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Commit 13e71191 authored by Martin Buerbaum's avatar Martin Buerbaum
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* Version 2.1

* Changed object/mesh creation code to use generic functions.
* Also modified vertex/faces creation to be more readable.
* Added recall data.
* Fixed some formatting/comments
parent 502274bb
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...@@ -21,66 +21,214 @@ ...@@ -21,66 +21,214 @@
# ***** END GPL LICENCE BLOCK ***** # ***** END GPL LICENCE BLOCK *****
import bpy import bpy
from mathutils import Vector, Quaternion
from math import *
from bpy.props import *
bl_addon_info = { bl_addon_info = {
'name': 'Add Mesh: Diamond', 'name': 'Add Mesh: Diamond',
'author': 'fourmadmen', 'author': 'fourmadmen',
'version': '2.0', 'version': '2.1',
'blender': (2, 5, 3), 'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ', 'location': 'View3D > Add > Mesh ',
'description': 'Adds a mesh Diamond to the Add Mesh menu', 'description': 'Adds a mesh Diamond to the Add Mesh menu',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
'Scripts/Add_Mesh/Add_Diamond', 'Scripts/Add_Mesh/Add_Diamond',
'category': 'Add Mesh'} 'category': 'Add Mesh'}
def add_diamond(segments, girdle_radius, table_radius, crown_height, pavillion_height): # Stores the values of a list of properties and the
from mathutils import Vector, Quaternion # operator id in a property group ('recall_op') inside the object.
from math import pi # 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 = {}
PI_2 = pi * 2 # 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
# Apply view rotation to objects if "Align To" for
# new objects was set to "VIEW" in the User Preference.
def apply_object_align(context, ob):
obj_align = bpy.context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
view3d = context.space_data
region = view3d.region_3d
viewMatrix = region.view_matrix
rot = viewMatrix.rotation_part()
ob.rotation_euler = rot.invert().to_euler()
# 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):
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.
ob_new.location = scene.cursor_location
apply_object_align(context, ob_new)
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
def add_diamond(segments, girdle_radius, table_radius,
crown_height, pavillion_height):
PI_2 = pi * 2.0
z_axis = (0.0, 0.0, -1.0) z_axis = (0.0, 0.0, -1.0)
verts = [] verts = []
faces = [] faces = []
tot_verts = segments * 2 + 2
height = crown_height + pavillion_height height = crown_height + pavillion_height
half_height = height * 0.5 half_height = height * 0.5
verts.extend(Vector(0.0, 0.0, -half_height)) # Vertex counter
verts.extend(Vector(0.0, 0.0, half_height)) vert_cnt = 0
# Tip
verts.append((0.0, 0.0, -half_height))
vert_tip = vert_cnt
vert_cnt += 1
# Middle vertex of the flat side
verts.append((0.0, 0.0, half_height))
vert_flat = vert_cnt
vert_cnt += 1
i = 2 vert1_prev = None
vert2_prev = None
for index in range(segments): for index in range(segments):
quat = Quaternion(z_axis, (index / segments) * PI_2) quat = Quaternion(z_axis, (index / segments) * PI_2)
angle = PI_2 * index / segments angle = PI_2 * index / segments
vec = Vector(table_radius, 0, -half_height) * quat vec = Vector(table_radius, 0.0, -half_height) * quat
verts.extend([vec.x, vec.y, vec.z]) verts.append((vec.x, vec.y, vec.z))
it1 = i vert1 = vert_cnt
i += 1 vert_cnt += 1
vec = Vector(girdle_radius, 0, half_height - pavillion_height) * quat vec = Vector(girdle_radius, 0.0, half_height - pavillion_height) * quat
verts.extend([vec.x, vec.y, vec.z]) verts.append((vec.x, vec.y, vec.z))
ib1 = i vert2 = vert_cnt
i += 1 vert_cnt += 1
if i > 4: if index == 0:
faces.extend([0, it1, it1 - 2, 0]) # Remember vertex indices for next iteration.
