diff --git a/add_mesh_gem.py b/add_mesh_gem.py new file mode 100644 index 0000000000000000000000000000000000000000..0964dd89038a39644f5449c1127a0b8e3ea8cf8e --- /dev/null +++ b/add_mesh_gem.py @@ -0,0 +1,231 @@ +# add_mesh_gem.py Copyright (C) 2010, Dreampainter +# +# add gem 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 ***** + +# Blender Add-Ons menu registration (in User Prefs) +"Add Gem (View3D > Add > Mesh > Gem)" + +""" +Name: 'Gem' +Blender: 250.1 +Group: 'AddMesh' +Tip: 'Add Gem Object...' +__author__ = ["Dreampainter"] +__version__ = '1.0.1' +__url__ = ["http://blenderartists.org/forum/showpost.php?p=1564840&postcount=173"] +email__=["n/a"] + + +Usage: + +* Launch from Add Mesh menu + +* Modify parameters as desired or keep defaults + +""" + +import bpy +import Mathutils +from math import cos,sin,pi +from bpy.props import IntProperty, FloatProperty, BoolProperty +def add_gem(r1, r2, seg, h1, h2): + """ + r1 = pavillion radius + r2 = crown radius + seg = number of segments + h1 = pavillion height + h2 = crown height + Generates the vertices and faces of the gem + """ + + 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 + 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] + 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 ]) + 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]) + return verts, faces, tot_verts, tot_faces + +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) + pav_radius = FloatProperty(name = "Radius", + description="Radius of the gem", + default = 1.0, min = 0.01, max = 100.0) + crown_radius = FloatProperty(name = "Table Radius", + description = "Radius of the table(top).", + default = 0.6, min = 0.01, max = 100.0) + crown_height = FloatProperty(name = "Table height", + description = "Height of the top half.", + default = 0.35, min = 0.01, max = 100.0) + pav_height = FloatProperty(name = "Pavillion height", + description = "Height of bottom half.", + default = 0.8, min = 0.01, max = 100.0) + + def execute(self, context): + # 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') + + 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 + + +menu_func = (lambda self, context: self.layout.operator(AddGem.bl_idname, + text="Gem", icon='GEARS')) + +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.INFO_MT_mesh_add.remove(menu_func)