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add_mesh_star.py 4.76 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):
        bl_idname = "mesh.primitive_star_add"
        bl_label = "Simple Star"
    
        bl_description = "Construct a star mesh"
    
        bl_options = {'REGISTER', 'UNDO', 'PRESET'}
    
    
        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,
    
    
        def execute(self, context):
    
            verts, faces = add_star(
                self.points,
                self.outer_radius,
                self.innter_radius,
    
    
            obj = create_mesh_object(context, verts, [], faces, "Star")
    
            return {'FINISHED'}