diff --git a/add_mesh_extras.py b/add_mesh_extras.py new file mode 100644 index 0000000000000000000000000000000000000000..ddebe3206f35497f94240199e8c2ad09b61ac6e2 --- /dev/null +++ b/add_mesh_extras.py @@ -0,0 +1,773 @@ +# ##### 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 LICENSE BLOCK ##### + +import bpy +from mathutils import * +from math import * +from bpy.props import * + +bl_addon_info = { + 'name': 'Add Mesh: Extras', + 'author': 'Pontiac, Fourmadmen, meta-androcto', + 'version': '0.3', + 'blender': (2, 5, 3), + 'location': 'View3D > Add > Mesh > Extras', + 'description': 'Adds Star, Wedge, Sqorus & Spindle objects.', + 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ + 'Scripts/Add_Mesh/', + 'category': 'Add Mesh'} + + +# 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 = {} + + # 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 + + +# calculates the matrix for the new object +# depending on user pref +def align_matrix(context): + loc = TranslationMatrix(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.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. + # apply viewRotaion + ob_new.matrix = 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.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 + + +# 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 + + +# @todo Clean up vertex&face creation process a bit. +def add_sqorus(hole_size, subdivide): + verts = [] + faces = [] + + size = 2.0 + + thickness = (size - hole_size) / 2.0 + distances = [ + -size / 2.0, + -size / 2.0 + thickness, + size / 2.0 - thickness, + size / 2.0] + + if subdivide: + for i in range(4): + y = distances[i] + + for j in range(4): + x = distances[j] + + verts.append(Vector((x, y, size / 2.0))) + verts.append(Vector((x, y, -size / 2.0))) + + # Top outer loop (vertex indices) + vIdx_out_up = [0, 2, 4, 6, 14, 22, 30, 28, 26, 24, 16, 8] + # Lower outer loop (vertex indices) + vIdx_out_low = [i + 1 for i in vIdx_out_up] + + faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True) + faces.extend(faces_outside) + + # Top inner loop (vertex indices) + vIdx_inner_up = [10, 12, 20, 18] + + # Lower inner loop (vertex indices) + vIdx_inner_low = [i + 1 for i in vIdx_inner_up] + + faces_inside = createFaces(vIdx_inner_up, vIdx_inner_low, + closed=True, flipped=True) + faces.extend(faces_inside) + + row1_top = [0, 8, 16, 24] + row2_top = [i + 2 for i in row1_top] + row3_top = [i + 2 for i in row2_top] + row4_top = [i + 2 for i in row3_top] + + faces_top1 = createFaces(row1_top, row2_top) + faces.extend(faces_top1) + faces_top2_side1 = createFaces(row2_top[:2], row3_top[:2]) + faces.extend(faces_top2_side1) + faces_top2_side2 = createFaces(row2_top[2:], row3_top[2:]) + faces.extend(faces_top2_side2) + faces_top3 = createFaces(row3_top, row4_top) + faces.extend(faces_top3) + + row1_bot = [1, 9, 17, 25] + row2_bot = [i + 2 for i in row1_bot] + row3_bot = [i + 2 for i in row2_bot] + row4_bot = [i + 2 for i in row3_bot] + + faces_bot1 = createFaces(row1_bot, row2_bot, flipped=True) + faces.extend(faces_bot1) + faces_bot2_side1 = createFaces(row2_bot[:2], row3_bot[:2], + flipped=True) + faces.extend(faces_bot2_side1) + faces_bot2_side2 = createFaces(row2_bot[2:], row3_bot[2:], + flipped=True) + faces.extend(faces_bot2_side2) + faces_bot3 = createFaces(row3_bot, row4_bot, flipped=True) + faces.extend(faces_bot3) + + else: + # Do not subdivde outer faces + + vIdx_out_up = [] + vIdx_out_low = [] + vIdx_in_up = [] + vIdx_in_low = [] + + for i in range(4): + y = distances[i] + + for j in range(4): + x = distances[j] + + append = False + inner = False + # Outer + if (i in [0, 3] and j in [0, 3]): + append = True + + # Inner + if (i in [1, 2] and j in [1, 2]): + append = True + inner = True + + if append: + vert_up = len(verts) + verts.append(Vector((x, y, size / 2.0))) + vert_low = len(verts) + verts.append(Vector((x, y, -size / 2.0))) + + if inner: + vIdx_in_up.append(vert_up) + vIdx_in_low.append(vert_low) + + else: + vIdx_out_up.append(vert_up) + vIdx_out_low.append(vert_low) + + # Flip last two vertices + vIdx_out_up = vIdx_out_up[:2] + list(reversed(vIdx_out_up[2:])) + vIdx_out_low = vIdx_out_low[:2] + list(reversed(vIdx_out_low[2:])) + vIdx_in_up = vIdx_in_up[:2] + list(reversed(vIdx_in_up[2:])) + vIdx_in_low = vIdx_in_low[:2] + list(reversed(vIdx_in_low[2:])) + + # Create faces + faces_top = createFaces(vIdx_in_up, vIdx_out_up, closed=True) + faces.extend(faces_top) + faces_bottom = createFaces(vIdx_out_low, vIdx_in_low, closed=True) + faces.extend(faces_bottom) + faces_inside = createFaces(vIdx_in_low, vIdx_in_up, closed=True) + faces.extend(faces_inside) + faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True) + faces.extend(faces_outside) + + return verts, faces + + +def add_wedge(size_x, size_y, size_z): + verts = [] + faces = [] + + size_x /= 2.0 + size_y /= 2.0 + size_z /= 2.0 + + vIdx_top = [] + vIdx_bot = [] + + vIdx_top.append(len(verts)) + verts.append(Vector((-size_x, -size_y, size_z))) + vIdx_bot.append(len(verts)) + verts.append(Vector((-size_x, -size_y, -size_z))) + + vIdx_top.append(len(verts)) + verts.append(Vector((size_x, -size_y, size_z))) + vIdx_bot.append(len(verts)) + verts.append(Vector((size_x, -size_y, -size_z))) + + vIdx_top.append(len(verts)) + verts.append(Vector((-size_x, size_y, size_z))) + vIdx_bot.append(len(verts)) + verts.append(Vector((-size_x, size_y, -size_z))) + + faces.append(vIdx_top) + faces.append(vIdx_bot) + faces_outside = createFaces(vIdx_top, vIdx_bot, closed=True) + faces.extend(faces_outside) + + return verts, faces + +def add_spindle(segments, radius, height, cap_height): + verts = [] + faces = [] + + tot_verts = segments * 2 + 2 + + half_height = height / 2.0 + + # Upper tip + idx_upper_tip = len(verts) + verts.append(Vector((0, 0, half_height + cap_height))) + + # Lower tip + idx_lower_tip = len(verts) + verts.append(Vector((0.0, 0.0, -half_height - cap_height))) + + upper_edgeloop = [] + lower_edgeloop = [] + for index in range(segments): + mtx = RotationMatrix(2.0 * pi * float(index) / segments, 3, 'Z') + + # Calculate index & location of upper verte4x tip. + idx_up = len(verts) + upper_edgeloop.append(idx_up) + verts.append(Vector((radius, 0.0, half_height)) * mtx) + + if height > 0: + idx_low = len(verts) + lower_edgeloop.append(idx_low) + verts.append(Vector((radius, 0.0, -half_height)) * mtx) + + # Create faces for the upper tip. + tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop, + closed=True, flipped=True) + faces.extend(tip_up_faces) + + if height > 0: + # Create faces for the middle cylinder. + cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True) + faces.extend(cyl_faces) + + # Create faces for the lower tip. + tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop, + closed=True) + faces.extend(tip_low_faces) + + else: + # Skipping middle part/cylinder (height=0). + + # Create faces for the lower tip. + tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop, + closed=True) + faces.extend(tip_low_faces) + + return verts, faces + +def add_star(points, outer_radius, inner_radius, height): + PI_2 = pi * 2 + z_axis = (0, 0, 1) + + verts = [] + faces = [] + + segments = points * 2 + + half_height = height / 2.0 + + vert_idx_top = len(verts) + verts.append(Vector((0.0, 0.0, half_height))) + + vert_idx_bottom = len(verts) + verts.append(Vector((0.0, 0.0, -half_height))) + + edgeloop_top = [] + edgeloop_bottom = [] + + for index in range(segments): + quat = Quaternion(z_axis, (index / segments) * PI_2) + + if index % 2: + # Uneven + radius = outer_radius + else: + # Even + radius = inner_radius + + edgeloop_top.append(len(verts)) + vec = Vector((radius, 0, half_height)) * quat + verts.append(vec) + + edgeloop_bottom.append(len(verts)) + vec = Vector((radius, 0, -half_height)) * quat + verts.append(vec) + + + + faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True) + faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True) + faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom, + flipped=True, closed=True) + + faces.extend(faces_top) + faces.extend(faces_outside) + faces.extend(faces_bottom) + + return verts, faces + +class AddSqorus(bpy.types.Operator): + '''Add a sqorus mesh.''' + bl_idname = "mesh.primitive_sqorus_add" + bl_label = "Add Sqorus" + bl_options = {'REGISTER', 'UNDO'} + + # edit - Whether to add or update. + edit = BoolProperty(name="", + description="", + default=False, + options={'HIDDEN'}) + hole_size = FloatProperty(name="Hole Size", + description="Size of the Hole", + min=0.01, + max=1.99, + default=2.0 / 3.0) + subdivide = BoolProperty(name="Subdivide Outside", + description="Enable to subdivide the faces on the outside." \ + " This results in equally spaced vertices.", + default=True) + align_matrix = Matrix() + + def execute(self, context): + props = self.properties + + # Create mesh geometry + verts, faces = add_sqorus( + props.hole_size, + props.subdivide) + + # Create mesh object (and meshdata) + obj = create_mesh_object(context, verts, [], faces, "Sqorus", + props.edit, self.align_matrix) + + # Store 'recall' properties in the object. + recall_args_list = { + "edit": True, + "hole_size": props.hole_size, + "subdivide": props.subdivide} + store_recall_properties(obj, self, recall_args_list) + + return {'FINISHED'} + + def invoke(self, context, event): + self.align_matrix = align_matrix(context) + self.execute(context) + return {'FINISHED'} + +class AddWedge(bpy.types.Operator): + '''Add a wedge mesh.''' + bl_idname = "mesh.primitive_wedge_add" + bl_label = "Add Wedge" + bl_options = {'REGISTER', 'UNDO'} + + # edit - Whether to add or update. + edit = BoolProperty(name="", + description="", + default=False, + options={'HIDDEN'}) + size_x = FloatProperty(name="Size X", + description="Size along the X axis", + min=0.01, + max=9999.0, + default=2.0) + size_y = FloatProperty(name="Size Y", + description="Size along the Y axis", + min=0.01, + max=9999.0, + default=2.0) + size_z = FloatProperty(name="Size Z", + description="Size along the Z axis", + min=0.01, + max=9999.0, + default=2.00) + align_matrix = Matrix() + + def execute(self, context): + props = self.properties + + verts, faces = add_wedge( + props.size_x, + props.size_y, + props.size_z) + + obj = create_mesh_object(context, verts, [], faces, "Wedge", + props.edit, self.align_matrix) + + # Store 'recall' properties in the object. + recall_args_list = { + "edit": True, + "size_x": props.size_x, + "size_y": props.size_y, + "size_z": props.size_z} + store_recall_properties(obj, self, recall_args_list) + + return {'FINISHED'} + + def invoke(self, context, event): + self.align_matrix = align_matrix(context) + self.execute(context) + return {'FINISHED'} + +class AddSpindle(bpy.types.Operator): + '''Add a spindle mesh.''' + bl_idname = "mesh.primitive_spindle_add" + bl_label = "Add Spindle" + bl_description = "Create a spindle mesh." + 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 of the spindle", + min=3, + max=512, + default=32) + radius = FloatProperty(name="Radius", + description="Radius of the spindle", + min=0.01, + max=9999.0, + default=1.0) + height = FloatProperty(name="Height", + description="Height of the spindle", + min=0.0, + max=100.0, + default=1.0) + cap_height = FloatProperty(name="Cap Height", + description="Cap height of the spindle", + min=-9999.0, + max=9999.0, + default=0.5) + align_matrix = Matrix() + + def execute(self, context): + props = self.properties + + verts, faces = add_spindle( + props.segments, + props.radius, + props.height, + props.cap_height) + + obj = create_mesh_object(context, verts, [], faces, "Spindle", + props.edit, self.align_matrix) + + # Store 'recall' properties in the object. + recall_args_list = { + "edit": True, + "segments": props.segments, + "radius": props.radius, + "height": props.height, + "cap_height": props.cap_height} + store_recall_properties(obj, self, recall_args_list) + + return {'FINISHED'} + + def invoke(self, context, event): + self.align_matrix = align_matrix(context) + self.execute(context) + return {'FINISHED'} + +class AddStar(bpy.types.Operator): + '''Add a star mesh.''' + bl_idname = "mesh.primitive_star_add" + bl_label = "Add Star" + bl_options = {'REGISTER', 'UNDO'} + + # edit - Whether to add or update. + edit = BoolProperty(name="", + description="", + default=False, + options={'HIDDEN'}) + points = IntProperty(name="Points", + description="Number of points for the star", + min=2, + max=256, + default=5) + outer_radius = FloatProperty(name="Outer Radius", + description="Outer radius of the star", + min=0.01, + max=9999.0, + default=1.0) + innter_radius = FloatProperty(name="Inner Radius", + description="Inner radius of the star", + min=0.01, + max=9999.0, + default=0.5) + height = FloatProperty(name="Height", + description="Height of the star", + min=0.01, + max=9999.0, + default=0.5) + align_matrix = Matrix() + + def execute(self, context): + props = self.properties + + verts, faces = add_star( + props.points, + props.outer_radius, + props.innter_radius, + props.height) + + obj = create_mesh_object(context, verts, [], faces, "Star", + props.edit, self.align_matrix) + + # Store 'recall' properties in the object. + recall_args_list = { + "edit": True, + "points": props.points, + "outer_radius": props.outer_radius, + "innter_radius": props.innter_radius, + "height": props.height} + store_recall_properties(obj, self, recall_args_list) + + return {'FINISHED'} + + def invoke(self, context, event): + self.align_matrix = align_matrix(context) + self.execute(context) + return {'FINISHED'} + +class INFO_MT_mesh_extras_add(bpy.types.Menu): + # Define the "Extras" menu + bl_idname = "INFO_MT_mesh_extras_add" + bl_label = "Extras" + + def draw(self, context): + layout = self.layout + layout.operator_context = 'INVOKE_REGION_WIN' + layout.operator("mesh.primitive_sqorus_add", + text="Sqorus") + layout.operator("mesh.primitive_wedge_add", + text="Wedge") + layout.operator("mesh.primitive_spindle_add", + text="Spindle") + + layout.operator("mesh.primitive_star_add", + text="Star") + + +# Register all operators and panels +import space_info + +# Define "Gemstones" menu +menu_func = (lambda self, + context: self.layout.menu("INFO_MT_mesh_extras_add", icon="PLUGIN")) + + +def register(): + # Register the operators/menus. + bpy.types.register(AddSqorus) + bpy.types.register(AddWedge) + bpy.types.register(AddSpindle) + bpy.types.register(AddStar) + bpy.types.register(INFO_MT_mesh_extras_add) + + # Add "Gemstones" menu to the "Add Mesh" menu + space_info.INFO_MT_mesh_add.append(menu_func) + + +def unregister(): + # Unregister the operators/menus. + bpy.types.unregister(AddSqorus) + bpy.types.unregister(AddWedge) + bpy.types.unregister(AddSpindle) + bpy.types.unregister(AddStar) + bpy.types.unregister(INFO_MT_mesh_extras_add) + + # Remove "Gemstones" menu from the "Add Mesh" menu. + space_info.INFO_MT_mesh_add.remove(menu_func) + +if __name__ == "__main__": + register() diff --git a/add_mesh_spindle.py b/add_mesh_spindle.py deleted file mode 100644 index 65846565d4cd6f8358bf979f35dd929be325e897..0000000000000000000000000000000000000000 --- a/add_mesh_spindle.py +++ /dev/null @@ -1,391 +0,0 @@ -# add_mesh_spindle.py Copyright (C) 2008-2009, FourMadMen.com -# -# add spindle 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -# -# ***** END GPL LICENCE BLOCK ***** - -bl_addon_info = { - 'name': 'Add Mesh: Spindle', - 'author': 'fourmadmen', - 'version': '2.1', - 'blender': (2, 5, 3), - 'location': 'View3D > Add > Mesh ', - 'description': 'Adds a mesh Spindle to the Add Mesh menu', - 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ - 'Scripts/Add_Spindle', - 'category': 'Add Mesh'} - -""" -Name: 'Spindle' -Blender: 250 -Group: 'AddMesh' -Tip: 'Add Spindle Object...' -__author__ = ["Four Mad Men", "FourMadMen.com"] -__version__ = '0.10' -__url__ = [""] -email__=["bwiki {at} fourmadmen {dot} com"] - -Usage: - -* Launch from Add Mesh menu - -* Modify parameters as desired or keep defaults - -""" - - -import bpy -import mathutils -from mathutils import Vector, RotationMatrix, TranslationMatrix, Matrix -from math import pi -from bpy.props import FloatProperty, IntProperty, BoolProperty - - -# 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 = {} - - # 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 - - -# calculates the matrix for the new object -# depending on user pref -def align_matrix(context): - loc = TranslationMatrix(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.