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Campbell Barton authoredCampbell Barton authored
add_mesh_twisted_torus.py 10.60 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_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()