[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [635] trunk/py/scripts/addons/ add_mesh_archimedean_solids.py: * Version 0. 1 of the Archimedean Solids script

Martin Buerbaum martin.buerbaum at gmx.at
Fri Apr 23 13:53:36 CEST 2010


Revision: 635
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=635
Author:   pontiac
Date:     2010-04-23 13:53:35 +0200 (Fri, 23 Apr 2010)

Log Message:
-----------
* Version 0.1 of the Archimedean Solids script
* Currently supported solids:
* - Truncated Tetrahedron
* - Rhombicuboctahedron
* See also http://en.wikipedia.org/wiki/Archimedean_solid

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

Added: trunk/py/scripts/addons/add_mesh_archimedean_solids.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_archimedean_solids.py	                        (rev 0)
+++ trunk/py/scripts/addons/add_mesh_archimedean_solids.py	2010-04-23 11:53:35 UTC (rev 635)
@@ -0,0 +1,566 @@
+# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_addon_info = {
+    'name': 'Add Mesh: Archimedean Solids',
+    'author': 'Buerbaum Martin (Pontiac)',
+    'version': '0.1',
+    'blender': (2, 5, 3),
+    'location': 'View3D > Add > Mesh > Archimedean Solids',
+    'description': 'Adds various archimedean solids to the Add Mesh menu',
+    'url':
+    'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+        'Scripts/Add_Mesh/',  # @todo Create wiki page and fix this link.
+    'category': 'Add Mesh'}
+
+import bpy
+from math import sqrt
+from mathutils import *
+from bpy.props import *
+
+
+# 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_rhombicuboctahedron(quad_size=sqrt(2.0) / (1.0 + sqrt(2) / 2.0)):
+    faces = []
+    verts = []
+
+    size = 2.0
+
+    # Top & bottom faces (quads)
+    face_top = []
+    face_bot = []
+    for z, up in [(size / 2.0, True), (-size / 2.0, False)]:
+        face = []
+        face.append(len(verts))
+        verts.append(Vector(quad_size / 2.0, quad_size / 2.0, z))
+        face.append(len(verts))
+        verts.append(Vector(quad_size / 2.0, -quad_size / 2.0, z))
+        face.append(len(verts))
+        verts.append(Vector(-quad_size / 2.0, -quad_size / 2.0, z))
+        face.append(len(verts))
+        verts.append(Vector(-quad_size / 2.0, quad_size / 2.0, z))
+
+        if up:
+            # Top face (quad)
+            face_top = face
+        else:
+            # Bottom face (quad)
+            face_bot = face
+
+    edgeloop_up = []
+    edgeloop_low = []
+    for z, up in [(quad_size / 2.0, True), (-quad_size / 2.0, False)]:
+        edgeloop = []
+
+        edgeloop.append(len(verts))
+        verts.append(Vector(size / 2.0, quad_size / 2.0, z))
+        edgeloop.append(len(verts))
+        verts.append(Vector(size / 2.0, -quad_size / 2.0, z))
+        edgeloop.append(len(verts))
+        verts.append(Vector(quad_size / 2.0, -size / 2.0, z))
+        edgeloop.append(len(verts))
+        verts.append(Vector(-quad_size / 2.0, -size / 2.0, z))
+        edgeloop.append(len(verts))
+        verts.append(Vector(-size / 2.0, -quad_size / 2.0, z))
+        edgeloop.append(len(verts))
+        verts.append(Vector(-size / 2.0, quad_size / 2.0, z))
+        edgeloop.append(len(verts))
+        verts.append(Vector(-quad_size / 2.0, size / 2.0, z))
+        edgeloop.append(len(verts))
+        verts.append(Vector(quad_size / 2.0, size / 2.0, z))
+
+        if up:
+            # Upper 8-sider
+            edgeloop_up = edgeloop
+        else:
+            # Lower 8-sider
+            edgeloop_low = edgeloop
+
+    face_top_idx = len(faces)
+    faces.append(face_top)
+    faces.append(face_bot)
+    faces_middle = createFaces(edgeloop_low, edgeloop_up, closed=True)
+    faces.extend(faces_middle)
+
+    # Upper Quads
+    faces.append([edgeloop_up[0], face_top[0], face_top[1], edgeloop_up[1]])
+    faces.append([edgeloop_up[2], face_top[1], face_top[2], edgeloop_up[3]])
+    faces.append([edgeloop_up[4], face_top[2], face_top[3], edgeloop_up[5]])
+    faces.append([edgeloop_up[6], face_top[3], face_top[0], edgeloop_up[7]])
+
+    # Upper Tris
+    faces.append([face_top[0], edgeloop_up[0], edgeloop_up[7]])
+    faces.append([face_top[1], edgeloop_up[2], edgeloop_up[1]])
+    faces.append([face_top[2], edgeloop_up[4], edgeloop_up[3]])

@@ Diff output truncated at 10240 characters. @@



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