[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [609] trunk/py/scripts/addons/ add_mesh_sqorus.py: * Version 1.3 of the squorus script
Martin Buerbaum
martin.buerbaum at gmx.at
Tue Apr 20 13:57:07 CEST 2010
Revision: 609
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=609
Author: pontiac
Date: 2010-04-20 13:57:07 +0200 (Tue, 20 Apr 2010)
Log Message:
-----------
* Version 1.3 of the squorus script
* Cleaned up vert/face creation mode as much as possible (i.e. still some hardcoded indices, but a lot clearer now IMHO).
* Added "Subdivide" option. Defines if the outer faces should be subdivided or not.
* Squorus geometry is now centered around the obj. origin.
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 2010-04-20 04:55:22 UTC (rev 608)
+++ trunk/py/scripts/addons/add_mesh_sqorus.py 2010-04-20 11:57:07 UTC (rev 609)
@@ -23,7 +23,7 @@
bl_addon_info = {
'name': 'Add Mesh: Sqorus',
'author': 'fourmadmen',
- 'version': '1.2',
+ 'version': '1.3',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'description': 'Adds a mesh Squorus to the Add Mesh menu',
@@ -182,51 +182,195 @@
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
+
+
# @todo Simplify the face creation code (i.e. remove all that hardcoded
# stuff if possible)
-def add_sqorus(sqorus_width, sqorus_height, sqorus_depth):
+def add_sqorus(width, height, depth, subdivide):
verts = []
faces = []
- half_depth = sqorus_depth / 2.0
+ half_depth = depth / 2.0
- for i in range(4):
- y = float(i) / 3.0 * sqorus_height
-
- for j in range(4):
- x = float(j) / 3.0 * sqorus_width
-
- 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.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.append([i, i + 8, i + 9, i + 1])
-
- for i in (6, 14, 22):
- faces.append([i, i + 1, i + 9, i + 8])
-
- for i in (0, 2, 4):
- faces.append([i, i + 1, i + 3, i + 2])
-
- for i in (24, 26, 28):
- faces.append([i, i + 2, i + 3, i + 1])
-
- i = 10
- faces.append([i, i + 1, i + 9, i + 8])
+ if subdivide:
+ for i in range(4):
+ y = float(i) / 3.0 * height - height / 2.0
- i = 12
- faces.append([i, i + 8, i + 9, i + 1])
-
- i = 18
- faces.append([i, i + 1, i + 3, i + 2])
-
- i = 10
- faces.append([i, i + 2, i + 3, i + 1])
-
+ for j in range(4):
+ x = float(j) / 3.0 * width - width / 2.0
+
+ verts.append(Vector(x, y, half_depth))
+ verts.append(Vector(x, y, -half_depth))
+
+ # Top outer loop (vertex indices)
+ vIdx_out_up = [0, 2, 4, 6, 14, 22, 30, 28, 26, 24, 16, 8]
+ # Lower outer loop (vertex indices)
+ vIdx_out_low = [i + 1 for i in vIdx_out_up]
+
+ faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True)
+ faces.extend(faces_outside)
+
+ # Top inner loop (vertex indices)
+ vIdx_inner_up = [10, 12, 20, 18]
+
+ # Lower inner loop (vertex indices)
+ vIdx_inner_low = [i + 1 for i in vIdx_inner_up]
+
+ faces_inside = createFaces(vIdx_inner_up, vIdx_inner_low,
+ closed=True, flipped=True)
+ faces.extend(faces_inside)
+
+ row1_top = [0, 8, 16, 24]
+ row2_top = [i + 2 for i in row1_top]
+ row3_top = [i + 2 for i in row2_top]
+ row4_top = [i + 2 for i in row3_top]
+
