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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': '2.0',
        '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 math import pi
    
    
    def add_spindle( spindle_segments, spindle_radius, spindle_height, spindle_cap_height):
    
        Vector = mathutils.Vector
        RotationMatrix = mathutils.RotationMatrix
    
        verts = []
        faces = []
    
        tot_verts = spindle_segments * 2 + 2
    
        half_height = spindle_height * .5
    
        verts.extend( Vector(0, 0, half_height + spindle_cap_height) )
        verts.extend( Vector(0, 0, -half_height - spindle_cap_height) )
    
        i = 2
        for index in range(spindle_segments):
            mtx = RotationMatrix( 2 * pi * float(index)/spindle_segments, 3, 'Z' )
    
            verts.extend( Vector(spindle_radius, 0, half_height) * mtx )
            it1 = i
            i+=1
    
            verts.extend( Vector(spindle_radius, 0, -half_height) * mtx )
            ib1 = i
            i+=1
    
            if i>4:
                faces.extend( (it2, it1, 0, it2) )
                faces.extend( (it1, it2, ib2, ib1) )
                faces.extend( (ib1, ib2, 1, ib1) )
    
            it2 = it1
            ib2 = ib1
    
        faces.extend( (tot_verts-2, 2, 0, tot_verts-2) )
        faces.extend( (3, 2, tot_verts-2, tot_verts-1) )
        faces.extend( (3, tot_verts-1, 1, 3) )
    
        return verts, faces
    
    from bpy.props import FloatProperty
    from bpy.props import IntProperty
    
    class AddSpindle(bpy.types.Operator):
        '''Add a spindle mesh.'''
        bl_idname = "mesh.spindle_add"
        bl_label = "Add Spindle"
        bl_options = {'REGISTER', 'UNDO'}
    
        spindle_segments = IntProperty(name="Segments",
            description="Number of segments of the spindle",
            default=32, min=3, max=256)
        spindle_radius = FloatProperty(name="Radius",
            description="Radius of the spindle",
            default=1.00, min=0.01, max=100.00)
        spindle_height = FloatProperty(name="Height",
            description="Height of the spindle",
            default=1.00, min=0.01, max=100.00)
        spindle_cap_height = FloatProperty(name="Cap Height",
            description="Cap height of the spindle",
            default=0.50, min=0.01, max=100.00)
    
        def execute(self, context):
    
            verts_loc, faces = add_spindle(self.properties.spindle_segments, self.properties.spindle_radius, self.properties.spindle_height, self.properties.spindle_cap_height)
    
            mesh = bpy.data.meshes.new("Spindle")
    
            mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4))
            mesh.verts.foreach_set("co", verts_loc)
            mesh.faces.foreach_set("verts_raw", faces)
            mesh.faces.foreach_set("smooth", [False] * len(mesh.faces))
    
            scene = context.scene
    
            # ugh
            for ob in scene.objects:
                ob.selected = False
    
            mesh.update()
            ob_new = bpy.data.objects.new("Spindle", mesh)
            ob_new.data = mesh
            scene.objects.link(ob_new)
            scene.objects.active = ob_new
            ob_new.selected = True
    
            ob_new.location = tuple(context.scene.cursor_location)
    
            return {'FINISHED'}
    
    
    # Register the operator
    # Add to a menu, reuse an icon used elsewhere that happens to have fitting name
    # unfortunately, the icon shown is the one I expected from looking at the
    # blenderbuttons file from the release/datafiles directory
    
    menu_func = (lambda self, context: self.layout.operator(AddSpindle.bl_idname, text="Add Spindle", icon='PLUGIN'))
    
    def register():
        bpy.types.register(AddSpindle)
        bpy.types.INFO_MT_mesh_add.append(menu_func)
    
    def unregister():
        bpy.types.unregister(AddSpindle)
        bpy.types.INFO_MT_mesh_add.remove(menu_func)
    
    # Remove "Spindle" menu from the "Add Mesh" menu.
    #space_info.INFO_MT_mesh_add.remove(menu_func)
    
    if __name__ == "__main__":
        register()