[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. @@
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