[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1861] contrib/py/scripts/addons/ add_mesh_archimedean_solids.py: removing scripts/addons/ add_mesh_archimedean_solids.py
Brendon Murphy
meta.androcto1 at gmail.com
Sun Apr 24 13:09:44 CEST 2011
Revision: 1861
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=1861
Author: meta-androcto
Date: 2011-04-24 11:09:44 +0000 (Sun, 24 Apr 2011)
Log Message:
-----------
removing scripts/addons/add_mesh_archimedean_solids.py
the add_mesh_solids script makes all these objects & this script is outdated.
Removed Paths:
-------------
contrib/py/scripts/addons/add_mesh_archimedean_solids.py
Deleted: contrib/py/scripts/addons/add_mesh_archimedean_solids.py
===================================================================
--- contrib/py/scripts/addons/add_mesh_archimedean_solids.py 2011-04-24 10:40:49 UTC (rev 1860)
+++ contrib/py/scripts/addons/add_mesh_archimedean_solids.py 2011-04-24 11:09:44 UTC (rev 1861)
@@ -1,1378 +0,0 @@
-# ##### 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_info = {
- 'name': 'Archimedean Solids',
- 'author': 'Buerbaum Martin (Pontiac)',
- 'version': (0, 2, 0),
- 'blender': (2, 5, 7),
- 'api': 36147,
- 'location': 'View3D > Add > Mesh > Archimedean Solids',
- 'description': 'Adds various archimedean solids to the Add Mesh menu',
- "warning": "Truncated functions are broken",
- 'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/'\
- 'Scripts/Add_Mesh/Archimedean_Solids', # @todo Write the page.
- 'tracker_url': 'https://projects.blender.org/tracker/index.php?'\
- 'func=detail&aid=23479',
- 'category': 'Add Mesh'}
-
-import bpy
-from math import sqrt
-from mathutils import *
-from bpy.props import *
-
-
-def align_matrix(context):
- loc = Matrix.Translation(context.scene.cursor_location)
- obj_align = context.user_preferences.edit.object_align
- if (context.space_data.type == 'VIEW_3D'
- and obj_align == 'VIEW'):
- viewmat = context.space_data.region_3d.view_matrix
- rot = viewmat.to_3x3().inverted().to_4x4()
- 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.select = 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.select = True
-
- # Place the object at the 3D cursor location.
- # apply viewRotaion
- ob_new.matrix_world = 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.select = 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)
- va_idx, vb_idx = len(verts), len(verts) + 1
- verts.extend([va, vb])
- tri0.append(va_idx)
- tri1.append(vb_idx)
- va, vb = subdivide_edge_2_cuts(verts_tet[0], verts_tet[2], hexagon_side)
- va_idx, vb_idx = len(verts), len(verts) + 1
- verts.extend([va, vb])
- tri0.append(va_idx)
- tri2.append(vb_idx)
- va, vb = subdivide_edge_2_cuts(verts_tet[0], verts_tet[3], hexagon_side)
- va_idx, vb_idx = len(verts), len(verts) + 1
- verts.extend([va, vb])
- tri0.append(va_idx)
- tri3.append(vb_idx)
- va, vb = subdivide_edge_2_cuts(verts_tet[1], verts_tet[2], hexagon_side)
- va_idx, vb_idx = len(verts), len(verts) + 1
- verts.extend([va, vb])
@@ Diff output truncated at 10240 characters. @@
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