Skip to content
Snippets Groups Projects
Commit 4d15f470 authored by Martin Buerbaum's avatar Martin Buerbaum
Browse files

* Version 1.1

* Major re-write.
* Use existing code from createFaces, obj_store_recall_properties and apply_view_rotation.
* "Edit" button is now defined by the "Recall object operator" script => has to be activated in the Add-On panel.
* A lot of cleanup.
* TODO: createFaces, obj_store_recall_properties and apply_view_rotation should really be put into a central file/library.
parent 35f942d8
No related branches found
No related tags found
No related merge requests found
......@@ -23,16 +23,124 @@
bl_addon_info = {
'name': 'Add Mesh: Gem',
'author': 'Dreampainter',
'version': '1.0.1',
'version': '1.1',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Add_Gem',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
'Scripts/Add_Gem',
'category': 'Add Mesh'}
import bpy
# Stores the values of a list of properties in a
# property group (named like the operator) in the object.
# Always replaces any existing property group with the same name!
# @todo: Should we do this in EDIT Mode? Sounds dangerous.
def obj_store_recall_properties(ob, op, prop_list):
if ob and op and prop_list:
#print("Storing recall data for operator: " + op.bl_idname) # DEBUG
# Store new recall properties.
prop_list['recall_op'] = op.bl_idname
ob['recall'] = prop_list
# Apply view rotation to objects if "Align To" for new objects
# was set to "VIEW" in the User Preference.
def apply_view_rotation(context, ob):
align = bpy.context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and 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()
def createObject(context, verts, faces, name, edit):
'''Creates Meshes & Objects for the given lists of vertices and faces.'''
scene = context.scene
# Create new mesh
mesh = bpy.data.meshes.new(name)
# Add the geometry to the mesh.
#mesh.add_geometry(len(verts), 0, len(faces))
#mesh.verts.foreach_set("co", unpack_list(verts))
#mesh.faces.foreach_set("verts_raw", unpack_face_list(faces))
# To quote the documentation:
# "Make a mesh from a list of verts/edges/faces Until we have a nicer
# way to make geometry, use this."
# http://www.blender.org/documentation/250PythonDoc/
# bpy.types.Mesh.html#bpy.types.Mesh.from_pydata
mesh.from_pydata(verts, [], faces)
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
# Update mesh geometry after adding stuff.
mesh.update()
if edit:
# Recreate geometry of existing object
obj_act = context.active_object
ob_new = obj_act
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='VERT')
bpy.ops.object.mode_set(mode='OBJECT')
ob_new.data = mesh
ob_new.selected = True
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
obj_act = scene.objects.active
apply_view_rotation(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')
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
def add_gem(r1, r2, seg, h1, h2):
"""
r1 = pavillion radius
......@@ -43,175 +151,110 @@ def add_gem(r1, r2, seg, h1, h2):
Generates the vertices and faces of the gem
"""
from math import cos, sin, pi
verts = []
tot_verts = 2 + 4 * seg
tot_faces = 6 * seg
a = 2 * pi / seg # angle between segments
offset = a / 2.0 # middle between segments
r3 = ((r1 + r2) / 2.0) / cos(offset) # middle of crown
r3 = ((r1 + r2) / 2.0) / cos(offset) # middle of crown
r4 = (r1 / 2.0) / cos(offset) # middle of pavillion
h3 = h2 / 2.0 # middle of crown height
h4 = -h1 / 2.0 # middle of pavillion height
verts = [0, 0, -h1, 0, 0, h2]
verts.append((0, 0, -h1))
verts.append((0, 0, h2))
for i in range(seg):
s1 = sin(i * a)
s2 = sin(offset + i * a)
c1 = cos(i * a)
c2 = cos(offset + i * a)
verts.extend([ r4 * s1, r4 * c1, h4,r1 * s2, r1 * c2,0,
r3 * s1,r3 * c1, h3, r2 * s2, r2 * c2, h2 ])
verts.append((r4 * s1, r4 * c1, h4))
verts.append((r1 * s2, r1 * c2, 0))
verts.append((r3 * s1, r3 * c1, h3))
verts.append((r2 * s2, r2 * c2, h2))
faces = []
for index in range(seg):
i = index * 4
j = ((index + 1) % seg) * 4
faces.extend([0, j + 2, i + 3, i + 2])
faces.extend([i + 3, j + 2, j +3, i + 3])
faces.extend([i + 3, j + 3, j +4, i + 3])
faces.extend([i + 3, j + 4, i +5, i + 4])
faces.extend([i + 5, j + 4, j +5, i + 5])
faces.extend([i + 5, j + 5, 1, i + 5])
faces.append([0, j + 2, i + 3, i + 2])
faces.append([i + 3, j + 2, j + 3, i + 3])
faces.append([i + 3, j + 3, j + 4, i + 3])
faces.append([i + 3, j + 4, i + 5, i + 4])
faces.append([i + 5, j + 4, j + 5, i + 5])
faces.append([i + 5, j + 5, 1, i + 5])
return verts, faces, tot_verts, tot_faces
from bpy.props import IntProperty, FloatProperty, BoolProperty
class Parameter_Panel_Gem(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_context = "objectmode"
bl_label = "Gem parameters"
def poll(self, context):
# only show this panel if the object selected has propertie "Gem"
try:
return "Gem" in context.object
except TypeError:
return False
def draw(self,context):
layout = self.layout
layout.operator("Gem_Parameter_Edit", text="Edit")
class EditGem(bpy.types.Operator):
"""Reapply the operator"""
bl_idname = "Gem_Parameter_Edit"
bl_label = "Edit Gem"
def invoke(self, context, event):
# invoke the adding operator again,
# only this time with the Edit property = true
ob = context.active_object
bpy.ops.mesh.primitive_gem_add(edit=True,
segments=ob["Segments"],
pav_radius = ob["pav_radius"],
crown_radius = ob["tab_radius"],
crown_height = ob["tab_height"],
pav_height = ob["pav_height"])
return {'FINISHED'}
class AddGem(bpy.types.Operator):
"""Add a diamond gem"""
bl_idname = "mesh.primitive_gem_add"
bl_label = "Add Gem"
bl_description = "Create an offset faceted gem."
