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add_mesh_star.py 8.36 KiB
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  • # GPL Original by Fourmadmen
    
    import bpy
    
    from mathutils import (
            Vector,
            Quaternion,
            )
    
    from math import pi
    from bpy.props import (
            IntProperty,
            FloatProperty,
    
    
    # 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)
    
        # Update mesh geometry after adding stuff.
        mesh.update()
    
        from bpy_extras import object_utils
        return object_utils.object_data_add(context, mesh, operator=None)
    
    
    # A very simple "bridge" tool.
    
    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_star(points, outer_radius, inner_radius, height):
        PI_2 = pi * 2
        z_axis = (0, 0, 1)
    
        verts = []
        faces = []
    
        segments = points * 2
    
        half_height = height / 2.0
    
        vert_idx_top = len(verts)
        verts.append(Vector((0.0, 0.0, half_height)))
    
        vert_idx_bottom = len(verts)
        verts.append(Vector((0.0, 0.0, -half_height)))
    
        edgeloop_top = []
        edgeloop_bottom = []
    
        for index in range(segments):
            quat = Quaternion(z_axis, (index / segments) * PI_2)
    
            if index % 2:
                # Uneven
                radius = outer_radius
            else:
                # Even
                radius = inner_radius
    
            edgeloop_top.append(len(verts))
    
            vec = quat @ Vector((radius, 0, half_height))
    
            verts.append(vec)
    
            edgeloop_bottom.append(len(verts))
    
            vec = quat @ Vector((radius, 0, -half_height))
    
            verts.append(vec)
    
        faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True)
        faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True)
        faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom,
            flipped=True, closed=True)
    
        faces.extend(faces_top)
        faces.extend(faces_outside)
        faces.extend(faces_bottom)
    
        return verts, faces
    
    
    class AddStar(bpy.types.Operator, object_utils.AddObjectHelper):
    
        bl_idname = "mesh.primitive_star_add"
        bl_label = "Simple Star"
    
        bl_description = "Construct a star mesh"
    
        bl_options = {'REGISTER', 'UNDO', 'PRESET'}
    
    
        Star : BoolProperty(name = "Star",
                    default = True,
                    description = "Star")
        change : BoolProperty(name = "Change",
                    default = False,
                    description = "change Star")
    
    
        points: IntProperty(
    
            description="Number of points for the star",
            min=2,
            max=256,
    
        outer_radius: FloatProperty(
    
            name="Outer Radius",
    
            description="Outer radius of the star",
            min=0.01,
            max=9999.0,
    
        innter_radius: FloatProperty(
    
            name="Inner Radius",
    
            description="Inner radius of the star",
            min=0.01,
            max=9999.0,
    
        height: FloatProperty(name="Height",
    
            description="Height of the star",
            min=0.01,
            max=9999.0,
    
            layout.prop(self, 'points', expand=True)
            layout.prop(self, 'outer_radius', expand=True)
            layout.prop(self, 'innter_radius', expand=True)
            layout.prop(self, 'height', expand=True)
    
            if self.change == False:
                col = layout.column(align=True)
                col.prop(self, 'align', expand=True)
                col = layout.column(align=True)
                col.prop(self, 'location', expand=True)
                col = layout.column(align=True)
                col.prop(self, 'rotation', expand=True)
    
        def execute(self, context):
    
            # 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 bpy.context.mode == "OBJECT":
                if context.selected_objects != [] and context.active_object and \
    
                    (context.active_object.data is not None) and ('Star' in context.active_object.data.keys()) and \
                    (self.change == True):
    
                    obj = context.active_object
                    oldmesh = obj.data
                    oldmeshname = obj.data.name
                    verts, faces = add_star(
                            self.points,
                            self.outer_radius,
                            self.innter_radius,
                            self.height
                            )
                    mesh = bpy.data.meshes.new('Star')
                    mesh.from_pydata(verts, [], faces)
                    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_star(
                            self.points,
                            self.outer_radius,
                            self.innter_radius,
                            self.height
                            )
                    mesh = bpy.data.meshes.new('Star')
                    mesh.from_pydata(verts, [], faces)
                    obj = object_utils.object_data_add(context, mesh, operator=self)
    
                obj.data["Star"] = True
                obj.data["change"] = False
                for prm in StarParameters():
                    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_star(
                            self.points,
                            self.outer_radius,
                            self.innter_radius,
                            self.height
                            )
                mesh = bpy.data.meshes.new('Star')
                mesh.from_pydata(verts, [], faces)
    
                obj = object_utils.object_data_add(context, mesh, operator=self)
    
                obj.select_set(True)
                active_object.select_set(True)
    
                bpy.context.view_layer.objects.active = active_object
    
                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
    
    
            return {'FINISHED'}
    
    
    def StarParameters():
        StarParameters = [
            "points",
            "outer_radius",
            "innter_radius",
            "height",
            ]
        return StarParameters