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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
    #  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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    import bpy
    from mathutils import *
    from math import *
    from bpy.props import *
    
    bl_addon_info = {
        'name': 'Add Mesh: Extras',
        'author': 'Pontiac, Fourmadmen, meta-androcto',
        'version': '0.3',
        'blender': (2, 5, 3),
        'location': 'View3D > Add > Mesh > Extras',
        'description': 'Adds Star, Wedge, Sqorus & Spindle objects.',
    
        'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
    
            'Scripts/Add_Mesh/Add_Extra',
    
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        'category': 'Add Mesh'}
    
    # 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
    
    
    # calculates the matrix for the new object
    # depending on user pref
    def align_matrix(context):
        loc = TranslationMatrix(context.scene.cursor_location)
        obj_align = context.user_preferences.edit.object_align
        if (context.space_data.type == 'VIEW_3D'
            and obj_align == 'VIEW'):
            rot = context.space_data.region_3d.view_matrix.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).
    # edit ... Replace existing mesh data.
    # Note: Using "edit" will destroy/delete existing mesh data.
    def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
        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.
            # apply viewRotaion
            ob_new.matrix = align_matrix
    
        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
    
    
    # @todo Clean up vertex&face creation process a bit.
    def add_sqorus(hole_size, subdivide):
        verts = []
        faces = []
    
        size = 2.0
    
        thickness = (size - hole_size) / 2.0
        distances = [
            -size / 2.0,
            -size / 2.0 + thickness,
            size / 2.0 - thickness,
            size / 2.0]
    
        if subdivide:
            for i in range(4):
                y = distances[i]
    
                for j in range(4):
                    x = distances[j]
    
                    verts.append(Vector((x, y, size / 2.0)))
                    verts.append(Vector((x, y, -size / 2.0)))
    
            # Top outer loop (vertex indices)
            vIdx_out_up = [0, 2, 4, 6, 14, 22, 30, 28, 26, 24, 16, 8]
            # Lower outer loop (vertex indices)
            vIdx_out_low = [i + 1 for i in vIdx_out_up]
    
            faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True)
            faces.extend(faces_outside)
    
            # Top inner loop (vertex indices)
            vIdx_inner_up = [10, 12, 20, 18]
    
            # Lower inner loop (vertex indices)
            vIdx_inner_low = [i + 1 for i in vIdx_inner_up]
    
            faces_inside = createFaces(vIdx_inner_up, vIdx_inner_low,
                closed=True, flipped=True)
            faces.extend(faces_inside)
    
            row1_top = [0, 8, 16, 24]
            row2_top = [i + 2 for i in row1_top]
            row3_top = [i + 2 for i in row2_top]
            row4_top = [i + 2 for i in row3_top]
    
            faces_top1 = createFaces(row1_top, row2_top)
            faces.extend(faces_top1)
            faces_top2_side1 = createFaces(row2_top[:2], row3_top[:2])
            faces.extend(faces_top2_side1)
            faces_top2_side2 = createFaces(row2_top[2:], row3_top[2:])
            faces.extend(faces_top2_side2)
            faces_top3 = createFaces(row3_top, row4_top)
            faces.extend(faces_top3)
    
            row1_bot = [1, 9, 17, 25]
            row2_bot = [i + 2 for i in row1_bot]
            row3_bot = [i + 2 for i in row2_bot]
            row4_bot = [i + 2 for i in row3_bot]
    
            faces_bot1 = createFaces(row1_bot, row2_bot, flipped=True)
            faces.extend(faces_bot1)
            faces_bot2_side1 = createFaces(row2_bot[:2], row3_bot[:2],
                flipped=True)
            faces.extend(faces_bot2_side1)
            faces_bot2_side2 = createFaces(row2_bot[2:], row3_bot[2:],
                flipped=True)
            faces.extend(faces_bot2_side2)
            faces_bot3 = createFaces(row3_bot, row4_bot, flipped=True)
            faces.extend(faces_bot3)
    
        else:
            # Do not subdivde outer faces
    
            vIdx_out_up = []
            vIdx_out_low = []
            vIdx_in_up = []
            vIdx_in_low = []
    
            for i in range(4):
                y = distances[i]
    
                for j in range(4):
                    x = distances[j]
    
                    append = False
                    inner = False
                    # Outer
                    if (i in [0, 3] and j in [0, 3]):
                        append = True
    