bl_options = {'REGISTER', 'UNDO'}
edit = BoolProperty(name="", description="",
default=False, options={'HIDDEN'}) # whether to add or update
segments = IntProperty(name="Segments",
description="Longitudial segmentation",
default=8, min=3, max=265)
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
segments = IntProperty(name="Segments",
description="Longitudial segmentation",
min=3,
max=265,
default=8,)
pav_radius = FloatProperty(name="Radius",
description="Radius of the gem",
default=1.0, min=0.01, max=100.0)
min=0.01,
max=100.0,
default=1.0)
crown_radius = FloatProperty(name="Table Radius",
description="Radius of the table(top).",
default=0.6, min=0.01, max=100.0)
min=0.01,
max=100.0,
default=0.6)
crown_height = FloatProperty(name="Table height",
description="Height of the top half.",
default=0.35, min=0.01, max=100.0)
min=0.01,
max=100.0,
default=0.35)
pav_height = FloatProperty(name="Pavillion height",
description="Height of bottom half.",
default=0.8, min=0.01, max=100.0)
min=0.01,
max=100.0,
default=0.8)
def execute(self, context):
props = self.properties
# create mesh
verts, faces, nV, nF = add_gem(self.properties.pav_radius,
self.properties.crown_radius,
self.properties.segments,
self.properties.pav_height,
self.properties.crown_height)
mesh = bpy.data.meshes.new("Gem")
mesh.add_geometry(nV, 0, nF)
mesh.verts.foreach_set("co", verts)
mesh.faces.foreach_set("verts_raw", faces)
mesh.update()
if self.properties.edit:
# only update
ob_new = context.active_object
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='VERT')
bpy.ops.object.mode_set(mode='OBJECT')
props.crown_radius,
props.segments,
props.pav_height,
props.crown_height)
obj = createObject(context, verts, faces, "Gem", props.edit)
# Store 'recall' properties in the object.
recall_prop_list = {
"edit": True,
"segments": props.segments,
"pav_radius": props.pav_radius,
"crown_radius": props.crown_radius,
"pav_height": props.pav_height,
"crown_height": props.crown_height}
obj_store_recall_properties(obj, self, recall_prop_list)
ob_new.data = mesh
scene = context.scene
# ugh
for ob in scene.objects:
ob.selected = False
ob_new.selected = True
scene.objects.active = ob_new
bpy.ops.object.shade_flat()
else:
# create new object
scene = context.scene
# ugh
for ob in scene.objects:
ob.selected = False
ob_new = bpy.data.objects.new("Gem", mesh)
ob_new.data = mesh
scene.objects.link(ob_new)
ob_new.selected = True
ob_new.location = scene.cursor_location
obj_act = scene.objects.active
if obj_act and obj_act.mode == 'EDIT':
# if the mesh is added in edit mode, add the mesh to the
# excisting mesh
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.selected = True
scene.update() # apply location
bpy.ops.object.join() # join into the active.
bpy.ops.object.mode_set(mode='EDIT')
else:
# add new object and make faces flat
scene.objects.active = ob_new
bpy.ops.object.shade_flat()
if context.user_preferences.edit.enter_edit_mode:
bpy.ops.object.mode_set(mode='EDIT')
# add custom properties to the object to make the edit parameters
# thingy work
ob_new["Gem"] = 1
ob_new["Segments"] = self.properties.segments
ob_new["pav_radius"] = self.properties.pav_radius
ob_new["tab_radius"] = self.properties.crown_radius
ob_new["pav_height"] = self.properties.pav_height
ob_new["tab_height"] = self.properties.crown_height
return {'FINISHED'}
# register all operators and panels
......@@ -223,15 +266,11 @@ menu_func = (lambda self, context: self.layout.operator(AddGem.bl_idname,
def register():
bpy.types.register(AddGem)
bpy.types.register(Parameter_Panel_Gem)
bpy.types.register(EditGem)
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.unregister(AddGem)
bpy.types.unregister(Parameter_Panel_Gem)
bpy.types.unregister(EditGem)
bpy.types.INFO_MT_mesh_add.remove(menu_func)
# Remove "Gem" menu from the "Add Mesh" menu.
#space_info.INFO_MT_mesh_add.remove(menu_func)
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment