[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [586] trunk/py/scripts/addons/ add_mesh_diamond.py: * Version 2.1
Martin Buerbaum
martin.buerbaum at gmx.at
Thu Apr 15 13:02:37 CEST 2010
Revision: 586
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=586
Author: pontiac
Date: 2010-04-15 13:02:36 +0200 (Thu, 15 Apr 2010)
Log Message:
-----------
* Version 2.1
* Changed object/mesh creation code to use generic functions.
* Also modified vertex/faces creation to be more readable.
* Added recall data.
* Fixed some formatting/comments
Modified Paths:
--------------
trunk/py/scripts/addons/add_mesh_diamond.py
Modified: trunk/py/scripts/addons/add_mesh_diamond.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_diamond.py 2010-04-15 08:26:49 UTC (rev 585)
+++ trunk/py/scripts/addons/add_mesh_diamond.py 2010-04-15 11:02:36 UTC (rev 586)
@@ -21,73 +21,226 @@
# ***** END GPL LICENCE BLOCK *****
import bpy
+from mathutils import Vector, Quaternion
+from math import *
+from bpy.props import *
bl_addon_info = {
'name': 'Add Mesh: Diamond',
'author': 'fourmadmen',
- 'version': '2.0',
+ 'version': '2.1',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'description': 'Adds a mesh Diamond to the Add Mesh menu',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
- 'Scripts/Add_Mesh/Add_Diamond',
+ 'Scripts/Add_Mesh/Add_Diamond',
'category': 'Add Mesh'}
-def add_diamond(segments, girdle_radius, table_radius, crown_height, pavillion_height):
- from mathutils import Vector, Quaternion
- from math import pi
+# 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 = {}
- PI_2 = pi * 2
+ # 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
+
+
+def add_diamond(segments, girdle_radius, table_radius,
+ crown_height, pavillion_height):
+
+ PI_2 = pi * 2.0
z_axis = (0.0, 0.0, -1.0)
verts = []
faces = []
- tot_verts = segments * 2 + 2
-
height = crown_height + pavillion_height
half_height = height * 0.5
- verts.extend(Vector(0.0, 0.0, -half_height))
- verts.extend(Vector(0.0, 0.0, half_height))
+ # Vertex counter
+ vert_cnt = 0
- i = 2
+ # Tip
+ verts.append((0.0, 0.0, -half_height))
+ vert_tip = vert_cnt
+ vert_cnt += 1
+
+ # Middle vertex of the flat side
+ verts.append((0.0, 0.0, half_height))
+ vert_flat = vert_cnt
+ vert_cnt += 1
+
+ vert1_prev = None
+ vert2_prev = None
for index in range(segments):
quat = Quaternion(z_axis, (index / segments) * PI_2)
angle = PI_2 * index / segments
- vec = Vector(table_radius, 0, -half_height) * quat
- verts.extend([vec.x, vec.y, vec.z])
- it1 = i
- i += 1
+ vec = Vector(table_radius, 0.0, -half_height) * quat
+ verts.append((vec.x, vec.y, vec.z))
+ vert1 = vert_cnt
+ vert_cnt += 1
- vec = Vector(girdle_radius, 0, half_height - pavillion_height) * quat
- verts.extend([vec.x, vec.y, vec.z])
- ib1 = i
- i += 1
+ vec = Vector(girdle_radius, 0.0, half_height - pavillion_height) * quat
+ verts.append((vec.x, vec.y, vec.z))
+ vert2 = vert_cnt
+ vert_cnt += 1
- if i > 4:
- faces.extend([0, it1, it1 - 2, 0])
- faces.extend([it1, ib1, ib1 - 2, it1 - 2])
- faces.extend([1, ib1 - 2, ib1, 1])
+ if index == 0:
+ # Remember vertex indices for next iteration.
+ vert1_first = vert1
+ vert2_first = vert2
- faces.extend([0, 2, it1, 0])
- faces.extend([it1, 2, 3, ib1])
- faces.extend([1, ib1, 3, 1])
+ else:
+ # Tip face
+ faces.append([vert_tip, vert1_prev, vert1])
+ # Side face
+ faces.append([vert2, vert1, vert1_prev, vert2_prev])
+ # Flat face
+ faces.append([vert_flat, vert2, vert2_prev])
+ vert1_prev = vert1
+ vert2_prev = vert2
+
+ # Create the last faces between first+last vertices
+ # Tip face
+ faces.append([vert_tip, vert1, vert1_first])
+ # Side face
+ faces.append([vert2_first, vert1_first, vert1, vert2])
+ # Flat face
+ faces.append([vert_flat, vert2_first, vert2])
+
return verts, faces
-from bpy.props import IntProperty, FloatProperty
-
class AddDiamond(bpy.types.Operator):
'''Add a diamond mesh.'''
bl_idname = "mesh.diamond_add"
bl_label = "Add Diamond"
bl_options = {'REGISTER', 'UNDO'}
+ # edit - Whether to add or update.
+ edit = BoolProperty(name="",
+ description="",
+ default=False,
+ options={'HIDDEN'})
segments = IntProperty(name="Segments",
description="Number of segments for the diamond",
default=32, min=3, max=256)
@@ -105,56 +258,46 @@
default=1.0, min=0.01, max=100.0)
def execute(self, context):
- verts_loc, faces = add_diamond(self.properties.segments,
- self.properties.girdle_radius,
- self.properties.table_radius,
- self.properties.crown_height,
- self.properties.pavillion_height)
+ props = self.properties
+ verts, faces = add_diamond(props.segments,
+ props.girdle_radius,
+ props.table_radius,
+ props.crown_height,
+ props.pavillion_height)
- mesh = bpy.data.meshes.new("Diamond")
+ obj = create_mesh_object(context, verts, [], faces,
+ "Diamond", 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)
- scene = context.scene
+ # Store 'recall' properties in the object.
+ recall_args_list = {
+ "edit": True,
+ "segments": props.segments,
+ "girdle_radius": props.girdle_radius,
+ "table_radius": props.table_radius,
+ "crown_height": props.crown_height,
+ "pavillion_height": props.pavillion_height}
+ store_recall_properties(obj, self, recall_args_list)
- # ugh
- for ob in scene.objects:
- ob.selected = False
-
- mesh.update()
- ob_new = bpy.data.objects.new("Diamond", 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(AddDiamond.bl_idname,
- text="Add Diamond", icon='PLUGIN'))
+ text="Diamond", icon='PLUGIN'))
def register():
bpy.types.register(AddDiamond)
+
+ # Add "Diamond" entry to the "Add Mesh" menu.
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.unregister(AddDiamond)
+
@@ Diff output truncated at 10240 characters. @@
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