                    # Inner
                    if (i in [1, 2] and j in [1, 2]):
                        append = True
                        inner = True
    
                    if append:
                        vert_up = len(verts)
                        verts.append(Vector((x, y, size / 2.0)))
                        vert_low = len(verts)
                        verts.append(Vector((x, y, -size / 2.0)))
    
                        if inner:
                            vIdx_in_up.append(vert_up)
                            vIdx_in_low.append(vert_low)
    
                        else:
                            vIdx_out_up.append(vert_up)
                            vIdx_out_low.append(vert_low)
    
            # Flip last two vertices
            vIdx_out_up = vIdx_out_up[:2] + list(reversed(vIdx_out_up[2:]))
            vIdx_out_low = vIdx_out_low[:2] + list(reversed(vIdx_out_low[2:]))
            vIdx_in_up = vIdx_in_up[:2] + list(reversed(vIdx_in_up[2:]))
            vIdx_in_low = vIdx_in_low[:2] + list(reversed(vIdx_in_low[2:]))
    
            # Create faces
            faces_top = createFaces(vIdx_in_up, vIdx_out_up, closed=True)
            faces.extend(faces_top)
            faces_bottom = createFaces(vIdx_out_low, vIdx_in_low, closed=True)
            faces.extend(faces_bottom)
            faces_inside = createFaces(vIdx_in_low, vIdx_in_up, closed=True)
            faces.extend(faces_inside)
            faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True)
            faces.extend(faces_outside)
    
        return verts, faces
    
    
    def add_wedge(size_x, size_y, size_z):
        verts = []
        faces = []
    
        size_x /= 2.0
        size_y /= 2.0
        size_z /= 2.0
    
        vIdx_top = []
        vIdx_bot = []
    
        vIdx_top.append(len(verts))
        verts.append(Vector((-size_x, -size_y, size_z)))
        vIdx_bot.append(len(verts))
        verts.append(Vector((-size_x, -size_y, -size_z)))
    
        vIdx_top.append(len(verts))
        verts.append(Vector((size_x, -size_y, size_z)))
        vIdx_bot.append(len(verts))
        verts.append(Vector((size_x, -size_y, -size_z)))
    
        vIdx_top.append(len(verts))
        verts.append(Vector((-size_x, size_y, size_z)))
        vIdx_bot.append(len(verts))
        verts.append(Vector((-size_x, size_y, -size_z)))
    
        faces.append(vIdx_top)
        faces.append(vIdx_bot)
        faces_outside = createFaces(vIdx_top, vIdx_bot, closed=True)
        faces.extend(faces_outside)
    
        return verts, faces
    
    def add_spindle(segments, radius, height, cap_height):
        verts = []
        faces = []
    
        tot_verts = segments * 2 + 2
    
        half_height = height / 2.0
    
        # Upper tip
        idx_upper_tip = len(verts)
        verts.append(Vector((0, 0, half_height + cap_height)))
    
        # Lower tip
        idx_lower_tip = len(verts)
        verts.append(Vector((0.0, 0.0, -half_height - cap_height)))
    
        upper_edgeloop = []
        lower_edgeloop = []
        for index in range(segments):
            mtx = RotationMatrix(2.0 * pi * float(index) / segments, 3, 'Z')
    
            # Calculate index & location of upper verte4x tip.
            idx_up = len(verts)
            upper_edgeloop.append(idx_up)
            verts.append(Vector((radius, 0.0, half_height)) * mtx)
    
            if height > 0:
                idx_low = len(verts)
                lower_edgeloop.append(idx_low)
                verts.append(Vector((radius, 0.0, -half_height)) * mtx)
    
        # Create faces for the upper tip.
        tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop,
            closed=True, flipped=True)
        faces.extend(tip_up_faces)
    
        if height > 0:
            # Create faces for the middle cylinder.
            cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True)
            faces.extend(cyl_faces)
    
            # Create faces for the lower tip.
            tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop,
                closed=True)
            faces.extend(tip_low_faces)
    
        else:
            # Skipping middle part/cylinder (height=0).
    
