[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [684] trunk/py/scripts/addons: merge & delete old files.

Brendon Murphy meta.androcto1 at gmail.com
Sun May 23 12:18:58 CEST 2010


Revision: 684
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=684
Author:   meta-androcto
Date:     2010-05-23 12:18:58 +0200 (Sun, 23 May 2010)

Log Message:
-----------
merge & delete old files.
add_mesh_extras.py to replace sqorus, star, wedge & spindle

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

Removed Paths:
-------------
    trunk/py/scripts/addons/add_mesh_spindle.py
    trunk/py/scripts/addons/add_mesh_sqorus.py
    trunk/py/scripts/addons/add_mesh_star.py
    trunk/py/scripts/addons/add_mesh_wedge.py

Added: trunk/py/scripts/addons/add_mesh_extras.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_extras.py	                        (rev 0)
+++ trunk/py/scripts/addons/add_mesh_extras.py	2010-05-23 10:18:58 UTC (rev 684)
@@ -0,0 +1,773 @@
+# ##### 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 #####
+
+import bpy
+from mathutils import *
+from math import *
+from bpy.props import *
+
+bl_addon_info = {
+    'name': 'Add Mesh: Extras',
+    'author': 'Pontiac, Fourmadmen, meta-androcto',
+    'version': '0.3',
+    'blender': (2, 5, 3),
+    'location': 'View3D > Add > Mesh > Extras',
+    'description': 'Adds Star, Wedge, Sqorus & Spindle objects.',
+    'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+        'Scripts/Add_Mesh/',
+    '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
+
+
+# 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
+
+
+# @todo Clean up vertex&face creation process a bit.
+def add_sqorus(hole_size, subdivide):
+    verts = []
+    faces = []
+
+    size = 2.0
+
+    thickness = (size - hole_size) / 2.0
+    distances = [
+        -size / 2.0,
+        -size / 2.0 + thickness,
+        size / 2.0 - thickness,
+        size / 2.0]
+
+    if subdivide:
+        for i in range(4):
+            y = distances[i]
+
+            for j in range(4):
+                x = distances[j]
+
+                verts.append(Vector((x, y, size / 2.0)))
+                verts.append(Vector((x, y, -size / 2.0)))
+
+        # Top outer loop (vertex indices)
+        vIdx_out_up = [0, 2, 4, 6, 14, 22, 30, 28, 26, 24, 16, 8]
+        # Lower outer loop (vertex indices)
+        vIdx_out_low = [i + 1 for i in vIdx_out_up]
+
+        faces_outside = createFaces(vIdx_out_up, vIdx_out_low, closed=True)
+        faces.extend(faces_outside)
+
+        # Top inner loop (vertex indices)
+        vIdx_inner_up = [10, 12, 20, 18]
+
+        # Lower inner loop (vertex indices)
+        vIdx_inner_low = [i + 1 for i in vIdx_inner_up]
+
+        faces_inside = createFaces(vIdx_inner_up, vIdx_inner_low,
+            closed=True, flipped=True)
+        faces.extend(faces_inside)
+
+        row1_top = [0, 8, 16, 24]
+        row2_top = [i + 2 for i in row1_top]
+        row3_top = [i + 2 for i in row2_top]
+        row4_top = [i + 2 for i in row3_top]
+
+        faces_top1 = createFaces(row1_top, row2_top)
+        faces.extend(faces_top1)
+        faces_top2_side1 = createFaces(row2_top[:2], row3_top[:2])
+        faces.extend(faces_top2_side1)
+        faces_top2_side2 = createFaces(row2_top[2:], row3_top[2:])
+        faces.extend(faces_top2_side2)
+        faces_top3 = createFaces(row3_top, row4_top)
+        faces.extend(faces_top3)
+
+        row1_bot = [1, 9, 17, 25]
+        row2_bot = [i + 2 for i in row1_bot]
+        row3_bot = [i + 2 for i in row2_bot]
+        row4_bot = [i + 2 for i in row3_bot]
+
+        faces_bot1 = createFaces(row1_bot, row2_bot, flipped=True)
+        faces.extend(faces_bot1)
+        faces_bot2_side1 = createFaces(row2_bot[:2], row3_bot[:2],
+            flipped=True)
+        faces.extend(faces_bot2_side1)
+        faces_bot2_side2 = createFaces(row2_bot[2:], row3_bot[2:],
+            flipped=True)
+        faces.extend(faces_bot2_side2)
+        faces_bot3 = createFaces(row3_bot, row4_bot, flipped=True)
+        faces.extend(faces_bot3)
+
+    else:
+        # Do not subdivde outer faces
+
+        vIdx_out_up = []
+        vIdx_out_low = []
+        vIdx_in_up = []
+        vIdx_in_low = []
+
+        for i in range(4):
+            y = distances[i]
+
+            for j in range(4):
+                x = distances[j]
+
+                append = False
+                inner = False
+                # Outer

@@ Diff output truncated at 10240 characters. @@



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