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. - # apply viewRotaion - ob_new.matrix = 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.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 - - -# 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_spindle(segments, radius, height, cap_height): - verts = [] - faces = [] - - tot_verts = segments * 2 + 2 - - half_height = height / 2.0 - - # Upper tip - idx_upper_tip = len(verts) - verts.append(Vector((0, 0, half_height + cap_height))) - - # Lower tip - idx_lower_tip = len(verts) - verts.append(Vector((0.0, 0.0, -half_height - cap_height))) - - upper_edgeloop = [] - lower_edgeloop = [] - for index in range(segments): - mtx = RotationMatrix(2.0 * pi * float(index) / segments, 3, 'Z') - - # Calculate index & location of upper verte4x tip. - idx_up = len(verts) - upper_edgeloop.append(idx_up) - verts.append(Vector((radius, 0.0, half_height)) * mtx) - - if height > 0: - idx_low = len(verts) - lower_edgeloop.append(idx_low) - verts.append(Vector((radius, 0.0, -half_height)) * mtx) - - # Create faces for the upper tip. - tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop, - closed=True, flipped=True) - faces.extend(tip_up_faces) - - if height > 0: - # Create faces for the middle cylinder. - cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True) - faces.extend(cyl_faces) - - # Create faces for the lower tip. - tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop, - closed=True) - faces.extend(tip_low_faces) - - else: - # Skipping middle part/cylinder (height=0). - - # Create faces for the lower tip. - tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop, - closed=True) - faces.extend(tip_low_faces) - - return verts, faces - - -class AddSpindle(bpy.types.Operator): - '''Add a spindle mesh.''' - bl_idname = "mesh.primitive_spindle_add" - bl_label = "Add Spindle" - bl_description = "Create a spindle mesh." - 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 of the spindle", - min=3, - max=512, - default=32) - radius = FloatProperty(name="Radius", - description="Radius of the spindle", - min=0.01, - max=9999.0, - default=1.0) - height = FloatProperty(name="Height", - description="Height of the spindle", - min=0.0, - max=100.0, - default=1.0) - cap_height = FloatProperty(name="Cap Height", - description="Cap height of the spindle", - min=-9999.0, - max=9999.0, - default=0.5) - align_matrix = Matrix() - - def execute(self, context): - props = self.properties - - verts, faces = add_spindle( - props.segments, - props.radius, - props.height, - props.cap_height) - - obj = create_mesh_object(context, verts, [], faces, "Spindle", - props.edit, self.align_matrix) - - # Store 'recall' properties in the object. - recall_args_list = { - "edit": True, - "segments": props.segments, - "radius": props.radius, - "height": props.height, - "cap_height": props.cap_height} - store_recall_properties(obj, self, recall_args_list) - - return {'FINISHED'} - - def invoke(self, context, event): - self.align_matrix = align_matrix(context) - self.execute(context) - return {'FINISHED'} - - -# Register the operator -menu_func = (lambda self, context: self.layout.operator(AddSpindle.bl_idname, - text="Spindle", icon='PLUGIN')) - - -def register(): - bpy.types.register(AddSpindle) - - # Add "Spindle" menu to the "Add Mesh" menu. - bpy.types.INFO_MT_mesh_add.append(menu_func) - - -def unregister(): - bpy.types.unregister(AddSpindle) - - # Remove "Spindle" menu from the "Add Mesh" menu. - bpy.types.INFO_MT_mesh_add.remove(menu_func) - -if __name__ == "__main__": - register() diff --git a/add_mesh_star.py b/add_mesh_star.py deleted file mode 100644 index 9c52b54c69b8cd020e80a8f22ef53e8ad54f6aa0..0000000000000000000000000000000000000000 --- a/add_mesh_star.py +++ /dev/null @@ -1,367 +0,0 @@ -# add_mesh_star.py Copyright (C) 2008-2009, FourMadMen.com -# -# add star 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -# -# ***** END GPL LICENCE BLOCK ***** - -bl_addon_info = { - 'name': 'Add Mesh: Star', - 'author': 'fourmadmen', - 'version': '2.1', - 'blender': (2, 5, 3), - 'location': 'View3D > Add > Mesh ', - 'description': 'Adds a mesh Star to the Add Mesh menu', - 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ - 'Scripts/Add_Mesh/Add_Star', - 'category': 'Add Mesh'} - - -import bpy -import mathutils -from mathutils import Vector, Quaternion, TranslationMatrix, Matrix -from math import pi -from bpy.props import IntProperty, FloatProperty, BoolProperty - - -# 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 = {} - - # 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 - - -# calculates the matrix for the new object -# depending on user pref -def align_matrix(context): - loc = TranslationMatrix(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.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. - # apply viewRotaion - ob_new.matrix = 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.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 - - -# 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_star(points, outer_radius, inner_radius, height): - PI_2 = pi * 2 - z_axis = (0, 0, 1) - - verts = [] - faces = [] - - segments = points * 2 - - half_height = height / 2.0 - - vert_idx_top = len(verts) - verts.append(Vector((0.0, 0.0, half_height))) - - vert_idx_bottom = len(verts) - verts.append(Vector((0.0, 0.0, -half_height))) - - edgeloop_top = [] - edgeloop_bottom = [] - - for index in range(segments): - quat = Quaternion(z_axis, (index / segments) * PI_2) - - if index % 2: - # Uneven - radius = outer_radius - else: - # Even - radius = inner_radius - - edgeloop_top.append(len(verts)) - vec = Vector((radius, 0, half_height)) * quat - verts.append(vec) - - edgeloop_bottom.append(len(verts)) - vec = Vector((radius, 0, -half_height)) * quat - verts.append(vec) - - - - faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True) - faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True) - faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom, - flipped=True, closed=True) - - faces.extend(faces_top) - faces.extend(faces_outside) - faces.extend(faces_bottom) - - return verts, faces - - -class AddStar(bpy.types.Operator): - '''Add a star mesh.''' - bl_idname = "mesh.primitive_star_add" - bl_label = "Add Star" - bl_options = {'REGISTER', 'UNDO'} - - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) - points = IntProperty(name="Points", - description="Number of points for the star", - min=2, - max=256, - default=5) - outer_radius = FloatProperty(name="Outer Radius", - description="Outer radius of the star", - min=0.01, - max=9999.0, - default=1.0) - innter_radius = FloatProperty(name="Inner Radius", - description="Inner radius of the star", - min=0.01, - max=9999.0, - default=0.5) - height = FloatProperty(name="Height", - description="Height of the star", - min=0.01, - max=9999.0, - default=0.5) - align_matrix = Matrix() - - def execute(self, context): - props = self.properties - - verts, faces = add_star( - props.points, - props.outer_radius, - props.innter_radius, - props.height) - - obj = create_mesh_object(context, verts, [], faces, "Star", - props.edit, self.align_matrix) - - # Store 'recall' properties in the object. - recall_args_list = { - "edit": True, - "points": props.points, - "outer_radius": props.outer_radius, - "innter_radius": props.innter_radius, - "height": props.height} - store_recall_properties(obj, self, recall_args_list) - - return {'FINISHED'} - - def invoke(self, context, event): - self.align_matrix = align_matrix(context) - self.execute(context) - return {'FINISHED'} - -# Register the operator - -menu_func = (lambda self, context: self.layout.operator(AddStar.bl_idname, - text="Star", icon='PLUGIN')) - - -def register(): - bpy.types.register(AddStar) - - # Add "Star" menu to the "Add Mesh" menu. - bpy.types.INFO_MT_mesh_add.append(menu_func) - - -def unregister(): - bpy.types.unregister(AddStar) - - # Remove "Star" menu from the "Add Mesh" menu. - bpy.types.INFO_MT_mesh_add.remove(menu_func) - -if __name__ == "__main__": - register() diff --git a/add_mesh_wedge.py b/add_mesh_wedge.py deleted file mode 100644 index e251ce4b3fce59c786a5c01efec98ddb0183a29d..0000000000000000000000000000000000000000 --- a/add_mesh_wedge.py +++ /dev/null @@ -1,359 +0,0 @@ -# add_mesh_wedge.py Copyright (C) 2008-2009, FourMadMen.com -# -# add wedge 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -# -# ***** END GPL LICENCE BLOCK ***** - -bl_addon_info = { - 'name': 'Add Mesh: Wedge', - 'author': 'fourmadmen', - 'version': '1.2', - 'blender': (2, 5, 3), - 'location': 'View3D > Add > Mesh ', - 'description': 'Adds a mesh Wedge to the Add Mesh menu', - 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ - 'Scripts/Add_Wedge', - 'category': 'Add Mesh'} - - -""" -Name: 'Wedge' -Blender: 250 -Group: 'AddMesh' -Tip: 'Add Wedge Object...' -__author__ = ["Four Mad Men", "FourMadMen.com"] -__version__ = '0.10' -__url__ = [""] -email__=["bwiki {at} fourmadmen {dot} com"] - -Usage: - -* Launch from Add Mesh menu - -* Modify parameters as desired or keep defaults - -""" - - -import bpy -from bpy.props import * -from mathutils import * - - -# 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 = {} - - # 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 - - -# calculates the matrix for the new object -# depending on user pref -def align_matrix(context): - loc = TranslationMatrix(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.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. - # apply viewRotaion - ob_new.matrix = 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.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 - - -# 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 - - -# @todo Align wedge aling axis? -def add_wedge(size_x, size_y, size_z): - verts = [] - faces = [] - - size_x /= 2.0 - size_y /= 2.0 - size_z /= 2.0 - - vIdx_top = [] - vIdx_bot = [] - - vIdx_top.append(len(verts)) - verts.append(Vector((-size_x, -size_y, size_z))) - vIdx_bot.append(len(verts)) - verts.append(Vector((-size_x, -size_y, -size_z))) - - vIdx_top.append(len(verts)) - verts.append(Vector((size_x, -size_y, size_z))) - vIdx_bot.append(len(verts)) - verts.append(Vector((size_x, -size_y, -size_z))) - - vIdx_top.append(len(verts)) - verts.append(Vector((-size_x, size_y, size_z))) - vIdx_bot.append(len(verts)) - verts.append(Vector((-size_x, size_y, -size_z))) - - faces.append(vIdx_top) - faces.append(vIdx_bot) - faces_outside = createFaces(vIdx_top, vIdx_bot, closed=True) - faces.extend(faces_outside) - - return verts, faces - - -class AddWedge(bpy.types.Operator): - '''Add a wedge mesh.''' - bl_idname = "mesh.primitive_wedge_add" - bl_label = "Add Wedge" - bl_options = {'REGISTER', 'UNDO'} - - # edit - Whether to add or update. - edit = BoolProperty(name="", - description="", - default=False, - options={'HIDDEN'}) - size_x = FloatProperty(name="Size X", - description="Size along the X axis", - min=0.01, - max=9999.0, - default=2.0) - size_y = FloatProperty(name="Size Y", - description="Size along the Y axis", - min=0.01, - max=9999.0, - default=2.0) - size_z = FloatProperty(name="Size Z", - description="Size along the Z axis", - min=0.01, - max=9999.0, - default=2.00) - align_matrix = Matrix() - - def execute(self, context): - props = self.properties - - verts, faces = add_wedge( - props.size_x, - props.size_y, - props.size_z) - - obj = create_mesh_object(context, verts, [], faces, "Wedge", - props.edit, self.align_matrix) - - # Store 'recall' properties in the object. - recall_args_list = { - "edit": True, - "size_x": props.size_x, - "size_y": props.size_y, - "size_z": props.size_z} - store_recall_properties(obj, self, recall_args_list) - - return {'FINISHED'} - - def invoke(self, context, event): - self.align_matrix = align_matrix(context) - self.execute(context) - return {'FINISHED'} - -# Register the operator -menu_func = (lambda self, context: self.layout.operator(AddWedge.bl_idname, - text="Add Wedge", icon='PLUGIN')) - - -def register(): - bpy.types.register(AddWedge) - - # Add "Wedge" menu to the "Add Mesh" menu. - bpy.types.INFO_MT_mesh_add.append(menu_func) - - -def unregister(): - bpy.types.unregister(AddWedge) - - # Remove "Wedge" menu from the "Add Mesh" menu. - bpy.types.INFO_MT_mesh_add.remove(menu_func) - -if __name__ == "__main__": - register()