            # Create faces for the lower tip.
            tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop,
                closed=True)
            faces.extend(tip_low_faces)
    
        return verts, faces
    
    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 = Vector((radius, 0, half_height)) * quat
            verts.append(vec)
    
            edgeloop_bottom.append(len(verts))
            vec = Vector((radius, 0, -half_height)) * quat
            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
    
    
    def trapezohedron(s,r,h):
        """
        s = segments
        r = base radius
        h = tip height
        """
        
        # calculate constants
        a = 2*pi/(2*s)          # angle between points along the equator
        l = r*cos(a)            # helper for  e
        e = h*(r-l)/(l+r)       # the z offset for each vector along the equator so faces are planar
    
        # rotation for the points
        quat = Quaternion((0,0,1),a)
        
        # first 3 vectors, every next one is calculated from the last, and the z-value is negated
        verts = [Vector(i) for i in [(0,0,h),(0,0,-h),(r,0,e)]]
        for i in range(2*s-1):
            verts.append(verts[-1]*quat)    # rotate further "a" radians around the z-axis
            verts[-1].z *= -1               # negate last z-value to account for the zigzag 
        
        faces = []
        for i in range(2,2+2*s,2):
            n = [i+1,i+2,i+3]               # vertices in current section
            for j in range(3):              # check whether the numbers dont go over len(verts)
                if n[j]>=2*s+2: n[j]-=2*s   # if so, subtract len(verts)-2
            
            # add faces of current section
            faces.append([0,i]+n[:2])
            faces.append([1,n[2],n[1],n[0]])
        
        return verts,faces
    
    
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    class AddSqorus(bpy.types.Operator):
        '''Add a sqorus mesh.'''
        bl_idname = "mesh.primitive_sqorus_add"
        bl_label = "Add Sqorus"
        bl_options = {'REGISTER', 'UNDO'}
    
        # edit - Whether to add or update.
        edit = BoolProperty(name="",
            description="",
            default=False,
            options={'HIDDEN'})
        hole_size = FloatProperty(name="Hole Size",
            description="Size of the Hole",
            min=0.01,
            max=1.99,
            default=2.0 / 3.0)
        subdivide = BoolProperty(name="Subdivide Outside",
            description="Enable to subdivide the faces on the outside." \
                " This results in equally spaced vertices.",
            default=True)
        align_matrix = Matrix()
    
        def execute(self, context):
            props = self.properties
    
            # Create mesh geometry
            verts, faces = add_sqorus(
                props.hole_size,
                props.subdivide)
    
            # Create mesh object (and meshdata)
            obj = create_mesh_object(context, verts, [], faces, "Sqorus",
                props.edit, self.align_matrix)
    
            # Store 'recall' properties in the object.
            recall_args_list = {
                "edit": True,
                "hole_size": props.hole_size,
                "subdivide": props.subdivide}
            store_recall_properties(obj, self, recall_args_list)
    
            return {'FINISHED'}
    
        def invoke(self, context, event):
            self.align_matrix = align_matrix(context)
            self.execute(context)
            return {'FINISHED'}
    
    class AddWedge(bpy.types.Operator):
        '''Add a wedge mesh.'''
        bl_idname = "mesh.primitive_wedge_add"
        bl_label = "Add Wedge"
        bl_options = {'REGISTER', 'UNDO'}
    
