diff --git a/add_mesh_diamond.py b/add_mesh_diamond.py index 8c227373d99e004ecfe27e9fbb5381b25b890427..f18c56f100db96c5168e3abb5adedefa1ccfac15 100644 --- a/add_mesh_diamond.py +++ b/add_mesh_diamond.py @@ -21,66 +21,214 @@ # ***** END GPL LICENCE BLOCK ***** import bpy +from mathutils import Vector, Quaternion +from math import * +from bpy.props import * bl_addon_info = { 'name': 'Add Mesh: Diamond', 'author': 'fourmadmen', - 'version': '2.0', + 'version': '2.1', 'blender': (2, 5, 3), 'location': 'View3D > Add > Mesh ', 'description': 'Adds a mesh Diamond to the Add Mesh menu', 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ - 'Scripts/Add_Mesh/Add_Diamond', + 'Scripts/Add_Mesh/Add_Diamond', 'category': 'Add Mesh'} -def add_diamond(segments, girdle_radius, table_radius, crown_height, pavillion_height): - from mathutils import Vector, Quaternion - from math import pi +# 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 = {} - 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) verts = [] faces = [] - tot_verts = segments * 2 + 2 - height = crown_height + pavillion_height half_height = height * 0.5 - verts.extend(Vector(0.0, 0.0, -half_height)) - verts.extend(Vector(0.0, 0.0, half_height)) + # Vertex counter + 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): quat = Quaternion(z_axis, (index / segments) * PI_2) angle = PI_2 * index / segments - vec = Vector(table_radius, 0, -half_height) * quat - verts.extend([vec.x, vec.y, vec.z]) - it1 = i - i += 1 - - vec = Vector(girdle_radius, 0, half_height - pavillion_height) * quat - verts.extend([vec.x, vec.y, vec.z]) - ib1 = i - i += 1 - - if i > 4: - faces.extend([0, it1, it1 - 2, 0]) - faces.extend([it1, ib1, ib1 - 2, it1 - 2]) - faces.extend([1, ib1 - 2, ib1, 1]) - - faces.extend([0, 2, it1, 0]) - faces.extend([it1, 2, 3, ib1]) - faces.extend([1, ib1, 3, 1]) + vec = Vector(table_radius, 0.0, -half_height) * quat + verts.append((vec.x, vec.y, vec.z)) + vert1 = vert_cnt + vert_cnt += 1 + + vec = Vector(girdle_radius, 0.0, half_height - pavillion_height) * quat + verts.append((vec.x, vec.y, vec.z)) + vert2 = vert_cnt + vert_cnt += 1 + + if index == 0: + # Remember vertex indices for next iteration. + vert1_first = vert1 + vert2_first = vert2 + + else: + # Tip face + 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 -from bpy.props import IntProperty, FloatProperty - class AddDiamond(bpy.types.Operator): '''Add a diamond mesh.''' @@ -88,6 +236,11 @@ class AddDiamond(bpy.types.Operator): bl_label = "Add Diamond" bl_options = {'REGISTER', 'UNDO'} + # edit - Whether to add or update. + edit = BoolProperty(name="", + description="", + default=False, + options={'HIDDEN'}) segments = IntProperty(name="Segments", description="Number of segments for the diamond", default=32, min=3, max=256) @@ -105,56 +258,46 @@ class AddDiamond(bpy.types.Operator): default=1.0, min=0.01, max=100.0) def execute(self, context): - verts_loc, faces = add_diamond(self.properties.segments, - self.properties.girdle_radius, - self.properties.table_radius, - self.properties.crown_height, - self.properties.pavillion_height) - - mesh = bpy.data.meshes.new("Diamond") - - mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4)) - mesh.verts.foreach_set("co", verts_loc) - mesh.faces.foreach_set("verts_raw", faces) - scene = context.scene - - # ugh - for ob in scene.objects: - ob.selected = False - - mesh.update() - ob_new = bpy.data.objects.new("Diamond", mesh) - 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) + props = self.properties + verts, faces = add_diamond(props.segments, + props.girdle_radius, + props.table_radius, + props.crown_height, + props.pavillion_height) + + obj = create_mesh_object(context, verts, [], faces, + "Diamond", props.edit) + + # Store 'recall' properties in the object. + recall_args_list = { + "edit": True, + "segments": props.segments, + "girdle_radius": props.girdle_radius, + "table_radius": props.table_radius, + "crown_height": props.crown_height, + "pavillion_height": props.pavillion_height} + store_recall_properties(obj, self, recall_args_list) return {'FINISHED'} # 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, - text="Add Diamond", icon='PLUGIN')) + text="Diamond", icon='PLUGIN')) def register(): bpy.types.register(AddDiamond) + + # Add "Diamond" entry to the "Add Mesh" menu. bpy.types.INFO_MT_mesh_add.append(menu_func) def unregister(): bpy.types.unregister(AddDiamond) - bpy.types.INFO_MT_mesh_add.remove(menu_func) - # Remove "Diamond" menu from the "Add Mesh" menu. - #space_info.INFO_MT_mesh_add.remove(menu_func) + # Remove "Diamond" entry from the "Add Mesh" menu. + bpy.types.INFO_MT_mesh_add.remove(menu_func) if __name__ == "__main__": register() -