# 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 ***** bl_addon_info = { 'name': 'Add Mesh: Gem', 'author': 'Dreampainter', 'version': '1.2', 'blender': (2, 5, 3), 'location': 'View3D > Add > Mesh ', 'description': 'Adds a mesh Gem to the Add Mesh menu', 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ 'Scripts/Add_Mesh/Add_Gem', 'category': 'Add Mesh'} import bpy # 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 # 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_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 """ 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 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.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.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.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 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 - 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", min=0.01, max=100.0, default=1.0) crown_radius = FloatProperty(name="Table Radius", description="Radius of the table(top).", min=0.01, max=100.0, default=0.6) crown_height = FloatProperty(name="Table height", description="Height of the top half.", min=0.01, max=100.0, default=0.35) pav_height = FloatProperty(name="Pavillion height", description="Height of bottom half.", 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, props.crown_radius, props.segments, props.pav_height, props.crown_height) obj = create_mesh_object(context, verts, [], faces, "Gem", props.edit) # Store 'recall' properties in the object. recall_args_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} store_recall_properties(obj, self, recall_args_list) return {'FINISHED'} # register all operators and panels menu_func = (lambda self, context: self.layout.operator(AddGem.bl_idname, text="Gem", icon='PLUGIN')) def register(): bpy.types.register(AddGem) bpy.types.INFO_MT_mesh_add.append(menu_func) def unregister(): bpy.types.unregister(AddGem) 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) if __name__ == "__main__": register()