        # edit - Whether to add or update.
        edit = BoolProperty(name="",
            description="",
            default=False,
            options={'HIDDEN'})
        size_x = FloatProperty(name="Size X",
            description="Size along the X axis",
            min=0.01,
            max=9999.0,
            default=2.0)
        size_y = FloatProperty(name="Size Y",
            description="Size along the Y axis",
            min=0.01,
            max=9999.0,
            default=2.0)
        size_z = FloatProperty(name="Size Z",
            description="Size along the Z axis",
            min=0.01,
            max=9999.0,
            default=2.00)
        align_matrix = Matrix()
    
        def execute(self, context):
            props = self.properties
    
            verts, faces = add_wedge(
                props.size_x,
                props.size_y,
                props.size_z)
    
            obj = create_mesh_object(context, verts, [], faces, "Wedge",
                props.edit, self.align_matrix)
    
            # Store 'recall' properties in the object.
            recall_args_list = {
                "edit": True,
                "size_x": props.size_x,
                "size_y": props.size_y,
                "size_z": props.size_z}
            store_recall_properties(obj, self, recall_args_list)
    
            return {'FINISHED'}
    
        def invoke(self, context, event):
            self.align_matrix = align_matrix(context)
            self.execute(context)
            return {'FINISHED'}
    
    class AddSpindle(bpy.types.Operator):
        '''Add a spindle mesh.'''
        bl_idname = "mesh.primitive_spindle_add"
        bl_label = "Add Spindle"
        bl_description = "Create a spindle mesh."
        bl_options = {'REGISTER', 'UNDO'}
    
        # edit - Whether to add or update.
        edit = BoolProperty(name="",
            description="",
            default=False,
            options={'HIDDEN'})
        segments = IntProperty(name="Segments",
            description="Number of segments of the spindle",
            min=3,
            max=512,
            default=32)
        radius = FloatProperty(name="Radius",
            description="Radius of the spindle",
            min=0.01,
            max=9999.0,
            default=1.0)
        height = FloatProperty(name="Height",
            description="Height of the spindle",
            min=0.0,
            max=100.0,
            default=1.0)
        cap_height = FloatProperty(name="Cap Height",
            description="Cap height of the spindle",
            min=-9999.0,
            max=9999.0,
            default=0.5)
        align_matrix = Matrix()
    
        def execute(self, context):
            props = self.properties
    
            verts, faces = add_spindle(
                props.segments,
                props.radius,
                props.height,
                props.cap_height)
    
            obj = create_mesh_object(context, verts, [], faces, "Spindle",
                props.edit, self.align_matrix)
    
            # Store 'recall' properties in the object.
            recall_args_list = {
                "edit": True,
                "segments": props.segments,
                "radius": props.radius,
                "height": props.height,
                "cap_height": props.cap_height}
            store_recall_properties(obj, self, recall_args_list)
    
            return {'FINISHED'}
    
        def invoke(self, context, event):
            self.align_matrix = align_matrix(context)
            self.execute(context)
            return {'FINISHED'}
    
    class AddStar(bpy.types.Operator):
        '''Add a star mesh.'''
        bl_idname = "mesh.primitive_star_add"
        bl_label = "Add Star"
        bl_options = {'REGISTER', 'UNDO'}
    
        # edit - Whether to add or update.
        edit = BoolProperty(name="",
            description="",
            default=False,
            options={'HIDDEN'})
        points = IntProperty(name="Points",
            description="Number of points for the star",
            min=2,
            max=256,
            default=5)
        outer_radius = FloatProperty(name="Outer Radius",
            description="Outer radius of the star",
            min=0.01,
            max=9999.0,
            default=1.0)
        innter_radius = FloatProperty(name="Inner Radius",
            description="Inner radius of the star",
            min=0.01,
            max=9999.0,
            default=0.5)
        height = FloatProperty(name="Height",
            description="Height of the star",
            min=0.01,
            max=9999.0,
            default=0.5)
        align_matrix = Matrix()
    
        def execute(self, context):
            props = self.properties
    
            verts, faces = add_star(
                props.points,
                props.outer_radius,
                props.innter_radius,
                props.height)
    
            obj = create_mesh_object(context, verts, [], faces, "Star",
                props.edit, self.align_matrix)
    
