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Commit ad8be3ff authored by Brendon Murphy's avatar Brendon Murphy
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add the last current add_mesh scripts in preparation for bulk update with recall feature.

add export_unreal_psk_psa.py
import_scene_unreal_psk.py
these two scripts are in working order.
there's some known issues, users generally work around them.
"no more or less buggy than current i/o scripts"


[[Split portion of a mixed commit.]]
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# 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': '2.0',
'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 math import pi
def add_spindle( spindle_segments, spindle_radius, spindle_height, spindle_cap_height):
Vector = mathutils.Vector
RotationMatrix = mathutils.RotationMatrix
verts = []
faces = []
tot_verts = spindle_segments * 2 + 2
half_height = spindle_height * .5
verts.extend( Vector(0, 0, half_height + spindle_cap_height) )
verts.extend( Vector(0, 0, -half_height - spindle_cap_height) )
i = 2
for index in range(spindle_segments):
mtx = RotationMatrix( 2 * pi * float(index)/spindle_segments, 3, 'Z' )
verts.extend( Vector(spindle_radius, 0, half_height) * mtx )
it1 = i
i+=1
verts.extend( Vector(spindle_radius, 0, -half_height) * mtx )
ib1 = i
i+=1
if i>4:
faces.extend( (it2, it1, 0, it2) )
faces.extend( (it1, it2, ib2, ib1) )
faces.extend( (ib1, ib2, 1, ib1) )
it2 = it1
ib2 = ib1
faces.extend( (tot_verts-2, 2, 0, tot_verts-2) )
faces.extend( (3, 2, tot_verts-2, tot_verts-1) )
faces.extend( (3, tot_verts-1, 1, 3) )
return verts, faces
from bpy.props import FloatProperty
from bpy.props import IntProperty
class AddSpindle(bpy.types.Operator):
'''Add a spindle mesh.'''
bl_idname = "mesh.spindle_add"
bl_label = "Add Spindle"
bl_options = {'REGISTER', 'UNDO'}
spindle_segments = IntProperty(name="Segments",
description="Number of segments of the spindle",
default=32, min=3, max=256)
spindle_radius = FloatProperty(name="Radius",
description="Radius of the spindle",
default=1.00, min=0.01, max=100.00)
spindle_height = FloatProperty(name="Height",
description="Height of the spindle",
default=1.00, min=0.01, max=100.00)
spindle_cap_height = FloatProperty(name="Cap Height",
description="Cap height of the spindle",
default=0.50, min=0.01, max=100.00)
def execute(self, context):
verts_loc, faces = add_spindle(self.properties.spindle_segments, self.properties.spindle_radius, self.properties.spindle_height, self.properties.spindle_cap_height)
mesh = bpy.data.meshes.new("Spindle")
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)
mesh.faces.foreach_set("smooth", [False] * len(mesh.faces))
scene = context.scene
# ugh
for ob in scene.objects:
ob.selected = False
mesh.update()
ob_new = bpy.data.objects.new("Spindle", 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)
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(AddSpindle.bl_idname, text="Add Spindle", icon='PLUGIN'))
def register():
bpy.types.register(AddSpindle)
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.unregister(AddSpindle)
bpy.types.INFO_MT_mesh_add.remove(menu_func)
# Remove "Spindle" menu from the "Add Mesh" menu.
#space_info.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()
# 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': '1.1',
'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
import mathutils
def add_wedge( wedge_width, wedge_height, wedge_depth):
Vector = mathutils.Vector
verts = []
faces = []
half_width = wedge_width * .5
half_height = wedge_height * .5
half_depth = wedge_depth * .5
verts.extend( Vector(-half_width, -half_height, half_depth) )
verts.extend( Vector(-half_width, -half_height, -half_depth) )
verts.extend( Vector(half_width, -half_height, half_depth) )
verts.extend( Vector(half_width, -half_height, -half_depth) )
verts.extend( Vector(-half_width, half_height, half_depth) )
verts.extend( Vector(-half_width, half_height, -half_depth) )
faces.extend( [0, 2, 4, 0] )
faces.extend( [1, 3, 5, 1] )
faces.extend( [0, 1, 3, 2] )
faces.extend( [0, 4, 5, 1] )
faces.extend( [2, 3, 5, 4] )
return verts, faces
from bpy.props import FloatProperty
class AddWedge(bpy.types.Operator):
'''Add a wedge mesh.'''
bl_idname = "mesh.wedge_add"
bl_label = "Add Wedge"
bl_options = {'REGISTER', 'UNDO'}
wedge_width = FloatProperty(name="Width",
description="Width of Wedge",
default=2.00, min=0.01, max=100.00)
wedge_height = FloatProperty(name="Height",
description="Height of Wedge",
default=2.00, min=0.01, max=100.00)
wedge_depth = FloatProperty(name="Depth",
description="Depth of Wedge",
default=2.00, min=0.01, max=100.00)
def execute(self, context):
verts_loc, faces = add_wedge(self.properties.wedge_width, self.properties.wedge_height, self.properties.wedge_depth)
mesh = bpy.data.meshes.new("Wedge")
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)
mesh.faces.foreach_set("smooth", [False] * len(mesh.faces))
scene = context.scene
# ugh
for ob in scene.objects:
ob.selected = False
mesh.update()
ob_new = bpy.data.objects.new("Wedge", 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)
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(AddWedge.bl_idname, text="Add Wedge", icon='PLUGIN'))
def register():
bpy.types.register(AddWedge)
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.unregister(AddWedge)
bpy.types.INFO_MT_mesh_add.remove(menu_func)
# Remove "Wedge" menu from the "Add Mesh" menu.
#space_info.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()
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