[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [679] trunk/py/scripts/addons/ add_mesh_solid.py: addons/add_mesh_solid.py
Brendon Murphy
meta.androcto1 at gmail.com
Sun May 23 08:35:42 CEST 2010
Revision: 679
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=679
Author: meta-androcto
Date: 2010-05-23 08:35:42 +0200 (Sun, 23 May 2010)
Log Message:
-----------
addons/add_mesh_solid.py
creates Platonic & Archimedean & Catalan objects & more.
over 3o math object presets are included.
Added Paths:
-----------
trunk/py/scripts/addons/add_mesh_solid.py
Added: trunk/py/scripts/addons/add_mesh_solid.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_solid.py (rev 0)
+++ trunk/py/scripts/addons/add_mesh_solid.py 2010-05-23 06:35:42 UTC (rev 679)
@@ -0,0 +1,920 @@
+import bpy
+from bpy.props import FloatProperty,EnumProperty,BoolProperty
+from math import sqrt
+from mathutils import Vector,Matrix
+#from rawMeshUtils import *
+from functools import reduce
+
+bl_addon_info = {
+ 'name': 'Add Mesh: Regular Solids',
+ 'author': 'DreamPainter',
+ 'version': '1',
+ 'blender': (2, 5, 3),
+ 'location': 'View3D > Add > Mesh > Regular Solids',
+ 'description': 'Add a Regular Solid mesh.',
+ 'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts/Add_Mesh/Add_Solid',
+ '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
+
+
+# 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
+# this function creates a chain of quads and, when necessary, a remaining tri
+# for each polygon created in this script. be aware though, that this function
+# assumes each polygon is convex.
+# poly: list of faces, or a single face, like those
+# needed for mesh.from_pydata.
+# returns the tesselated faces.
+def createPolys(poly):
+ # check for faces
+ if len(poly) == 0:
+ return []
+ # one or more faces
+ if type(poly[0]) == type(1):
+ poly = [poly] # if only one, make it a list of one face
+ faces = []
+ for i in poly:
+ l = len(i)
+ # let all faces of 3 or 4 verts be
+ if l < 5:
+ faces.append(i)
+ # split all polygons in half and bridge the two halves
+ else:
+ half = int(l/2)
+ f = createFaces(i[:half],[i[-1-j] for j in range(half)])
+ faces.extend(f)
+ # if the polygon has an odd number of verts, add the last tri
+ if l%2 == 1:
+ faces.append([i[half-1],i[half],i[half+1]])
+ return faces
+
+# function to make the reduce function work as a workaround to sum a list of vectors
+def Asum(list):
+ return reduce(lambda a,b: a+b, list)
+
+# creates the 5 platonic solids as a base for the rest
+# plato: should be one of {"4","6","8","12","20"}. decides what solid the
+# outcome will be.
+# returns a list of vertices and faces and the appropriate name
+def source(plato):
+ verts = []
+ faces = []
+
+ # Tetrahedron
+ if plato == "4":
+ # Calculate the necessary constants
+ s = sqrt(2)/3.0
+ t = -1/3
+ u = sqrt(6)/3
+
+ # create the vertices and faces
+ v = [(0,0,1),(2*s,0,t),(-s,u,t),(-s,-u,t)]
+ faces = [[0,1,2],[0,2,3],[0,3,1],[1,3,2]]
+
+ # Hexahedron (cube)
+ elif plato == "6":
+ # Calculate the necessary constants
+ s = 1/sqrt(3)
+
+ # create the vertices and faces
+ v = [(-s,-s,-s),(s,-s,-s),(s,s,-s),(-s,s,-s),(-s,-s,s),(s,-s,s),(s,s,s),(-s,s,s)]
+ faces = [[0,3,2,1],[0,1,5,4],[0,4,7,3],[6,5,1,2],[6,2,3,7],[6,7,4,5]]
+
+ # Octahedron
+ elif plato == "8":
+ # create the vertices and faces
+ v = [(1,0,0),(-1,0,0),(0,1,0),(0,-1,0),(0,0,1),(0,0,-1)]
+ faces = [[4,0,2],[4,2,1],[4,1,3],[4,3,0],[5,2,0],[5,1,2],[5,3,1],[5,0,3]]
+
+ # Dodecahedron
+ elif plato == "12":
+ # Calculate the necessary constants
+ s = 1/sqrt(3)
+ t = sqrt((3-sqrt(5))/6)
+ u = sqrt((3+sqrt(5))/6)
+
+ # create the vertices and faces
+ v = [(s,s,s),(s,s,-s),(s,-s,s),(s,-s,-s),(-s,s,s),(-s,s,-s),(-s,-s,s),(-s,-s,-s),
+ (t,u,0),(-t,u,0),(t,-u,0),(-t,-u,0),(u,0,t),(u,0,-t),(-u,0,t),(-u,0,-t),(0,t,u),
+ (0,-t,u),(0,t,-u),(0,-t,-u)]
+ faces = [[0,8,9,4,16],[0,12,13,1,8],[0,16,17,2,12],[8,1,18,5,9],[12,2,10,3,13],
+ [16,4,14,6,17],[9,5,15,14,4],[6,11,10,2,17],[3,19,18,1,13],[7,15,5,18,19],
+ [7,11,6,14,15],[7,19,3,10,11]]
+
+ # Icosahedron
+ elif plato == "20":
+ # Calculate the necessary constants
+ s = (1+sqrt(5))/2
+ t = sqrt(1+s*s)
+ s = s/t
+ t = 1/t
+
+ # create the vertices and faces
+ v = [(s,t,0),(-s,t,0),(s,-t,0),(-s,-t,0),(t,0,s),(t,0,-s),(-t,0,s),(-t,0,-s),
+ (0,s,t),(0,-s,t),(0,s,-t),(0,-s,-t)]
+ faces = [[0,8,4],[0,5,10],[2,4,9],[2,11,5],[1,6,8],[1,10,7],[3,9,6],[3,7,11],
@@ Diff output truncated at 10240 characters. @@
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