[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [623] trunk/py/scripts/addons: * Combined "Diamond" and "Gem" script into "Gemstones" script (Version 0.3 )

Martin Buerbaum martin.buerbaum at gmx.at
Wed Apr 21 22:47:11 CEST 2010


Revision: 623
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=623
Author:   pontiac
Date:     2010-04-21 22:47:11 +0200 (Wed, 21 Apr 2010)

Log Message:
-----------
* Combined "Diamond" and "Gem" script into "Gemstones" script (Version 0.3)
* Lots of cleanup of geometry creation code.
* Cleanup of operator parameters.
* Default parameters have been changed to be similar between the two scripts (might still need some work)
* Fix a bug where the "Gem" mesh had normals pointing inward.

Added Paths:
-----------
    trunk/py/scripts/addons/add_mesh_gemstones.py

Removed Paths:
-------------
    trunk/py/scripts/addons/add_mesh_diamond.py
    trunk/py/scripts/addons/add_mesh_gem.py

Deleted: trunk/py/scripts/addons/add_mesh_diamond.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_diamond.py	2010-04-21 16:07:00 UTC (rev 622)
+++ trunk/py/scripts/addons/add_mesh_diamond.py	2010-04-21 20:47:11 UTC (rev 623)
@@ -1,303 +0,0 @@
-# add_mesh_diamond.py Copyright (C) 2008-2009, FourMadMen.com
-#
-# add diamond to the blender 2.50 add->mesh menu
-# ***** BEGIN GPL LICENSE BLOCK *****
-#
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.    See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-#
-# ***** 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': '2.1',
-    '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',
-    'category': 'Add Mesh'}
-
-
-# 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
-
-
-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 = []
-
-    height = crown_height + pavillion_height
-    half_height = height * 0.5
-
-    # Vertex counter
-    vert_cnt = 0
-
-    # 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, 0.0, -half_height) * quat
-        verts.append((vec.x, vec.y, vec.z))
-        vert1 = vert_cnt
-        vert_cnt += 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 index == 0:
-            # Remember vertex indices for next iteration.
-            vert1_first = vert1
-            vert2_first = vert2
-
-        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
-
-
-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)
-    girdle_radius = FloatProperty(name="Girdle Radius",
-        description="Girdle radius of the diamond",
-        default=1.0, min=0.01, max=100.0)
-    table_radius = FloatProperty(name="Table Radius",
-        description="Girdle radius of the diamond",
-        default=0.8, min=0.01, max=100.0)
-    crown_height = FloatProperty(name="Crown Height",
-        description="Crown height of the diamond",
-        default=0.25, min=0.01, max=100.0)
-    pavillion_height = FloatProperty(name="Pavillion Height",
-        description="pavillion height of the diamond",
-        default=1.0, min=0.01, max=100.0)
-
-    def execute(self, context):
-        props = self.properties
-        verts, faces = add_diamond(props.segments,
-            props.girdle_radius,
-            props.table_radius,
-            props.crown_height,
-            props.pavillion_height)
-
-        obj = create_mesh_object(context, verts, [], faces,
-            "Diamond", props.edit)
-
-         # 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)
-
-        return {'FINISHED'}
-
-
-# Register the operator
-menu_func = (lambda self, context: self.layout.operator(AddDiamond.bl_idname,
-                                        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)
-
-    # Remove "Diamond" entry from the "Add Mesh" menu.
-    bpy.types.INFO_MT_mesh_add.remove(menu_func)
-
-if __name__ == "__main__":
-    register()

Deleted: trunk/py/scripts/addons/add_mesh_gem.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_gem.py	2010-04-21 16:07:00 UTC (rev 622)
+++ trunk/py/scripts/addons/add_mesh_gem.py	2010-04-21 20:47:11 UTC (rev 623)
@@ -1,298 +0,0 @@
-# add_mesh_gem.py Copyright (C) 2010, Dreampainter
-#
-# add gem to the blender 2.50 add->mesh menu
-# ***** BEGIN GPL LICENSE BLOCK *****
-#
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License

@@ Diff output truncated at 10240 characters. @@



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