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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.
#
# 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
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# along with this program; if not, write to the Free Software Foundation,
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"version": (0, 3, 7),
"blender": (2, 5, 6),
"api": 34093,
"location": "View3D > Add > Mesh >"\
" Z Function Surface & XYZ Function Surface",
"description": "Create Objects using Math Formulas",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Add_Mesh/Add_3d_Function_Surface",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
This script lets the user create a surface where the z coordinate
is a function of the x and y coordinates.
z = f(x,y)
X,Y,Z Function Surface
This script lets the user create a surface where the x, y and z
coordinates are defiend by a function.
x = f(u,v)
y = f(u,v)
z = f(u,v)
Usage:
You have to activated the script in the "Add-Ons" tab (user preferences).
The functionality can then be accessed via the
"Add Mesh" -> "Z Function Surface"
and
"Add Mesh" -> "X,Y,Z Function Surface"
menu.
v0.3.6 - Various updates to match current Blender API.
Removed recall functionality.
Better code for align_matrix
Hopefully fixed bug where uMax was never reached. May cause other stuff.
v0.3.5 - createFaces can now "Flip" faces and create fan/star like faces.
v0.3.4 - Updated store_recall_properties, apply_object_align
and create_mesh_object.
Changed how recall data is stored.
v0.3.3 - API change Mathutils -> mathutils (r557)
v0.3.2 - Various fixes&streamlining by ideasman42/Campbell Barton.
r544 Compile expressions for faster execution
r544 Use operator reports for errors too
r544 Avoid type checks by converting to a float, errors
converting to a float are reported too.
Fixed an error Campbell overlooked (appending tuples to an
array, not single values) Thamnks for the report wild_doogy.
Added 'description' field, updated 'wiki_url'.
v0.3.1 - Use hidden "edit" property for "recall" operator.
Bugfix: Z Function was mixing up div_x and div_y
v0.3 - X,Y,Z Function Surface (by Ed Mackey & tuga3d).
Renamed old function to "Z Function Surface".
Align the geometry to the view if the user preference says so.
Store recall properties in newly created object.
v0.2.1 - Fixed some new API stuff.
Mainly we now have the register/unregister functions.
Also the new() function for objects now accepts a mesh object.
Changed the script so it can be managed from the "Add-Ons" tab
in the user preferences.
Added dummy "PLUGIN" icon.
Corrected FSF address.
Clean up of tooltips.
v0.2 - Added security check for eval() function
Check return value of eval() for complex numbers.
v0.1.1 - Use 'CANCELLED' return value when failing.
Updated web links.
v0.1 - Initial revision.
More Links:
http://gitorious.org/blender-scripts/blender-3d-function-surface
http://blenderartists.org/forum/showthread.php?t=179043
import bpy
from mathutils import *
from math import *
from bpy.props import *
# List of safe functions for eval()
safe_list = ['math', 'acos', 'asin', 'atan', 'atan2', 'ceil', 'cos', 'cosh',
'degrees', 'e', 'exp', 'fabs', 'floor', 'fmod', 'frexp', 'hypot',
'ldexp', 'log', 'log10', 'modf', 'pi', 'pow', 'radians',
'sin', 'sinh', 'sqrt', 'tan', 'tanh']
# Use the list to filter the local namespace
safe_dict = dict((k, globals().get(k, None)) for k in safe_list)
# 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).
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = Matrix.Translation(context.scene.cursor_location)
obj_align = context.user_preferences.edit.object_align
viewMat = context.space_data.region_3d.view_matrix
rot = viewMat.rotation_part().invert().resize4x4()
else:
rot = Matrix()
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).