+ faces_top1 = createFaces(row1_top, row2_top)
+ faces.extend(faces_top1)
+ faces_top2_side1 = createFaces(row2_top[:2], row3_top[:2])
+ faces.extend(faces_top2_side1)
+ faces_top2_side2 = createFaces(row2_top[2:], row3_top[2:])
+ faces.extend(faces_top2_side2)
+ faces_top3 = createFaces(row3_top, row4_top)
+ faces.extend(faces_top3)
+
+ row1_bot = [1, 9, 17, 25]
+ row2_bot = [i + 2 for i in row1_bot]
+ row3_bot = [i + 2 for i in row2_bot]
+ row4_bot = [i + 2 for i in row3_bot]
+
+ faces_bot1 = createFaces(row1_bot, row2_bot, flipped=True)
+ faces.extend(faces_bot1)
+ faces_bot2_side1 = createFaces(row2_bot[:2], row3_bot[:2],
+ flipped=True)
+ faces.extend(faces_bot2_side1)
+ faces_bot2_side2 = createFaces(row2_bot[2:], row3_bot[2:],
+ flipped=True)
+ faces.extend(faces_bot2_side2)
+ faces_bot3 = createFaces(row3_bot, row4_bot, flipped=True)
+ faces.extend(faces_bot3)
+
+ else:
+ # Do not subdivde outer faces
+
+ vIdx_out_up = []
+ vIdx_out_low = []
+ vIdx_in_up = []
+ vIdx_in_low = []
+
+ for i in range(4):
+ y = float(i) / 3.0 * height - height / 2.0
+
+ for j in range(4):
+ x = float(j) / 3.0 * width - width / 2.0
+
+ append = False
+ inner = False
+ # Outer
+ if (i in [0, 3] and j in [0, 3]):
+ append = True
+
+ # Inner
+ if (i in [1, 2] and j in [1, 2]):
+ append = True
+ inner = True
+
+ if append:
+ vert_up = len(verts)
+ verts.append(Vector(x, y, half_depth))
+ vert_low = len(verts)
+ verts.append(Vector(x, y, -half_depth))
+
+ if inner:
+ vIdx_in_up.append(vert_up)
+ vIdx_in_low.append(vert_low)
+
+ else:
+ vIdx_out_up.append(vert_up)
+ vIdx_out_low.append(vert_low)
+
+ # Flip last two vertices
+ vIdx_out_up = vIdx_out_up[:2] + list(reversed(vIdx_out_up[2:]))
+ vIdx_out_low = vIdx_out_low[:2] + list(reversed(vIdx_out_low[2:]))
+ vIdx_in_up = vIdx_in_up[:2] + list(reversed(vIdx_in_up[2:]))
+ vIdx_in_low = vIdx_in_low[:2] + list(reversed(vIdx_in_low[2:]))
+
+ faces_top = createFaces(vIdx_in_up, vIdx_out_up, closed=True)
+ faces.extend(faces_top)
+ faces_bottom = createFaces(vIdx_out_low, vIdx_in_low, closed=True)
+ faces.extend(faces_bottom)
+ faces_inside = createFaces(vIdx_in_low, vIdx_in_up, closed=True)
+ faces.extend(faces_inside)
+ faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True)
+ faces.extend(faces_outside)
+
return verts, faces
@@ -256,6 +400,10 @@
min=0.01,
max=9999.0,
default=2.0)
+ subdivide = BoolProperty(name="Subdivide",
+ description="Enable to subdivide the outer faces." \
+ " This results in equally spaced vertices.",
+ default=True)
def execute(self, context):
props = self.properties
@@ -264,7 +412,8 @@
verts, faces = add_sqorus(
props.width,
props.height,
- props.depth)
+ props.depth,
+ props.subdivide)
# Create mesh object (and meshdata)
obj = create_mesh_object(context, verts, [], faces, "Sqorus",
@@ -275,7 +424,8 @@
"edit": True,
"width": props.width,
"height": props.height,
- "depth": props.depth}
+ "depth": props.depth,
+ "subdivide": props.subdivide}
store_recall_properties(obj, self, recall_args_list)
return {'FINISHED'}
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