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  • # add_mesh_twisted_torus.py Copyright (C) 2009-2010, Paulo Gomes
    #
    # add twisted torus 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: Twisted Torus',
        'author': 'Paulo_Gomes',
    
        'version': '0.11',
    
        'blender': (2, 5, 3),
        'location': 'View3D > Add > Mesh ',
    
        'description': 'Adds a mesh Twisted Torus to the Add Mesh menu',
    
        'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
    
            'Scripts/Add_Mesh/Add_Twisted_Torus',
    
        'category': 'Add Mesh'}
    
    
    """
    Name: 'Twisted Torus'
    Blender: 250
    Group: 'AddMesh'
    Tip: 'Add a Twisted Torus Object...'
    __author__ = ["Paulo_Gomes"]
    __version__ = '0.10'
    __url__ = [
        ""]
    email__=["tuga3d {at} gmail {dot} com"]
    
    Usage:
    
    * Launch from Add Mesh menu
    
    * Modify parameters as desired or keep defaults
    
    """
    
    
    import bpy
    
    from bpy.props import *
    
    
    import mathutils
    
    from mathutils import *
    
    from math import cos, sin, pi
    
    
    
    # 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).
    def store_recall_properties(ob, op, op_args):
        if ob and op and op_args:
            recall_properties = {}
    
            # Add the operator identifier and op parameters to the properties.
            recall_properties['op'] = op.bl_idname
            recall_properties['args'] = op_args
    
            # Store new recall properties.
            ob['recall'] = recall_properties
    
    
    # Apply view rotation to objects if "Align To" for
    # new objects was set to "VIEW" in the User Preference.
    def apply_object_align(context, ob):
        obj_align = bpy.context.user_preferences.edit.object_align
    
        if (context.space_data.type == 'VIEW_3D'
            and obj_align == 'VIEW'):
                view3d = context.space_data
                region = view3d.region_3d
                viewMatrix = region.view_matrix
                rot = viewMatrix.rotation_part()
                ob.rotation_euler = rot.invert().to_euler()
    
    
    # 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):
        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')
    
        if edit:
            # Replace geometry of existing object
    
            # Use the active obj and select it.
            ob_new = obj_act
            ob_new.selected = True
    
            if obj_act.mode == 'OBJECT':
                # Get existing mesh datablock.
                old_mesh = ob_new.data
    
                # Set object data to nothing
                ob_new.data = None
    
                # 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)
            ob_new.selected = True
    
            # Place the object at the 3D cursor location.
            ob_new.location = scene.cursor_location
    
            apply_object_align(context, 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')
    
                # Select the active object as well.
                obj_act.selected = True
    
                # Apply location of new object.
                scene.update()
    
                # Join new object into the active.
                bpy.ops.object.join()
    
                # Switching back to EditMode.
                bpy.ops.object.mode_set(mode='EDIT')
    
                ob_new = obj_act
    
        else:
            # We are in ObjectMode.
            # Make the new object the active one.
            scene.objects.active = ob_new
    
        return 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):
        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
    
    
    def add_twisted_torus(major_rad, minor_rad, major_seg, minor_seg, twists):
        PI_2 = pi * 2.0
        z_axis = (0.0, 0.0, 1.0)
    
    
        verts = []
        faces = []
    
        for major_index in range(major_seg):
            quat = Quaternion(z_axis, (major_index / major_seg) * PI_2)
    
            rot_twists = PI_2 * major_index / major_seg * twists
    
            edgeloop = []
    
            # Create section ring
    
            for minor_index in range(minor_seg):
    
                angle = (PI_2 * minor_index / minor_seg) + rot_twists
    
                    major_rad + (cos(angle) * minor_rad),
                    0.0,
    
                edgeloop.append(len(verts))
                verts.append(vec)
    
            # Remember very first edgeloop.
            if major_index == 0:
                edgeloop_first = edgeloop
    
            # Bridge last with current ring
            if edgeloop_prev:
                f = createFaces(edgeloop_prev, edgeloop, closed=True)
                faces.extend(f)
    
            edgeloop_prev = edgeloop
    
        # Bridge first and last ring
        f = createFaces(edgeloop_prev, edgeloop_first, closed=True)
        faces.extend(f)
    
        return verts, faces
    
    
    
    class AddTwistedTorus(bpy.types.Operator):
        '''Add a torus mesh'''
    
        bl_idname = "mesh.primitive_twisted_torus_add"
    
        bl_label = "Add Torus"
        bl_options = {'REGISTER', 'UNDO'}
    
    
        # edit - Whether to add or update.
        edit = BoolProperty(name="",
            description="",
            default=False,
            options={'HIDDEN'})
    
        major_radius = FloatProperty(name="Major Radius",
    
            description="Radius from the origin to the" \
                " center of the cross section",
            min=0.01,
            max=100.0,
            default=1.0)
    
        minor_radius = FloatProperty(name="Minor Radius",
    
            description="Radius of the torus' cross section",
            min=0.01,
            max=100.0,
            default=0.25)
    
        major_segments = IntProperty(name="Major Segments",
    
            description="Number of segments for the main ring of the torus",
            min=3,
            max=256,
            default=48)
    
        minor_segments = IntProperty(name="Minor Segments",
    
            description="Number of segments for the minor ring of the torus",
            min=3,
            max=256,
            default=12)
    
        twists = IntProperty(name="Twists",
    
            description="Number of twists of the torus",
            min=0,
            max=256,
            default=1)
    
    
        use_abso = BoolProperty(name="Use Int+Ext Controls",
    
            description="Use the Int / Ext controls for torus dimensions",
            default=False)
    
        abso_major_rad = FloatProperty(name="Exterior Radius",
    
            description="Total Exterior Radius of the torus",
            min=0.01,
            max=100.0,
            default=1.0)
    
        abso_minor_rad = FloatProperty(name="Inside Radius",
    
            description="Total Interior Radius of the torus",
            min=0.01,
            max=100.0,
            default=0.5)
    
    
        def execute(self, context):
            props = self.properties
    
            if props.use_abso == True:
                extra_helper = (props.abso_major_rad - props.abso_minor_rad) * 0.5
                props.major_radius = props.abso_minor_rad + extra_helper
                props.minor_radius = extra_helper
    
    
            verts, faces = add_twisted_torus(
                props.major_radius,
                props.minor_radius,
                props.major_segments,
                props.minor_segments,
                props.twists)
    
            # Actually create the mesh object from this geometry data.
            obj = create_mesh_object(context, verts, [], faces, "TwistedTorus",
                props.edit)
    
            # Store 'recall' properties in the object.
            recall_args_list = {
                "edit": True,
                "major_radius": props.major_radius,
                "minor_radius": props.minor_radius,
                "major_segments": props.major_segments,
                "minor_segments": props.minor_segments,
                "twists": props.twists,
                "use_abso": props.use_abso,
                "abso_major_rad": props.abso_major_rad,
                "abso_minor_rad": props.abso_minor_rad}
            store_recall_properties(obj, self, recall_args_list)
    
    
            return {'FINISHED'}
    
    
    # Add to the menu
    menu_func = (lambda self,
                context: self.layout.operator(AddTwistedTorus.bl_idname,
    
                text="Twisted Torus", icon='MESH_DONUT'))
    
    
    
    def register():
        bpy.types.register(AddTwistedTorus)
        bpy.types.INFO_MT_mesh_add.append(menu_func)
    
    
    def unregister():
        bpy.types.unregister(AddTwistedTorus)
        bpy.types.INFO_MT_mesh_add.remove(menu_func)
    
    if __name__ == "__main__":
        register()