Newer
Older
# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
"location": "View3D > Add > Mesh > Pipe Joint",
"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)
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
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 *
# 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'
view_mat = context.space_data.region_3d.view_matrix
rot = view_mat.rotation_part().invert().resize4x4()
align_matrix = loc * rot
return align_matrix
# 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):
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')
# Replace geometry of existing object
# Use the active obj and select it.
ob_new.select = True
if obj_act.mode == 'OBJECT':
# Get existing mesh datablock.
old_mesh = ob_new.data
# 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)
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')
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = 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):
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)
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'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
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
edit = self.edit
Thomas Dinges
committed
radius = self.radius
div = self.div
Thomas Dinges
committed
angle = self.angle
Thomas Dinges
committed
startLength = self.startLength
endLength = self.endLength
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
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))
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'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
Loading
Loading full blame...