[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [607] trunk/py/scripts/addons/ add_mesh_sqorus.py: * Version 1.2
Martin Buerbaum
martin.buerbaum at gmx.at
Mon Apr 19 23:30:22 CEST 2010
Revision: 607
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=607
Author: pontiac
Date: 2010-04-19 23:30:22 +0200 (Mon, 19 Apr 2010)
Log Message:
-----------
* Version 1.2
* Changed mesh creation code to generic functions
* Script now supports "recall" (Edit Object parameters)
Modified Paths:
--------------
trunk/py/scripts/addons/add_mesh_sqorus.py
Modified: trunk/py/scripts/addons/add_mesh_sqorus.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_sqorus.py 2010-04-19 21:08:57 UTC (rev 606)
+++ trunk/py/scripts/addons/add_mesh_sqorus.py 2010-04-19 21:30:22 UTC (rev 607)
@@ -23,11 +23,12 @@
bl_addon_info = {
'name': 'Add Mesh: Sqorus',
'author': 'fourmadmen',
- 'version': '1.1',
+ 'version': '1.2',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'description': 'Adds a mesh Squorus to the Add Mesh menu',
- 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Add_Sqorus',
+ 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts/Add_Sqorus',
'category': 'Add Mesh'}
# blender Extensions menu registration (in user Prefs)
@@ -53,125 +54,250 @@
import bpy
-import mathutils
+from mathutils import *
+from bpy.props import FloatProperty, BoolProperty
+# 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
+
+
+# @todo Simplify the face creation code (i.e. remove all that hardcoded
+# stuff if possible)
def add_sqorus(sqorus_width, sqorus_height, sqorus_depth):
-
- Vector = mathutils.Vector
verts = []
faces = []
- half_depth = sqorus_depth * .5
+ half_depth = sqorus_depth / 2.0
+
for i in range(4):
- y = float(i) / 3 * sqorus_height
+ y = float(i) / 3.0 * sqorus_height
for j in range(4):
- x = float(j) / 3 * sqorus_width
+ x = float(j) / 3.0 * sqorus_width
- verts.extend(Vector(x, y, half_depth))
- verts.extend(Vector(x, y, -half_depth))
+ verts.append(Vector(x, y, half_depth))
+ verts.append(Vector(x, y, -half_depth))
for i in (0, 2, 4, 8, 12, 16, 18, 20):
- faces.extend([i, i + 2, i + 10, i + 8])
- faces.extend([i + 1, i + 9, i + 11, i + 3])
+ faces.append([i, i + 2, i + 10, i + 8])
+ faces.append([i + 1, i + 9, i + 11, i + 3])
for i in (0, 8, 16):
- faces.extend([i, i + 8, i + 9, i + 1])
+ faces.append([i, i + 8, i + 9, i + 1])
for i in (6, 14, 22):
- faces.extend([i, i + 1, i + 9, i + 8])
+ faces.append([i, i + 1, i + 9, i + 8])
for i in (0, 2, 4):
- faces.extend([i, i + 1, i + 3, i + 2])
+ faces.append([i, i + 1, i + 3, i + 2])
for i in (24, 26, 28):
- faces.extend([i, i + 2, i + 3, i + 1])
+ faces.append([i, i + 2, i + 3, i + 1])
i = 10
- faces.extend([i, i + 1, i + 9, i + 8])
+ faces.append([i, i + 1, i + 9, i + 8])
i = 12
- faces.extend([i, i + 8, i + 9, i + 1])
+ faces.append([i, i + 8, i + 9, i + 1])
i = 18
- faces.extend([i, i + 1, i + 3, i + 2])
+ faces.append([i, i + 1, i + 3, i + 2])
i = 10
- faces.extend([i, i + 2, i + 3, i + 1])
+ faces.append([i, i + 2, i + 3, i + 1])
return verts, faces
-from bpy.props import FloatProperty
-
class AddSqorus(bpy.types.Operator):
'''Add a sqorus mesh.'''
- bl_idname = "mesh.sqorus_add"
+ bl_idname = "mesh.primitive_sqorus_add"
bl_label = "Add Sqorus"
bl_options = {'REGISTER', 'UNDO'}
- sqorus_width = FloatProperty(name="Width",
+ # edit - Whether to add or update.
+ edit = BoolProperty(name="",
+ description="",
+ default=False,
+ options={'HIDDEN'})
+ width = FloatProperty(name="Width",
description="Width of Sqorus",
- default=2.00, min=0.01, max=100.00)
- sqorus_height = FloatProperty(name="Height",
+ min=0.01,
+ max=9999.0,
+ default=2.0)
+ height = FloatProperty(name="Height",
description="Height of Sqorus",
- default=2.00, min=0.01, max=100.00)
- sqorus_depth = FloatProperty(name="Depth",
+ min=0.01,
+ max=9999.0,
+ default=2.0)
+ depth = FloatProperty(name="Depth",
description="Depth of Sqorus",
- default=2.00, min=0.01, max=100.00)
+ min=0.01,
+ max=9999.0,
+ default=2.0)
def execute(self, context):
+ props = self.properties
- verts_loc, faces = add_sqorus(self.properties.sqorus_width,
- self.properties.sqorus_height,
- self.properties.sqorus_depth)
+ # Create mesh geometry
+ verts, faces = add_sqorus(
+ props.width,
+ props.height,
+ props.depth)
- mesh = bpy.data.meshes.new("Sqorus")
+ # Create mesh object (and meshdata)
+ obj = create_mesh_object(context, verts, [], faces, "Sqorus",
+ props.edit)
- 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))
+ # Store 'recall' properties in the object.
+ recall_args_list = {
+ "edit": True,
+ "width": props.width,
+ "height": props.height,
+ "depth": props.depth}
+ store_recall_properties(obj, self, recall_args_list)
- scene = context.scene
-
- # ugh
- for ob in scene.objects:
- ob.selected = False
-
- mesh.update()
- ob_new = bpy.data.objects.new("Sqorus", 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(AddSqorus.bl_idname,
text="Add Sqorus", icon='PLUGIN'))
def register():
bpy.types.register(AddSqorus)
+
+ # Add "Sqorus" menu to the "Add Mesh" menu.
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.unregister(AddSqorus)
+
+ # Remove "Sqorus" menu from the "Add Mesh" menu.
bpy.types.INFO_MT_mesh_add.remove(menu_func)
-# Remove "Sqorus" menu from the "Add Mesh" menu.
-#space_info.INFO_MT_mesh_add.remove(menu_func)
-
if __name__ == "__main__":
register()
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