Newer
Older
# 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',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
Brendon Murphy
committed
'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 *
# 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):
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
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
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
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 = []
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
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)
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
angle = (PI_2 * minor_index / minor_seg) + rot_twists
vec = Vector((
major_rad + (cos(angle) * minor_rad),
0.0,
sin(angle) * minor_rad))
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)
# Bridge first and last ring
f = createFaces(edgeloop_prev, edgeloop_first, closed=True)
faces.extend(f)
class AddTwistedTorus(bpy.types.Operator):
'''Add a torus mesh'''
Brendon Murphy
committed
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)
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, self.align_matrix)
# 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)
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
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()