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Luca Bonavita authored
READ THIS TO AVOID A LOT OF WORK! New way of linking to tracker pages: just use the parameter "aid" (artifact ID), to avoid a lot of manual updates later in wiki and svn. Example: ========= OLD WAY TO LINK TO TRACKER ----------------------------- Complete url of a script in Upload http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=467 If we move this in contrib this url will become http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=468 467 becomes 468, so we have to update this in wiki page. Later on, when this moves into Trunk, the url will become http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=469 468 becomes 469, so we have to update the url in wiki page and svn. Annoying! NEW WAY TO LINK TO TRACKER ----------------------------- Best way to link to tracker page is using: http://projects.blender.org/tracker/index.php?func=detail&aid=25349 Use "func=detail" Use "aid" (which is the "artifact ID") DON'T use "group_id" (which is the project ID, bf-extensions is project 153) DON'T use "atid" (which is the "artifacts tracker ID") Like this, the url is unique, and we will avoid to update wiki pages and svn after moving pages [[Split portion of a mixed commit.]]
Luca Bonavita authoredREAD THIS TO AVOID A LOT OF WORK! New way of linking to tracker pages: just use the parameter "aid" (artifact ID), to avoid a lot of manual updates later in wiki and svn. Example: ========= OLD WAY TO LINK TO TRACKER ----------------------------- Complete url of a script in Upload http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=467 If we move this in contrib this url will become http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=468 467 becomes 468, so we have to update this in wiki page. Later on, when this moves into Trunk, the url will become http://projects.blender.org/tracker/index.php?func=detail&aid=25349&group_id=153&atid=469 468 becomes 469, so we have to update the url in wiki page and svn. Annoying! NEW WAY TO LINK TO TRACKER ----------------------------- Best way to link to tracker page is using: http://projects.blender.org/tracker/index.php?func=detail&aid=25349 Use "func=detail" Use "aid" (which is the "artifact ID") DON'T use "group_id" (which is the project ID, bf-extensions is project 153) DON'T use "atid" (which is the "artifacts tracker ID") Like this, the url is unique, and we will avoid to update wiki pages and svn after moving pages [[Split portion of a mixed commit.]]
add_mesh_twisted_torus.py 10.61 KiB
# add_mesh_twisted_torus.py Copyright (C) 2009-2010, Paulo Gomes
# tuga3d {at} gmail {dot} com
# 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ***** END GPL LICENCE BLOCK *****
bl_addon_info = {
"name": "Twisted Torus",
"author": "Paulo_Gomes",
"version": (0,11),
"blender": (2, 5, 3),
"api": 32411,
"location": "View3D > Add > Mesh ",
"description": "Adds a mesh Twisted Torus to the Add Mesh menu",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Add_Mesh/Add_Twisted_Torus",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
"func=detail&aid=21622",
"category": "Add Mesh"}
"""
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
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = Matrix.Translation(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.select = 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.select = True
# Place the object at the 3D cursor location.
# apply viewRotaion
ob_new.matrix_world = 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.select = 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 = []
edgeloop_prev = []
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
vec = Vector((
major_rad + (cos(angle) * minor_rad),
0.0,
sin(angle) * minor_rad))
vec = vec * quat
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)
align_matrix = Matrix()
def execute(self, context):
if self.use_abso == True:
extra_helper = (self.abso_major_rad - self.abso_minor_rad) * 0.5
self.major_radius = self.abso_minor_rad + extra_helper
self.minor_radius = extra_helper
verts, faces = add_twisted_torus(
self.major_radius,
self.minor_radius,
self.major_segments,
self.minor_segments,
self.twists)
# Actually create the mesh object from this geometry data.
obj = create_mesh_object(context, verts, [], faces, "TwistedTorus",
self.edit, self.align_matrix)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
# Add to the menu
def menu_func(self, context):
self.layout.operator(AddTwistedTorus.bl_idname, text="Twisted Torus", icon='MESH_TORUS')
def register():
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()