER', 'UNDO', 'PRESET'}
    
        Gem : BoolProperty(name = "Gem",
                    default = True,
                    description = "Gem")
    
        #### change properties
        name : StringProperty(name = "Name",
                        description = "Name")
    
        change : BoolProperty(name = "Change",
                    default = False,
                    description = "change Gem")
    
        segments: IntProperty(
    
                name="Segments",
                description="Longitudial segmentation",
                min=3,
                max=265,
                default=8
                )
    
        pavilion_radius: FloatProperty(
    
                name="Radius",
                description="Radius of the gem",
                min=0.01,
                max=9999.0,
                default=1.0
                )
    
        crown_radius: FloatProperty(
    
                name="Table Radius",
                description="Radius of the table(top)",
                min=0.01,
                max=9999.0,
                default=0.6
                )
    
        crown_height: FloatProperty(
    
                name="Table height",
                description="Height of the top half",
                min=0.01,
                max=9999.0,
                default=0.35
                )
    
        pavilion_height: FloatProperty(
    
                name="Pavilion height",
                description="Height of bottom half",
                min=0.01,
                max=9999.0,
                default=0.8
                )
    
        def draw(self, context):
            layout = self.layout
            box = layout.box()
            box.prop(self, "segments")
            box.prop(self, "pavilion_radius")
            box.prop(self, "crown_radius")
            box.prop(self, "crown_height")
            box.prop(self, "pavilion_height")
    
    
            if self.change == False:
                # generic transform props
                box = layout.box()
    
                box.prop(self, 'align', expand=True)
                box.prop(self, 'location', expand=True)
                box.prop(self, 'rotation', expand=True)
    
            # 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
    
                if context.selected_objects != [] and context.active_object and \
                ('Gem' in context.active_object.data.keys()) and (self.change == True):
    
                    oldmesh = obj.data
                    oldmeshname = obj.data.name
                    verts, faces = add_gem(
                        self.pavilion_radius,
                        self.crown_radius,
                        self.segments,
                        self.pavilion_height,
                        self.crown_height)
                    mesh = bpy.data.meshes.new("TMP")
                    mesh.from_pydata(verts, [], faces)
                    mesh.update()
                    obj.data = mesh
                    for material in oldmesh.materials:
                        obj.data.materials.append(material)
                    bpy.data.meshes.remove(oldmesh)
                    obj.data.name = oldmeshname
    
                else:
                    verts, faces = add_gem(
                        self.pavilion_radius,
                        self.crown_radius,
                        self.segments,
                        self.pavilion_height,
                        self.crown_height)
    
    
                    obj = create_mesh_object(context, self, verts, [], faces, "Gem")
    
                obj.data["Gem"] = True
                obj.data["change"] = False
                for prm in GemParameters():
                    obj.data[prm] = getattr(self, prm)
    
            if bpy.context.mode == "EDIT_MESH":
                active_object = context.active_object
                name_active_object = active_object.name
                bpy.ops.object.mode_set(mode='OBJECT')
                verts, faces = add_gem(
                    self.pavilion_radius,
                    self.crown_radius,
                    self.segments,
                    self.pavilion_height,
                    self.crown_height)
    
    
                obj = create_mesh_object(context, self, verts, [], faces, "TMP")
    
                obj.select_set(True)
                active_object.select_set(True)
                bpy.ops.object.join()
                context.active_object.name = name_active_object
                bpy.ops.object.mode_set(mode='EDIT')
    
            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
    
    
    
    def GemParameters():
        GemParameters = [
            "segments",
            "pavilion_radius",
            "crown_radius",
            "crown_height",
            "pavilion_height",
            ]
        return GemParameters