[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the add_mesh_solids script makes all these objects & this script is outdated.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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