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# ##### 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.
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#  but WITHOUT ANY WARRANTY; without even the implied warranty of
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#  along with this program; if not, write to the Free Software Foundation,
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# ##### END GPL LICENSE BLOCK #####

bl_info = {
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    "name": "Pipe Joints",
    "author": "Buerbaum Martin (Pontiac)",
    "version": (0, 10, 6),
    "blender": (2, 5, 3),
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    "api": 32411,
    "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",
    "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:
v0.10.6 - 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.
    Updated for new bl_info structure.
    New code for the "align_matrix".
    made script PEP8 compatible.
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.
v0.9.10 - Use bl_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'):
        view_mat = context.space_data.region_3d.view_matrix
        rot = view_mat.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)
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            # 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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        # Place the object at the 3D cursor location.
        ob_new.matrix_world = align_matrix
    if obj_act and obj_act.mode == 'EDIT':
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        if not edit:
            # We are in EditMode, switch to ObjectMode.
            bpy.ops.object.mode_set(mode='OBJECT')
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            # Select the active object as well.
            obj_act.select = True
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            # Apply location of new object.
            scene.update()
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            # Join new object into the active.
            bpy.ops.object.join()
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            # Switching back to EditMode.
            bpy.ops.object.mode_set(mode='EDIT')
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            ob_new = obj_act

    else:
        # We are in ObjectMode.
        # Make the new object the active one.
        scene.objects.active = ob_new

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# A very simple "bridge" tool.
# Connects two equally long vertex rows with faces.
# Returns a list of the new faces (list of  lists)
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#
# 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.
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def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
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    faces = []

    if not vertIdx1 or not vertIdx2:
        return None

    if len(vertIdx1) < 2 and len(vertIdx2) < 2:
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        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)
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    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)

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        else:
            face = [vertIdx2[0], vertIdx1[0]]
            if not fan:
                face.append(vertIdx1[total - 1])
            face.append(vertIdx2[total - 1])
            faces.append(face)
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    # Bridge the rest of the faces.
    for num in range(total - 1):
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        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)
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        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)
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    return faces


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'}

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    # edit - Whether to add or update.
    edit = BoolProperty(name="",
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        description="",
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        default=False,
        options={'HIDDEN'})

    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")
    align_matrix = mathutils.Matrix()

    def execute(self, context):
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        startLength = self.startLength
        endLength = self.endLength

        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
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        faces.extend(createFaces(loop1, loop2, closed=True))
        faces.extend(createFaces(loop2, loop3, closed=True))
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        obj = create_mesh_object(context, verts, [], faces,
            "Elbow Joint", edit, self.align_matrix)
    def invoke(self, context, event):
        self.align_matrix = align_matrix(context)
        self.execute(context)
        return {'FINISHED'}
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'}

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    # edit - Whether to add or update.
    edit = BoolProperty(name="",
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