[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [603] trunk/py/scripts/addons/ add_mesh_spindle.py: * Version 2.1 of the "Spindle" script

Martin Buerbaum martin.buerbaum at gmx.at
Mon Apr 19 22:55:16 CEST 2010


Revision: 603
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=603
Author:   pontiac
Date:     2010-04-19 22:55:16 +0200 (Mon, 19 Apr 2010)

Log Message:
-----------
* Version 2.1 of the "Spindle" script
* Changed mesh creation code to use universal functions. Also tried to make it more readable & commented it.
* Support recall date (Edit Object Parameters)
* Support height of 0.0 (the cylindric middle part is skipped)
* Support negative cap-height
* Made PEP8 compatible and some cleanups.
* Generell: Updated "createFaces" function to support fan/star like face creation as well.

Modified Paths:
--------------
    trunk/py/scripts/addons/add_mesh_spindle.py

Modified: trunk/py/scripts/addons/add_mesh_spindle.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_spindle.py	2010-04-18 07:57:46 UTC (rev 602)
+++ trunk/py/scripts/addons/add_mesh_spindle.py	2010-04-19 20:55:16 UTC (rev 603)
@@ -23,11 +23,12 @@
 bl_addon_info = {
     'name': 'Add Mesh: Spindle',
     'author': 'fourmadmen',
-    'version': '2.0',
+    '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',
+    'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+        'Scripts/Add_Spindle',
     'category': 'Add Mesh'}
 
 """
@@ -51,118 +52,335 @@
 
 import bpy
 import mathutils
+from mathutils import Vector, RotationMatrix
 from math import pi
+from bpy.props import FloatProperty, IntProperty, BoolProperty
 
 
-def add_spindle( spindle_segments, spindle_radius, spindle_height, spindle_cap_height):
+# 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 = {}
 
-    Vector = mathutils.Vector
-    RotationMatrix = mathutils.RotationMatrix
+        # 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
+
+
+# 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 = 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) )
-
+    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, -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
 
-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_idname = "mesh.primitive_spindle_add"
     bl_label = "Add Spindle"
+    bl_description = "Create a spindle mesh."
     bl_options = {'REGISTER', 'UNDO'}
 
-    spindle_segments = IntProperty(name="Segments",
+    # 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",

@@ Diff output truncated at 10240 characters. @@



More information about the Bf-extensions-cvs mailing list