def create_mesh_object(context, verts, edges, faces, name, align_matrix):
scene = context.scene
obj_act = scene.objects.active
# 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()
import add_object_utils
add_object_utils.object_data_add(context, mesh, operator=None)
# 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 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 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)
class AddZFunctionSurface(bpy.types.Operator):
'''Add a surface defined defined by a function z=f(x,y)'''
bl_idname = "mesh.primitive_z_function_surface"
bl_label = "Add Z Function Surface"
equation = StringProperty(name="Z Equation",
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description="Equation for z=f(x,y)",
default="1 - ( x**2 + y**2 )")
div_x = IntProperty(name="X Subdivisions",
description="Number of vertices in x direction.",
default=16,
min=3,
max=256)
div_y = IntProperty(name="Y Subdivisions",
description="Number of vertices in y direction.",
default=16,
min=3,
max=256)
size_x = FloatProperty(name="X Size",
description="Size of the x axis.",
default=2.0,
min=0.01,
max=100.0,
unit="LENGTH")
size_y = FloatProperty(name="Y Size",
description="Size of the y axis.",
default=2.0,
min=0.01,
max=100.0,
unit="LENGTH")
Thomas Dinges
committed
equation = self.equation
div_x = self.div_x
div_y = self.div_y
size_x = self.size_x
size_y = self.size_y
verts = []
faces = []
delta_x = size_x / float(div_x - 1)
delta_y = size_y / float(div_y - 1)
start_x = -(size_x / 2.0)
start_y = -(size_y / 2.0)
edgeloop_prev = []
expr_args = (
compile(equation, __file__, 'eval'),
{"__builtins__": None},
safe_dict)
except:
import traceback
self.report({'ERROR'}, "Error parsing expression: "
+ traceback.format_exc(limit=1))
for row_x in range(div_x):
edgeloop_cur = []
x = start_x + row_x * delta_x
for row_y in range(div_y):
y = start_y + row_y * delta_y
z = 0.0
safe_dict['x'] = x
safe_dict['y'] = y
# Try to evaluate the equation.
try:
z = float(eval(*expr_args))
self.report({'ERROR'}, "Error evaluating expression: "
+ traceback.format_exc(limit=1))
return {'CANCELLED'}
edgeloop_cur.append(len(verts))
faces.extend(faces_row)
edgeloop_prev = edgeloop_cur
"Z Function", self.align_matrix)
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
def xyz_function_surface_faces(self, x_eq, y_eq, z_eq,
range_u_min, range_u_max, range_u_step, wrap_u,
range_v_min, range_v_max, range_v_step, wrap_v):
verts = []
faces = []
uStep = (range_u_max - range_u_min) / range_u_step
vStep = (range_v_max - range_v_min) / range_v_step
# Number of steps in the vertex creation loops
uRange = range_u_step + 1
vRange = range_v_step + 1
expr_args_x = (
compile(x_eq, __file__.replace(".py", "_x.py"), 'eval'),
{"__builtins__": None},
safe_dict)
expr_args_y = (
compile(y_eq, __file__.replace(".py", "_y.py"), 'eval'),
{"__builtins__": None},
safe_dict)
expr_args_z = (
compile(z_eq, __file__.replace(".py", "_z.py"), 'eval'),
{"__builtins__": None},
safe_dict)
except:
import traceback
self.report({'ERROR'}, "Error parsing expression: "
+ traceback.format_exc(limit=1))
for vN in range(vRange):
v = range_v_min + (vN * vStep)
for uN in range(uRange):
u = range_u_min + (uN * uStep)
safe_dict['u'] = u
safe_dict['v'] = v
# Try to evaluate the equation.
try:
verts.append((
float(eval(*expr_args_x)),
float(eval(*expr_args_y)),
float(eval(*expr_args_z))))
self.report({'ERROR'}, "Error evaluating expression: "
+ traceback.format_exc(limit=1))
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for vN in range(1, range_v_step + 1):
vThis = vN
if (vThis >= vRange):
if wrap_v:
vThis = 0
else:
continue
for uN in range(1, range_u_step + 1):
uThis = uN
if (uThis >= uRange):
if wrap_u:
uThis = 0
else:
continue
faces.append([(vThis * uRange) + uThis,
(vThis * uRange) + uN - 1,
((vN - 1) * uRange) + uN - 1,
((vN - 1) * uRange) + uThis])