faces.extend([it1, ib1, ib1 - 2, it1 - 2]) vert1_first = vert1
faces.extend([1, ib1 - 2, ib1, 1]) vert2_first = vert2
faces.extend([0, 2, it1, 0]) else:
faces.extend([it1, 2, 3, ib1]) # Tip face
faces.extend([1, ib1, 3, 1]) faces.append([vert_tip, vert1_prev, vert1])
# Side face
faces.append([vert2, vert1, vert1_prev, vert2_prev])
# Flat face
faces.append([vert_flat, vert2, vert2_prev])
vert1_prev = vert1
vert2_prev = vert2
# Create the last faces between first+last vertices
# Tip face
faces.append([vert_tip, vert1, vert1_first])
# Side face
faces.append([vert2_first, vert1_first, vert1, vert2])
# Flat face
faces.append([vert_flat, vert2_first, vert2])
return verts, faces return verts, faces
from bpy.props import IntProperty, FloatProperty
class AddDiamond(bpy.types.Operator): class AddDiamond(bpy.types.Operator):
'''Add a diamond mesh.''' '''Add a diamond mesh.'''
...@@ -88,6 +236,11 @@ class AddDiamond(bpy.types.Operator): ...@@ -88,6 +236,11 @@ class AddDiamond(bpy.types.Operator):
bl_label = "Add Diamond" bl_label = "Add Diamond"
bl_options = {'REGISTER', 'UNDO'} bl_options = {'REGISTER', 'UNDO'}
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
segments = IntProperty(name="Segments", segments = IntProperty(name="Segments",
description="Number of segments for the diamond", description="Number of segments for the diamond",
default=32, min=3, max=256) default=32, min=3, max=256)
...@@ -105,56 +258,46 @@ class AddDiamond(bpy.types.Operator): ...@@ -105,56 +258,46 @@ class AddDiamond(bpy.types.Operator):
default=1.0, min=0.01, max=100.0) default=1.0, min=0.01, max=100.0)
def execute(self, context): def execute(self, context):
verts_loc, faces = add_diamond(self.properties.segments, props = self.properties
self.properties.girdle_radius, verts, faces = add_diamond(props.segments,
self.properties.table_radius, props.girdle_radius,
self.properties.crown_height, props.table_radius,
self.properties.pavillion_height) props.crown_height,
props.pavillion_height)
mesh = bpy.data.meshes.new("Diamond")
obj = create_mesh_object(context, verts, [], faces,
mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4)) "Diamond", props.edit)
mesh.verts.foreach_set("co", verts_loc)
mesh.faces.foreach_set("verts_raw", faces) # Store 'recall' properties in the object.
scene = context.scene recall_args_list = {
"edit": True,
# ugh "segments": props.segments,
for ob in scene.objects: "girdle_radius": props.girdle_radius,
ob.selected = False "table_radius": props.table_radius,
"crown_height": props.crown_height,
mesh.update() "pavillion_height": props.pavillion_height}
ob_new = bpy.data.objects.new("Diamond", mesh) store_recall_properties(obj, self, recall_args_list)
ob_new.data = mesh
scene.objects.link(ob_new)
scene.objects.active = ob_new
ob_new.selected = True
ob_new.location = tuple(context.scene.cursor_location)
return {'FINISHED'} return {'FINISHED'}
# Register the operator # Register the operator
# Add to a menu, reuse an icon used elsewhere that happens to have fitting name
# unfortunately, the icon shown is the one I expected from looking at the
# blenderbuttons file from the release/datafiles directory
menu_func = (lambda self, context: self.layout.operator(AddDiamond.bl_idname, menu_func = (lambda self, context: self.layout.operator(AddDiamond.bl_idname,
text="Add Diamond", icon='PLUGIN')) text="Diamond", icon='PLUGIN'))
def register(): def register():
bpy.types.register(AddDiamond) bpy.types.register(AddDiamond)
# Add "Diamond" entry to the "Add Mesh" menu.
bpy.types.INFO_MT_mesh_add.append(menu_func) bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister(): def unregister():
bpy.types.unregister(AddDiamond) bpy.types.unregister(AddDiamond)
bpy.types.INFO_MT_mesh_add.remove(menu_func)
# Remove "Diamond" menu from the "Add Mesh" menu. # Remove "Diamond" entry from the "Add Mesh" menu.
#space_info.INFO_MT_mesh_add.remove(menu_func) bpy.types.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__": if __name__ == "__main__":
register() register()
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