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  • # add_mesh_spindle.py Copyright (C) 2008-2009, FourMadMen.com
    #
    # add spindle 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: Spindle',
        'author': 'fourmadmen',
    
        'version': '2.1',
    
        'blender': (2, 5, 3),
        'location': 'View3D > Add > Mesh ',
        'description': 'Adds a mesh Spindle to the Add Mesh menu',
    
        'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
            'Scripts/Add_Spindle',
    
        'category': 'Add Mesh'}
    
    """
    Name: 'Spindle'
    Blender: 250
    Group: 'AddMesh'
    Tip: 'Add Spindle Object...'
    __author__ = ["Four Mad Men", "FourMadMen.com"]
    __version__ = '0.10'
    __url__ = [""]
    email__=["bwiki {at} fourmadmen {dot} com"]
    
    Usage:
    
    * Launch from Add Mesh menu
    
    * Modify parameters as desired or keep defaults
    
    """
    
    
    import bpy
    import mathutils
    
    from mathutils import Vector, RotationMatrix
    
    from bpy.props import FloatProperty, IntProperty, BoolProperty
    
    
    # Stores the values of a list of properties and the
    # operator id in a property group ('recall_op') inside the object.
    # Could (in theory) be used for non-objects.
    # Note: Replaces any existing property group with the same name!
    # ob ... Object to store the properties in.
    # op ... The operator that should be used.
    # op_args ... A dictionary with valid Blender
    #             properties (operator arguments/parameters).
    def store_recall_properties(ob, op, op_args):
        if ob and op and op_args:
            recall_properties = {}
    
            # Add the operator identifier and op parameters to the properties.
            recall_properties['op'] = op.bl_idname
            recall_properties['args'] = op_args
    
            # Store new recall properties.
            ob['recall'] = recall_properties
    
    
    # Apply view rotation to objects if "Align To" for
    # new objects was set to "VIEW" in the User Preference.
    def apply_object_align(context, ob):
        obj_align = bpy.context.user_preferences.edit.object_align
    
        if (context.space_data.type == 'VIEW_3D'
            and obj_align == 'VIEW'):
                view3d = context.space_data
                region = view3d.region_3d
                viewMatrix = region.view_matrix
                rot = viewMatrix.rotation_part()
                ob.rotation_euler = rot.invert().to_euler()
    
    
    # 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):
        scene = context.scene
        obj_act = scene.objects.active
    
        # 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)
    
        # Make a mesh from a list of verts/edges/faces.
        mesh.from_pydata(verts, edges, faces)
    
        # Update mesh geometry after adding stuff.
        mesh.update()
    
        # Deselect all objects.
        bpy.ops.object.select_all(action='DESELECT')
    
        if edit:
            # Replace geometry of existing object
    
            # Use the active obj and select it.
            ob_new = obj_act
            ob_new.selected = True
    
            if obj_act.mode == 'OBJECT':
                # Get existing mesh datablock.
                old_mesh = ob_new.data
    
                # Set object data to nothing
                ob_new.data = None
    
                # 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
    
        else:
            # Create new object
            ob_new = bpy.data.objects.new(name, mesh)
    
            # Link new object to the given scene and select it.
            scene.objects.link(ob_new)
            ob_new.selected = True
    
            # Place the object at the 3D cursor location.
            ob_new.location = scene.cursor_location
    
            apply_object_align(context, ob_new)
    
        if obj_act and obj_act.mode == 'EDIT':
            if not edit:
                # We are in EditMode, switch to ObjectMode.
                bpy.ops.object.mode_set(mode='OBJECT')
    
                # Select the active object as well.
                obj_act.selected = True
    
                # Apply location of new object.
                scene.update()
    
                # Join new object into the active.
                bpy.ops.object.join()
    
                # Switching back to EditMode.
                bpy.ops.object.mode_set(mode='EDIT')
    
                ob_new = obj_act
    
        else:
            # We are in ObjectMode.
            # Make the new object the active one.
            scene.objects.active = ob_new
    
        return ob_new
    
    # 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):
        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
    
    
    def add_spindle(segments, radius, height, cap_height):
    
        tot_verts = segments * 2 + 2
    
        half_height = height / 2.0
    
        # Upper tip
        idx_upper_tip = len(verts)
        verts.append(Vector(0, 0, half_height + cap_height))
    
        # Lower tip
        idx_lower_tip = len(verts)
        verts.append(Vector(0, 0, -half_height - cap_height))
    
        upper_edgeloop = []
        lower_edgeloop = []
        for index in range(segments):
            mtx = RotationMatrix(2.0 * pi * float(index) / segments, 3, 'Z')
    
            # Calculate index & location of upper verte4x tip.
            idx_up = len(verts)
            upper_edgeloop.append(idx_up)
            verts.append(Vector(radius, 0.0, half_height) * mtx)
    
            if height > 0:
                idx_low = len(verts)
                lower_edgeloop.append(idx_low)
                verts.append(Vector(radius, 0.0, -half_height) * mtx)
    
        # Create faces for the upper tip.
        tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop,
            closed=True, flipped=True)
        faces.extend(tip_up_faces)
    
        if height > 0:
            # Create faces for the middle cylinder.
            cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True)
            faces.extend(cyl_faces)
    
            # Create faces for the lower tip.
            tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop,
                closed=True)
            faces.extend(tip_low_faces)
    
        else:
            # Skipping middle part/cylinder (height=0).
    
            # Create faces for the lower tip.
            tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop,
                closed=True)
            faces.extend(tip_low_faces)
    
    
        return verts, faces
    
    
    class AddSpindle(bpy.types.Operator):
        '''Add a spindle mesh.'''
    
        bl_idname = "mesh.primitive_spindle_add"
    
        bl_description = "Create a spindle mesh."
    
        # edit - Whether to add or update.
        edit = BoolProperty(name="",
            description="",
            default=False,
            options={'HIDDEN'})
        segments = IntProperty(name="Segments",
    
            description="Number of segments of the spindle",
    
            min=3,
            max=512,
            default=32)
        radius = FloatProperty(name="Radius",
    
            min=0.01,
            max=9999.0,
            default=1.0)
        height = FloatProperty(name="Height",
    
            min=0.0,
            max=100.0,
            default=1.0)
        cap_height = FloatProperty(name="Cap Height",
    
            min=-9999.0,
            max=9999.0,
            default=0.5)
    
            props = self.properties
    
            verts, faces = add_spindle(
                props.segments,
                props.radius,
                props.height,
                props.cap_height)
    
            obj = create_mesh_object(context, verts, [], faces, "Spindle",
                props.edit)
    
            # Store 'recall' properties in the object.
            recall_args_list = {
                "edit": True,
                "segments": props.segments,
                "radius": props.radius,
                "height": props.height,
                "cap_height": props.cap_height}
            store_recall_properties(obj, self, recall_args_list)
    
    menu_func = (lambda self, context: self.layout.operator(AddSpindle.bl_idname,
        text="Add Spindle", icon='PLUGIN'))
    
    
        # Add "Spindle" menu to the "Add Mesh" menu.
    
        # Remove "Spindle" menu from the "Add Mesh" menu.
        bpy.types.INFO_MT_mesh_add.remove(menu_func)