[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [613] trunk/py/scripts/addons/ add_mesh_wedge.py: * Version 1.2 of the "Wedge" script.
Martin Buerbaum
martin.buerbaum at gmx.at
Tue Apr 20 23:57:08 CEST 2010
Revision: 613
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=613
Author: pontiac
Date: 2010-04-20 23:57:08 +0200 (Tue, 20 Apr 2010)
Log Message:
-----------
* Version 1.2 of the "Wedge" script.
* Script now supports "recall" properties (Edit Object Parameters)
* Renamed size parameters to "Size X", "Size Y" and "Size Z"
* Cleanup of code & comments.
Modified Paths:
--------------
trunk/py/scripts/addons/add_mesh_wedge.py
Modified: trunk/py/scripts/addons/add_mesh_wedge.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_wedge.py 2010-04-20 21:53:15 UTC (rev 612)
+++ trunk/py/scripts/addons/add_mesh_wedge.py 2010-04-20 21:57:08 UTC (rev 613)
@@ -23,11 +23,12 @@
bl_addon_info = {
'name': 'Add Mesh: Wedge',
'author': 'fourmadmen',
- 'version': '1.1',
+ 'version': '1.2',
'blender': (2, 5, 3),
'location': 'View3D > Add > Mesh ',
'description': 'Adds a mesh Wedge to the Add Mesh menu',
- 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Add_Wedge',
+ 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts/Add_Wedge',
'category': 'Add Mesh'}
@@ -51,101 +52,304 @@
import bpy
-import mathutils
+from bpy.props import *
+from mathutils import *
-def add_wedge( wedge_width, wedge_height, wedge_depth):
+# 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 = {}
- Vector = mathutils.Vector
+ # 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
+
+
+# @todo Align wedge aling axis?
+def add_wedge(size_x, size_y, size_z):
verts = []
faces = []
- half_width = wedge_width * .5
- half_height = wedge_height * .5
- half_depth = wedge_depth * .5
-
- verts.extend( Vector(-half_width, -half_height, half_depth) )
- verts.extend( Vector(-half_width, -half_height, -half_depth) )
+ size_x /= 2.0
+ size_y /= 2.0
+ size_z /= 2.0
- verts.extend( Vector(half_width, -half_height, half_depth) )
- verts.extend( Vector(half_width, -half_height, -half_depth) )
+ vIdx_top = []
+ vIdx_bot = []
- verts.extend( Vector(-half_width, half_height, half_depth) )
- verts.extend( Vector(-half_width, half_height, -half_depth) )
+ vIdx_top.append(len(verts))
+ verts.append(Vector(-size_x, -size_y, size_z))
+ vIdx_bot.append(len(verts))
+ verts.append(Vector(-size_x, -size_y, -size_z))
- faces.extend( [0, 2, 4, 0] )
- faces.extend( [1, 3, 5, 1] )
- faces.extend( [0, 1, 3, 2] )
- faces.extend( [0, 4, 5, 1] )
- faces.extend( [2, 3, 5, 4] )
+ vIdx_top.append(len(verts))
+ verts.append(Vector(size_x, -size_y, size_z))
+ vIdx_bot.append(len(verts))
+ verts.append(Vector(size_x, -size_y, -size_z))
+ vIdx_top.append(len(verts))
+ verts.append(Vector(-size_x, size_y, size_z))
+ vIdx_bot.append(len(verts))
+ verts.append(Vector(-size_x, size_y, -size_z))
+
+ faces.append(vIdx_top)
+ faces.append(vIdx_bot)
+ faces_outside = createFaces(vIdx_top, vIdx_bot, closed=True)
+ faces.extend(faces_outside)
+
return verts, faces
-from bpy.props import FloatProperty
class AddWedge(bpy.types.Operator):
'''Add a wedge mesh.'''
- bl_idname = "mesh.wedge_add"
+ bl_idname = "mesh.primitive_wedge_add"
bl_label = "Add Wedge"
bl_options = {'REGISTER', 'UNDO'}
- wedge_width = FloatProperty(name="Width",
- description="Width of Wedge",
- default=2.00, min=0.01, max=100.00)
- wedge_height = FloatProperty(name="Height",
- description="Height of Wedge",
- default=2.00, min=0.01, max=100.00)
- wedge_depth = FloatProperty(name="Depth",
- description="Depth of Wedge",
- default=2.00, min=0.01, max=100.00)
+ # edit - Whether to add or update.
+ edit = BoolProperty(name="",
+ description="",
+ default=False,
+ options={'HIDDEN'})
+ size_x = FloatProperty(name="Size X",
+ description="Size along the X axis",
+ min=0.01,
+ max=9999.0,
+ default=2.0)
+ size_y = FloatProperty(name="Size Y",
+ description="Size along the Y axis",
+ min=0.01,
+ max=9999.0,
+ default=2.0)
+ size_z = FloatProperty(name="Size Z",
+ description="Size along the Z axis",
+ min=0.01,
+ max=9999.0,
+ default=2.00)
def execute(self, context):
+ props = self.properties
- verts_loc, faces = add_wedge(self.properties.wedge_width, self.properties.wedge_height, self.properties.wedge_depth)
+ verts, faces = add_wedge(
+ props.size_x,
+ props.size_y,
+ props.size_z)
- mesh = bpy.data.meshes.new("Wedge")
+ obj = create_mesh_object(context, verts, [], faces, "Wedge",
+ props.edit)
- mesh.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4))
- mesh.verts.foreach_set("co", verts_loc)
@@ Diff output truncated at 10240 characters. @@
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