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# add_mesh_wedge.py Copyright (C) 2008-2009, FourMadMen.com
#
# add wedge 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: Wedge',
'author': 'fourmadmen',
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'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'description': 'Adds a mesh Wedge to the Add Mesh menu',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
'Scripts/Add_Wedge',
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'category': 'Add Mesh'}
"""
Name: 'Wedge'
Blender: 250
Group: 'AddMesh'
Tip: 'Add Wedge Object...'
__author__ = ["Four Mad Men", "FourMadMen.com"]
__version__ = '0.10'
__url__ = [""]
email__=["bwiki {at} fourmadmen {dot} com"]
Usage:
* Launch from Add Mesh menu
* Modify parameters as desired or keep defaults
"""
import bpy
from bpy.props import *
from mathutils 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):
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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
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else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
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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)
#
# 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 = []
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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 Align wedge aling axis?
def add_wedge(size_x, size_y, size_z):
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verts = []
faces = []
size_x /= 2.0
size_y /= 2.0
size_z /= 2.0
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verts.append(Vector((-size_x, -size_y, size_z)))
verts.append(Vector((-size_x, -size_y, -size_z)))
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verts.append(Vector((size_x, -size_y, size_z)))
verts.append(Vector((size_x, -size_y, -size_z)))
verts.append(Vector((-size_x, size_y, size_z)))
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)
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return verts, faces
class AddWedge(bpy.types.Operator):
'''Add a wedge mesh.'''
bl_idname = "mesh.primitive_wedge_add"
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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)
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def execute(self, context):
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verts, faces = add_wedge(
props.size_x,
props.size_y,
props.size_z)
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obj = create_mesh_object(context, verts, [], faces, "Wedge",
props.edit, self.align_matrix)
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# 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)
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return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
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# Register the operator
menu_func = (lambda self, context: self.layout.operator(AddWedge.bl_idname,
text="Add Wedge", icon='PLUGIN'))
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def register():
bpy.types.register(AddWedge)
# Add "Wedge" menu to the "Add Mesh" menu.
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bpy.types.INFO_MT_mesh_add.append(menu_func)
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def unregister():
bpy.types.unregister(AddWedge)
# Remove "Wedge" menu from the "Add Mesh" menu.
bpy.types.INFO_MT_mesh_add.remove(menu_func)
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if __name__ == "__main__":
register()