[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [611] trunk/py/scripts/addons/ add_mesh_twisted_torus.py: * Version 0.11 of the "Twisted Torus" script

Martin Buerbaum martin.buerbaum at gmx.at
Tue Apr 20 16:17:35 CEST 2010


Revision: 611
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=611
Author:   pontiac
Date:     2010-04-20 16:17:35 +0200 (Tue, 20 Apr 2010)

Log Message:
-----------
* Version 0.11 of the "Twisted Torus" script
* Support "recall" properties (Edit Object parameters)
* Cleaned up the verts/faces creation process.

Modified Paths:
--------------
    trunk/py/scripts/addons/add_mesh_twisted_torus.py

Modified: trunk/py/scripts/addons/add_mesh_twisted_torus.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_twisted_torus.py	2010-04-20 13:06:10 UTC (rev 610)
+++ trunk/py/scripts/addons/add_mesh_twisted_torus.py	2010-04-20 14:17:35 UTC (rev 611)
@@ -23,12 +23,12 @@
 bl_addon_info = {
     'name': 'Add Mesh: Twisted Torus',
     'author': 'Paulo_Gomes',
-    'version': '0.10',
+    'version': '0.11',
     'blender': (2, 5, 3),
     'location': 'View3D > Add > Mesh ',
     'description': 'Adds a mesh Twisted Torus to the Add Mesh menu',
     'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
-	    'Scripts/Add_Mesh/Add_Twisted_Torus',
+        'Scripts/Add_Mesh/Add_Twisted_Torus',
     'category': 'Add Mesh'}
 
 
@@ -53,100 +53,302 @@
 
 
 import bpy
+from bpy.props import *
+
 import mathutils
+from mathutils import *
 from math import cos, sin, 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_twisted_torus(major_rad, minor_rad, major_seg, minor_seg, twists):
-    Vector = mathutils.Vector
-    Quaternion = mathutils.Quaternion
+    PI_2 = pi * 2.0
+    z_axis = (0.0, 0.0, 1.0)
 
-    PI_2 = pi * 2
-    z_axis = (0, 0, 1)
-
     verts = []
     faces = []
-    i1 = 0
-    tot_verts = major_seg * minor_seg
+
+    edgeloop_prev = []
     for major_index in range(major_seg):
         quat = Quaternion(z_axis, (major_index / major_seg) * PI_2)
-        rot_twists = 2 * pi * major_index / major_seg * twists
+        rot_twists = PI_2 * major_index / major_seg * twists
 
+        edgeloop = []
+
+        # Create section ring
         for minor_index in range(minor_seg):
-            angle = (2 * pi * minor_index / minor_seg) + rot_twists
+            angle = (PI_2 * minor_index / minor_seg) + rot_twists
 
-            vec = Vector(major_rad + (cos(angle) * minor_rad), 0.0,
-                        (sin(angle) * minor_rad)) * quat
+            vec = Vector(
+                major_rad + (cos(angle) * minor_rad),
+                0.0,
+                sin(angle) * minor_rad)
+            vec = vec * quat
 
-            verts.extend([vec.x, vec.y, vec.z])
+            edgeloop.append(len(verts))
+            verts.append(vec)
 
-            if minor_index + 1 == minor_seg:
-                i2 = (major_index) * minor_seg
-                i3 = i1 + minor_seg
-                i4 = i2 + minor_seg
+        # Remember very first edgeloop.
+        if major_index == 0:
+            edgeloop_first = edgeloop
 
-            else:
-                i2 = i1 + 1
-                i3 = i1 + minor_seg
-                i4 = i3 + 1
+        # Bridge last with current ring
+        if edgeloop_prev:
+            f = createFaces(edgeloop_prev, edgeloop, closed=True)
+            faces.extend(f)
 
-            if i2 >= tot_verts:
-                i2 = i2 - tot_verts
-            if i3 >= tot_verts:
-                i3 = i3 - tot_verts
-            if i4 >= tot_verts:
-                i4 = i4 - tot_verts
+        edgeloop_prev = edgeloop
 
-            # stupid eekadoodle
-            if i2:
-                faces.extend([i1, i3, i4, i2])
-            else:
-                faces.extend([i2, i1, i3, i4])
+    # Bridge first and last ring
+    f = createFaces(edgeloop_prev, edgeloop_first, closed=True)
+    faces.extend(f)
 
-            i1 += 1
-
     return verts, faces
 
-from bpy.props import *
 
-
 class AddTwistedTorus(bpy.types.Operator):
     '''Add a torus mesh'''
     bl_idname = "mesh.primitive_twisted_torus_add"
     bl_label = "Add Torus"
     bl_options = {'REGISTER', 'UNDO'}
 
+    # edit - Whether to add or update.
+    edit = BoolProperty(name="",
+        description="",
+        default=False,
+        options={'HIDDEN'})
     major_radius = FloatProperty(name="Major Radius",
-    description="Radius from the origin to the center of the cross section",
-    default=1.0, min=0.01, max=100.0)
-
+        description="Radius from the origin to the" \
+            " center of the cross section",
+        min=0.01,
+        max=100.0,
+        default=1.0)
     minor_radius = FloatProperty(name="Minor Radius",
-    description="Radius of the torus' cross section",
-    default=0.25, min=0.01, max=100.0)
-
+        description="Radius of the torus' cross section",
+        min=0.01,
+        max=100.0,
+        default=0.25)
     major_segments = IntProperty(name="Major Segments",

@@ Diff output truncated at 10240 characters. @@



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