[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. @@
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