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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.
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bl_info = {
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    "name": "Pipe Joints",
    "author": "Buerbaum Martin (Pontiac)",
    "blender": (2, 5, 7),
    "api": 35853,
    "location": "View3D > Add > Mesh > Pipe Joints",
    "description": "Adds 5 pipe Joint types to the Add Mesh menu",
    "warning": "",
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    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
        "Scripts/Add_Mesh/Add_Pipe_Joints",
    "tracker_url": "https://projects.blender.org/tracker/index.php?"\
        "func=detail&aid=21443",
    "category": "Add Mesh"}

Pipe Joints
This script lets the user create various types of pipe joints.

Usage:
You have to activated the script in the "Add-Ons" tab (user preferences).
The functionality can then be accessed via the
"Add Mesh" -> "Pipe Joints" menu.
Note: Currently only the "Elbow" type supports odd number of vertices.

Version history:
v0.10.6 - Removed "recall properties" from all functions.
    Updated various code for new API.
    API: mathutils.RotationMatrix -> mathutils.Matrix.Rotation
    API: xxx.selected -> xxx.select
    API: "invoke" function for each operator.
    Updated for new bl_info structure.
    New code for the "align_matrix".
    made script PEP8 compatible.
v0.10.5 - createFaces can now create fan/star like faces.
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v0.10.4 - Updated the function "createFaces" a bit. No functional changes.
v0.10.3 - Updated store_recall_properties, apply_object_align
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    and create_mesh_object.
    Changed how recall data is stored.
    Added 'description'.
v0.10.2 - API change Mathutils -> mathutils (r557)
    Fixed wiki url.
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v0.10.1 - Use hidden "edit" property for "recall" operator.
v0.10 - Store "recall" properties in the created objects.
    Align the geometry to the view if the user preference says so.
v0.9.10 - Use bl_info for Add-On information.
v0.9.9 - Changed the script so it can be managed from the "Add-Ons" tab in
    the user preferences.
    Added dummy "PLUGIN" icon.
v0.9.8 - Fixed some new API stuff.
    Mainly we now have the register/unregister functions.
    Also the new() function for objects now accepts a mesh object.
    Corrected FSF address.
    Clean up of tooltips.
v0.9.7 - Use "unit" settings for angles as well.
    This also lets me use radiant for all internal values..
v0.9.6 - Use "unit" settings (i.e. none/metric/imperial).
v0.9.5 - Use mesh.from_pydata() for geometry creation.
    So we can remove unpack_list and unpack_face_list again.
v0.9.4 - Creating of the pipe now works in mesh edit mode too.
    Thanks to ideasman42 (Campbell Barton) for his nice work
    on the torus script code :-).
v0.9.3 - Changed to a saner vertex/polygon creation process (previously
    my usage of mesh.faces.add could only do quads)
    For this I've copied the functions unpack_list and unpack_face_list
    from import_scene_obj.py.
    Elbow joint actually supports 3 vertices per circle.
    Various comments.
    Script _should_ now be PEP8 compatible.
v0.9.2 - Converted from tabs to spaces (4 spaces per tab).
v0.9.1 - Converted add_mesh and add_object to their new counterparts
    "bpy.data.meshes.new() and "bpy.data.objects.new()"
v0.9 - Converted to 2.5. Made mostly pep8 compatible (exept for tabs and
    stuff the check-script didn't catch).
v0.8.5 - Fixed bug in Elbow joint. Same problem as in 0.8.1
v0.8.4 - Fixed bug in Y joint. Same problem as in 0.8.1
v0.8.3 - Fixed bug in N joint. Same problem as in 0.8.1
v0.8.2 - Fixed bug in X (cross) joint. Same problem as in 0.8.1
v0.8.1 - Fixed bug in T joint. Angles greater than 90 deg combined with a
    radius != 1 resulted in bad geometry (the radius was not taken into
    account when calculating the joint vertices).
v0.8 - Added N-Joint.
    Removed all uses of baseJointLocZ. It just clutters the code.
v0.7 - Added cross joint
v0.6 - No visible changes. Lots of internal ones though
    (complete redesign of face creation process).
    As a bonus the code is a bit easier to read now.
    Added a nice&simple little "bridge" function
    (createFaces) for these changes.
v0.5.1 - Made it possible to create asymmetric Y joints.
    Renamed the 2 Wye Joints to something more fitting and unique.
    One is now the Tee joint, the second one remains the Wye joint.
v0.5 - Added real Y joint.
v0.4.3 - Added check for odd vertex numbers. They are not (yet) supported.
v0.4.2 - Added pipe length to the GUI.
v0.4.1 - Removed the unfinished menu entries for now.
v0.4 - Tried to clean up the face creation in addTeeJoint
v0.3 - Code for wye (Y) shape (straight pipe with "branch" for now)
v0.2 - Restructured to allow different types of pipe (joints).
v0.1 - Initial revision.

More links:
http://gitorious.org/blender-scripts/blender-pipe-joint-script
http://blenderartists.org/forum/showthread.php?t=154394

TODO:

Use a rotation matrix for rotating the circle vertices:
rotation_matrix = mathutils.Matrix.Rotation(-math.pi/2, 4, 'x')
mesh.transform(rotation_matrix)
"""

import bpy
from math import *
from bpy.props import *


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# 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)

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    # Make a mesh from a list of verts/edges/faces.
    mesh.from_pydata(verts, edges, faces)
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    # Update mesh geometry after adding stuff.
    from bpy_extras import object_utils
    return object_utils.object_data_add(context, mesh, operator=None)
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# A very simple "bridge" tool.
# Connects two equally long vertex rows with faces.
# Returns a list of the new faces (list of  lists)
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#
# 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.
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def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
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    faces = []

    if not vertIdx1 or not vertIdx2:
        return None

    if len(vertIdx1) < 2 and len(vertIdx2) < 2:
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        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)
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    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)

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        else:
            face = [vertIdx2[0], vertIdx1[0]]
            if not fan:
                face.append(vertIdx1[total - 1])
            face.append(vertIdx2[total - 1])
            faces.append(face)
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