return verts, faces
# Original Script "Parametric.py" by Ed Mackey.
# -> http://www.blinken.com/blender-plugins.php
# Partly converted for Blender 2.5 by tuga3d.
#
# Sphere:
# x = sin(2*pi*u)*sin(pi*v)
# y = cos(2*pi*u)*sin(pi*v)
# z = cos(pi*v)
# u_min = v_min = 0
# u_max = v_max = 1
#
# "Snail shell"
# x = 1.2**v*(sin(u)**2 *sin(v))
# y = 1.2**v*(sin(u)*cos(u))
# z = 1.2**v*(sin(u)**2 *cos(v))
# u_min = 0
# u_max = pi
# v_min = -pi/4,
# v max = 5*pi/2
class AddXYZFunctionSurface(bpy.types.Operator):
'''Add a surface defined defined by 3 functions:''' \
+ ''' x=f(u,v), y=f(u,v) and z=f(u,v)'''
bl_idname = "mesh.primitive_xyz_function_surface"
bl_label = "Add X,Y,Z Function Surface"
bl_options = {'REGISTER', 'UNDO'}
x_eq = StringProperty(name="X Equation",
description="Equation for x=f(u,v)",
default="1.2**v*(sin(u)**2 *sin(v))")
y_eq = StringProperty(name="Y Equation",
description="Equation for y=f(u,v)",
default="1.2**v*(sin(u)*cos(u))")
z_eq = StringProperty(name="Z Equation",
description="Equation for z=f(u,v)",
default="1.2**v*(sin(u)**2 *cos(v))")
range_u_min = FloatProperty(name="U min",
description="Minimum U value. Lower boundary of U range.",
min=-100.00,
max=0.00,
default=0.00)
range_u_max = FloatProperty(name="U max",
description="Maximum U value. Upper boundary of U range.",
min=0.00,
max=100.00,
default=pi)
range_u_step = IntProperty(name="U step",
description="U Subdivisions",
min=1,
max=1024,
default=32)
wrap_u = BoolProperty(name="U wrap",
description="U Wrap around",
default=True)
range_v_min = FloatProperty(name="V min",
description="Minimum V value. Lower boundary of V range.",
min=-100.00,
max=0.00,
default=-pi / 4)
range_v_max = FloatProperty(name="V max",
description="Maximum V value. Upper boundary of V range.",
min=0.00,
max=100.00,
default=5 * pi / 2)
range_v_step = IntProperty(name="V step",
description="V Subdivisions",
min=1,
max=1024,
default=32)
wrap_v = BoolProperty(name="V wrap",
description="V Wrap around",
default=False)
def execute(self, context):
verts, faces = xyz_function_surface_faces(
Thomas Dinges
committed
self.x_eq,
self.y_eq,
self.z_eq,
self.range_u_min,
self.range_u_max,
self.range_u_step,
self.wrap_u,
self.range_v_min,
self.range_v_max,
self.range_v_step,
self.wrap_v)
if not verts:
return {'CANCELLED'}
"XYZ Function", self.align_matrix)
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
################################
import space_info
def menu_func_z(self, context):
self.layout.operator(AddZFunctionSurface.bl_idname,
text="Z Function Surface",
icon="PLUGIN")
def menu_func_xyz(self, context):
self.layout.operator(AddXYZFunctionSurface.bl_idname,
text="X,Y,Z Function Surface",
icon="PLUGIN")
def register():
# Add menus to the "Add Mesh" menu
space_info.INFO_MT_mesh_add.append(menu_func_z)
space_info.INFO_MT_mesh_add.append(menu_func_xyz)
# Remove menus from the "Add Mesh" menu.
space_info.INFO_MT_mesh_add.remove(menu_func_z)
space_info.INFO_MT_mesh_add.remove(menu_func_xyz)
if __name__ == "__main__":
register()