[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [635] trunk/py/scripts/addons/ add_mesh_archimedean_solids.py: * Version 0. 1 of the Archimedean Solids script
Martin Buerbaum
martin.buerbaum at gmx.at
Fri Apr 23 13:53:36 CEST 2010
Revision: 635
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=635
Author: pontiac
Date: 2010-04-23 13:53:35 +0200 (Fri, 23 Apr 2010)
Log Message:
-----------
* Version 0.1 of the Archimedean Solids script
* Currently supported solids:
* - Truncated Tetrahedron
* - Rhombicuboctahedron
* See also http://en.wikipedia.org/wiki/Archimedean_solid
Added Paths:
-----------
trunk/py/scripts/addons/add_mesh_archimedean_solids.py
Added: trunk/py/scripts/addons/add_mesh_archimedean_solids.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_archimedean_solids.py (rev 0)
+++ trunk/py/scripts/addons/add_mesh_archimedean_solids.py 2010-04-23 11:53:35 UTC (rev 635)
@@ -0,0 +1,566 @@
+# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_addon_info = {
+ 'name': 'Add Mesh: Archimedean Solids',
+ 'author': 'Buerbaum Martin (Pontiac)',
+ 'version': '0.1',
+ 'blender': (2, 5, 3),
+ 'location': 'View3D > Add > Mesh > Archimedean Solids',
+ 'description': 'Adds various archimedean solids to the Add Mesh menu',
+ 'url':
+ 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts/Add_Mesh/', # @todo Create wiki page and fix this link.
+ 'category': 'Add Mesh'}
+
+import bpy
+from math import sqrt
+from mathutils import *
+from bpy.props import *
+
+
+# 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
+
+
+# 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_rhombicuboctahedron(quad_size=sqrt(2.0) / (1.0 + sqrt(2) / 2.0)):
+ faces = []
+ verts = []
+
+ size = 2.0
+
+ # Top & bottom faces (quads)
+ face_top = []
+ face_bot = []
+ for z, up in [(size / 2.0, True), (-size / 2.0, False)]:
+ face = []
+ face.append(len(verts))
+ verts.append(Vector(quad_size / 2.0, quad_size / 2.0, z))
+ face.append(len(verts))
+ verts.append(Vector(quad_size / 2.0, -quad_size / 2.0, z))
+ face.append(len(verts))
+ verts.append(Vector(-quad_size / 2.0, -quad_size / 2.0, z))
+ face.append(len(verts))
+ verts.append(Vector(-quad_size / 2.0, quad_size / 2.0, z))
+
+ if up:
+ # Top face (quad)
+ face_top = face
+ else:
+ # Bottom face (quad)
+ face_bot = face
+
+ edgeloop_up = []
+ edgeloop_low = []
+ for z, up in [(quad_size / 2.0, True), (-quad_size / 2.0, False)]:
+ edgeloop = []
+
+ edgeloop.append(len(verts))
+ verts.append(Vector(size / 2.0, quad_size / 2.0, z))
+ edgeloop.append(len(verts))
+ verts.append(Vector(size / 2.0, -quad_size / 2.0, z))
+ edgeloop.append(len(verts))
+ verts.append(Vector(quad_size / 2.0, -size / 2.0, z))
+ edgeloop.append(len(verts))
+ verts.append(Vector(-quad_size / 2.0, -size / 2.0, z))
+ edgeloop.append(len(verts))
+ verts.append(Vector(-size / 2.0, -quad_size / 2.0, z))
+ edgeloop.append(len(verts))
+ verts.append(Vector(-size / 2.0, quad_size / 2.0, z))
+ edgeloop.append(len(verts))
+ verts.append(Vector(-quad_size / 2.0, size / 2.0, z))
+ edgeloop.append(len(verts))
+ verts.append(Vector(quad_size / 2.0, size / 2.0, z))
+
+ if up:
+ # Upper 8-sider
+ edgeloop_up = edgeloop
+ else:
+ # Lower 8-sider
+ edgeloop_low = edgeloop
+
+ face_top_idx = len(faces)
+ faces.append(face_top)
+ faces.append(face_bot)
+ faces_middle = createFaces(edgeloop_low, edgeloop_up, closed=True)
+ faces.extend(faces_middle)
+
+ # Upper Quads
+ faces.append([edgeloop_up[0], face_top[0], face_top[1], edgeloop_up[1]])
+ faces.append([edgeloop_up[2], face_top[1], face_top[2], edgeloop_up[3]])
+ faces.append([edgeloop_up[4], face_top[2], face_top[3], edgeloop_up[5]])
+ faces.append([edgeloop_up[6], face_top[3], face_top[0], edgeloop_up[7]])
+
+ # Upper Tris
+ faces.append([face_top[0], edgeloop_up[0], edgeloop_up[7]])
+ faces.append([face_top[1], edgeloop_up[2], edgeloop_up[1]])
+ faces.append([face_top[2], edgeloop_up[4], edgeloop_up[3]])
@@ Diff output truncated at 10240 characters. @@
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