            # Store 'recall' properties in the object.
            recall_args_list = {
                "edit": True,
                "points": props.points,
                "outer_radius": props.outer_radius,
                "innter_radius": props.innter_radius,
                "height": props.height}
            store_recall_properties(obj, self, recall_args_list)
    
            return {'FINISHED'}
    
        def invoke(self, context, event):
            self.align_matrix = align_matrix(context)
            self.execute(context)
            return {'FINISHED'}
    
    
    class AddTrapezohedron(bpy.types.Operator):
        """Add a trapezohedron"""
        bl_idname = "mesh.primitive_trapezohedron_add"
        bl_label = "Add trapezohedron"
        bl_description = "Create one of the regular solids"
        bl_options = {'REGISTER', 'UNDO'}
    
        segments = IntProperty(name = "Segments",
                    description = "Number of repeated segments",
                    default = 4, min = 2, max = 256)
        radius = FloatProperty(name = "Base radius",
                    description = "Radius of the middle",
                    default = 1.0, min = 0.01, max = 100.0)
        height = FloatProperty(name = "Tip height",
                    description = "Height of the tip",
                    default = 1, min = 0.01, max = 100.0)
        edit = BoolProperty(name="",
                            description="",
                            default=False,
                            options={'HIDDEN'})
        align_matrix = Matrix()
        def execute(self,context):
            props = self.properties
            # generate mesh
            verts,faces = trapezohedron(props.segments,
                                        props.radius,
                                        props.height)
            
            obj = create_mesh_object(context, verts, [], faces, "Trapazohedron",
                props.edit, self.align_matrix)
            
            # store recall properties in object
            recall_args_list = {
                    "edit": True,
                    "segments" : props.segments,
                    "radius" : props.radius,
                    "height": props.height}
            store_recall_properties(obj,self,recall_args_list)
    
            return {'FINISHED'}
    
    
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    class INFO_MT_mesh_extras_add(bpy.types.Menu):
        # Define the "Extras" menu
        bl_idname = "INFO_MT_mesh_extras_add"
        bl_label = "Extras"
    
        def draw(self, context):
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
            layout.operator("mesh.primitive_sqorus_add",
                text="Sqorus")
            layout.operator("mesh.primitive_wedge_add",
                text="Wedge")
            layout.operator("mesh.primitive_spindle_add",
                text="Spindle")
            layout.operator("mesh.primitive_star_add",
                text="Star")
    
            layout.operator("mesh.primitive_trapezohedron_add",
                text="Trapezohedron")
    
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    # Register all operators and panels
    import space_info
    
    # Define "Gemstones" menu
    menu_func = (lambda self,
        context: self.layout.menu("INFO_MT_mesh_extras_add", icon="PLUGIN"))
    
    
    def register():
        # Register the operators/menus.
        bpy.types.register(AddSqorus)
        bpy.types.register(AddWedge)
        bpy.types.register(AddSpindle)
        bpy.types.register(AddStar)
    
        bpy.types.register(AddTrapezohedron)
    
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        bpy.types.register(INFO_MT_mesh_extras_add)
    
        # Add "Gemstones" menu to the "Add Mesh" menu
        space_info.INFO_MT_mesh_add.append(menu_func)
    
    
    def unregister():
        # Unregister the operators/menus.
        bpy.types.unregister(AddSqorus)
        bpy.types.unregister(AddWedge)
        bpy.types.unregister(AddSpindle)
        bpy.types.unregister(AddStar)
    
        bpy.types.unregister(AddTrapezohedron)
    
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        bpy.types.unregister(INFO_MT_mesh_extras_add)
    
        # Remove "Gemstones" menu from the "Add Mesh" menu.
        space_info.INFO_MT_mesh_add.remove(menu_func)
    
    if __name__ == "__main__":
        register()