[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [682] moved back to contrib/py/scripts/ addons/add_mesh_archimedean_solids.py

Brendon Murphy meta.androcto1 at gmail.com
Sun May 23 10:36:04 CEST 2010


Revision: 682
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=682
Author:   meta-androcto
Date:     2010-05-23 10:36:04 +0200 (Sun, 23 May 2010)

Log Message:
-----------
moved back to contrib/py/scripts/addons/add_mesh_archimedean_solids.py
new Solids script handles these functions.

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

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

Added: contrib/py/scripts/addons/add_mesh_archimedean_solids.py
===================================================================
--- contrib/py/scripts/addons/add_mesh_archimedean_solids.py	                        (rev 0)
+++ contrib/py/scripts/addons/add_mesh_archimedean_solids.py	2010-05-23 08:36:04 UTC (rev 682)
@@ -0,0 +1,1468 @@
+# ##### 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/Archimedean_Solids',  # @todo write the page
+    '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
+
+
+# calculates the matrix for the new object
+# depending on user pref
+def align_matrix(context):
+    loc = TranslationMatrix(context.scene.cursor_location)
+    obj_align = context.user_preferences.edit.object_align
+    if (context.space_data.type == 'VIEW_3D'
+        and obj_align == 'VIEW'):
+        rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
+    else:
+        rot = Matrix()
+    align_matrix = loc * rot
+    return align_matrix
+
+
+# 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, align_matrix):
+    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.
+        # apply viewRotaion
+        ob_new.matrix = align_matrix
+
+    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
+
+########################
+
+
+# Converts regular ngons to quads
+# Note: Exists because most "fill" functions can not be
+# controlled as easily.
+def ngon_fill(ngon, offset=0):
+    if offset > 0:
+        for i in range(offset):
+            ngon = ngon[1:] + [ngon[0]]
+
+    if len(ngon) == 6:
+        # Hexagon
+        return [
+            [ngon[0], ngon[1], ngon[2], ngon[3]],
+            [ngon[0], ngon[3], ngon[4], ngon[5]]]
+
+    elif len(ngon) == 8:
+        # Octagon
+        return [
+            [ngon[0], ngon[1], ngon[2], ngon[3]],
+            [ngon[0], ngon[3], ngon[4], ngon[7]],
+            [ngon[7], ngon[4], ngon[5], ngon[6]]]
+
+    else:
+        return None
+        # Not supported (yet)
+
+
+# Returns the middle location of a _regular_ polygon.
+# verts ... List of vertex coordinates (Vector) used by the ngon.
+# ngon ... List of ngones (vertex indices of each ngon point)
+def get_polygon_center(verts, ngons):
+    faces = []
+
+    for f in ngons:
+        loc = Vector((0.0, 0.0, 0.0))
+
+        for vert_idx in f:
+            loc = loc + Vector(verts[vert_idx])
+
+        loc = loc / len(f)
+
+        vert_idx_new = len(verts)
+        verts.append(loc)
+
+        face_star = createFaces([vert_idx_new], f, closed=True)
+        faces.extend(face_star)
+
+    return verts, faces
+
+
+# v1 ... First vertex point (Vector)
+# v2 ... Second vertex point (Vector)
+# edgelength_middle .. Length of the middle section (va->vb)
+# (v1)----(va)---------------(vb)----(v2)
+def subdivide_edge_2_cuts(v1, v2, edgelength_middle):
+    length = (v2 - v1).length
+    vn = (v2 - v1).normalize()
+
+    edgelength_1a_b2 = (length - edgelength_middle) / 2.0
+
+    va = v1 + vn * edgelength_1a_b2
+    vb = v1 + vn * (edgelength_1a_b2 + edgelength_middle)
+
+    return (va, vb)
+
+
+# Invert the normal of a face.
+# Inverts the order of the vertices to change the normal direction of a face.
+def invert_face_normal(face):
+    return [face[0]] + list(reversed(face[1:]))
+
+########################
+
+
+# http://en.wikipedia.org/wiki/Truncated_tetrahedron
+def add_truncated_tetrahedron(hexagon_side=2.0 * sqrt(2.0) / 3.0,
+    star_ngons=False):
+
+    size = 2.0
+
+    if (hexagon_side < 0.0
+        or hexagon_side > size * sqrt(2.0)):
+        return None, None
+
+    verts = []
+    faces = []
+
+    # Vertices of a simple Tetrahedron
+    verts_tet = [
+        Vector((1.0, 1.0, -1.0)),    # tip 0
+        Vector((-1.0, 1.0, 1.0)),    # tip 1
+        Vector((1.0, -1.0, 1.0)),    # tip 2
+        Vector((-1.0, -1.0, -1.0))]  # tip 3
+
+    # Calculate truncated vertices
+    tri0 = []
+    tri1 = []
+    tri2 = []
+    tri3 = []
+
+    va, vb = subdivide_edge_2_cuts(verts_tet[0], verts_tet[1], hexagon_side)

@@ Diff output truncated at 10240 characters. @@



More information about the Bf-extensions-cvs mailing list