[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [610] trunk/py/scripts/addons/ add_mesh_star.py: * Version 2.1 of the "star" script
Martin Buerbaum
martin.buerbaum at gmx.at
Tue Apr 20 15:06:11 CEST 2010
Revision: 610
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=610
Author: pontiac
Date: 2010-04-20 15:06:10 +0200 (Tue, 20 Apr 2010)
Log Message:
-----------
* Version 2.1 of the "star" script
* Now supports recall proeprties (Edit Object Parameters)
* Cleaned up the verts/faces creation process.
Modified Paths:
--------------
trunk/py/scripts/addons/add_mesh_star.py
Modified: trunk/py/scripts/addons/add_mesh_star.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_star.py 2010-04-20 11:57:07 UTC (rev 609)
+++ trunk/py/scripts/addons/add_mesh_star.py 2010-04-20 13:06:10 UTC (rev 610)
@@ -23,23 +23,216 @@
bl_addon_info = {
'name': 'Add Mesh: Star',
'author': 'fourmadmen',
- 'version': '2.0',
+ 'version': '2.1',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'description': 'Adds a mesh Star to the Add Mesh menu',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
- 'Scripts/Add_Mesh/Add_Star',
+ 'Scripts/Add_Mesh/Add_Star',
'category': 'Add Mesh'}
import bpy
import mathutils
+from mathutils import Vector, Quaternion
+from math import pi
+from bpy.props import IntProperty, FloatProperty, BoolProperty
-def add_star(points, outer_radius, inner_radius, depth):
- 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 = {}
+ # 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_star(points, outer_radius, inner_radius, height):
PI_2 = pi * 2
z_axis = (0, 0, 1)
@@ -47,99 +240,106 @@
faces = []
segments = points * 2
- tot_verts = segments * 2 + 2
- half_height = depth * 0.5
+ half_height = height / 2.0
- verts.extend(Vector(0.0, 0.0, -half_height))
- verts.extend(Vector(0.0, 0.0, half_height))
+ vert_idx_top = len(verts)
+ verts.append(Vector(0.0, 0.0, half_height))
- i = 2
- alt_idx = 0
+ vert_idx_bottom = len(verts)
+ verts.append(Vector(0.0, 0.0, -half_height))
+
+ edgeloop_top = []
+ edgeloop_bottom = []
+
for index in range(segments):
quat = Quaternion(z_axis, (index / segments) * PI_2)
- radius = alt_idx and inner_radius or outer_radius
+ if index % 2:
+ # Uneven
+ radius = outer_radius
+ else:
+ # Even
+ radius = inner_radius
+ edgeloop_top.append(len(verts))
+ vec = Vector(radius, 0, half_height) * quat
+ verts.append(vec)
+
+ edgeloop_bottom.append(len(verts))
vec = Vector(radius, 0, -half_height) * quat
- verts.extend([vec.x, vec.y, vec.z])
- it1 = i
- i += 1
+ verts.append(vec)
- vec = Vector(radius, 0, half_height) * quat
- verts.extend([vec.x, vec.y, vec.z])
- ib1 = i
- i += 1
- if i > 4:
- faces.extend([0, it1 - 2, it1, 0])
- faces.extend([it1, it1 - 2, ib1 - 2, ib1])
- faces.extend([1, ib1, ib1 - 2, 1])
- alt_idx = 1 - alt_idx
+ faces_top = createFaces([vert_idx_top], edgeloop_top, closed=True)
+ faces_outside = createFaces(edgeloop_top, edgeloop_bottom, closed=True)
+ faces_bottom = createFaces([vert_idx_bottom], edgeloop_bottom,
+ flipped=True, closed=True)
- faces.extend([0, it1, 2, 0])
- faces.extend([2, it1, ib1, 3])
- faces.extend([1, 3, ib1, 1])
+ faces.extend(faces_top)
+ faces.extend(faces_outside)
+ faces.extend(faces_bottom)
return verts, faces
-from bpy.props import IntProperty, FloatProperty
-
class AddStar(bpy.types.Operator):
'''Add a star mesh.'''
bl_idname = "mesh.primitive_star_add"
bl_label = "Add Star"
bl_options = {'REGISTER', 'UNDO'}
+ # edit - Whether to add or update.
+ edit = BoolProperty(name="",
+ description="",
+ default=False,
+ options={'HIDDEN'})
points = IntProperty(name="Points",
description="Number of points for the star",
- default=5, min=2, max=256)
+ min=2,
+ max=256,
+ default=5)
outer_radius = FloatProperty(name="Outer Radius",
description="Outer radius of the star",
- default=1.0, min=0.01, max=100.0)
+ min=0.01,
+ max=9999.0,
+ default=1.0)
innter_radius = FloatProperty(name="Inner Radius",
description="Inner radius of the star",
- default=0.5, min=0.01, max=100.0)
- depth = FloatProperty(name="Depth",
- description="Depth of the star",
- default=0.5, min=0.01, max=100.0)
+ min=0.01,
+ max=9999.0,
+ default=0.5)
+ height = FloatProperty(name="Height",
+ description="Height of the star",
+ min=0.01,
+ max=9999.0,
+ default=0.5)
def execute(self, context):
@@ Diff output truncated at 10240 characters. @@
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