# 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': '1.0.1', 'blender': (2, 5, 3), 'location': 'View3D > Add > Mesh ', 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Add_Gem', 'category': 'Add Mesh'} import bpy 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 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 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) 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='PLUGIN')) 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) if __name__ == "__main__": register()