# ##### 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": "3D Function Surfaces", "author": "Buerbaum Martin (Pontiac)", "version": (0,3,5), "blender": (2, 5, 3), "api": 31965, "location": "View3D > Add > Mesh > Z Function Surface & XYZ Function Surface", "description": "Create Objects using Math Formulas", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ "Scripts/Add_Mesh/Add_3d_Function_Surface", "tracker_url": "https://projects.blender.org/tracker/index.php?"\ "func=detail&aid=21444&group_id=153&atid=469", "category": "Add Mesh"} """ Z Function Surface This script lets the user create a surface where the z coordinate is a function of the x and y coordinates. z = f(x,y) X,Y,Z Function Surface This script lets the user create a surface where the x, y and z coordinates are defiend by a function. x = f(u,v) y = f(u,v) z = f(u,v) Usage: You have to activated the script in the "Add-Ons" tab (user preferences). The functionality can then be accessed via the "Add Mesh" -> "Z Function Surface" and "Add Mesh" -> "X,Y,Z Function Surface" menu. Version history: v0.3.5 - createFaces can now "Flip" faces and create fan/star like faces. v0.3.4 - Updated store_recall_properties, apply_object_align and create_mesh_object. Changed how recall data is stored. v0.3.3 - API change Mathutils -> mathutils (r557) v0.3.2 - Various fixes&streamlining by ideasman42/Campbell Barton. r544 Compile expressions for faster execution r544 Use operator reports for errors too r544 Avoid type checks by converting to a float, errors converting to a float are reported too. Fixed an error Campbell overlooked (appending tuples to an array, not single values) Thamnks for the report wild_doogy. Added 'description' field, updated 'wiki_url'. Made the script PEP8 compatible again. v0.3.1 - Use hidden "edit" property for "recall" operator. Bugfix: Z Function was mixing up div_x and div_y v0.3 - X,Y,Z Function Surface (by Ed Mackey & tuga3d). Renamed old function to "Z Function Surface". Align the geometry to the view if the user preference says so. Store recall properties in newly created object. v0.2.3 - Use bl_addon_info for Add-On information. v0.2.2 - Fixed Add-On registration text. v0.2.1 - Fixed some new API stuff. Mainly we now have the register/unregister functions. Also the new() function for objects now accepts a mesh object. Changed the script so it can be managed from the "Add-Ons" tab in the user preferences. Added dummy "PLUGIN" icon. Corrected FSF address. Clean up of tooltips. v0.2 - Added security check for eval() function Check return value of eval() for complex numbers. v0.1.1 - Use 'CANCELLED' return value when failing. Updated web links. v0.1 - Initial revision. More Links: http://gitorious.org/blender-scripts/blender-3d-function-surface http://blenderartists.org/forum/showthread.php?t=179043 """ import bpy from mathutils import * from math import * from bpy.props import * # List of safe functions for eval() safe_list = ['math', 'acos', 'asin', 'atan', 'atan2', 'ceil', 'cos', 'cosh', 'degrees', 'e', 'exp', 'fabs', 'floor', 'fmod', 'frexp', 'hypot', 'ldexp', 'log', 'log10', 'modf', 'pi', 'pow', 'radians', 'sin', 'sinh', 'sqrt', 'tan', 'tanh'] # Use the list to filter the local namespace safe_dict = dict((k, globals().get(k, None)) for k in safe_list) # 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). # calculates the matrix for the new object # depending on user pref 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'): 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.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 class AddZFunctionSurface(bpy.types.Operator): '''Add a surface defined defined by a function z=f(x,y)''' bl_idname = "mesh.primitive_z_function_surface" bl_label = "Add Z Function Surface" bl_options = {'REGISTER', 'UNDO'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) equation = StringProperty(name="Z Equation", description="Equation for z=f(x,y)", default="1 - ( x**2 + y**2 )") div_x = IntProperty(name="X Subdivisions", description="Number of vertices in x direction.", default=16, min=3, max=256) div_y = IntProperty(name="Y Subdivisions", description="Number of vertices in y direction.", default=16, min=3, max=256) size_x = FloatProperty(name="X Size", description="Size of the x axis.", default=2.0, min=0.01, max=100.0, unit="LENGTH") size_y = FloatProperty(name="Y Size", description="Size of the y axis.", default=2.0, min=0.01, max=100.0, unit="LENGTH") align_matrix = Matrix() def execute(self, context): edit = self.edit equation = self.equation div_x = self.div_x div_y = self.div_y size_x = self.size_x size_y = self.size_y verts = [] faces = [] delta_x = size_x / float(div_x - 1) delta_y = size_y / float(div_y - 1) start_x = -(size_x / 2.0) start_y = -(size_y / 2.0) edgeloop_prev = [] try: expr_args = ( compile(equation, __file__, 'eval'), {"__builtins__": None}, safe_dict) except: import traceback self.report({'ERROR'}, "Error parsing expression: " + traceback.format_exc(limit=1)) return {'CANCELLED'} for row_x in range(div_x): edgeloop_cur = [] x = start_x + row_x * delta_x for row_y in range(div_y): y = start_y + row_y * delta_y z = 0.0 safe_dict['x'] = x safe_dict['y'] = y # Try to evaluate the equation. try: z = float(eval(*expr_args)) except: import traceback self.report({'ERROR'}, "Error evaluating expression: " + traceback.format_exc(limit=1)) return {'CANCELLED'} edgeloop_cur.append(len(verts)) verts.append((x, y, z)) if len(edgeloop_prev) > 0: faces_row = createFaces(edgeloop_prev, edgeloop_cur) faces.extend(faces_row) edgeloop_prev = edgeloop_cur obj = create_mesh_object(context, verts, [], faces, "Z Function", edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) return {'FINISHED'} def xyz_function_surface_faces(self, x_eq, y_eq, z_eq, range_u_min, range_u_max, range_u_step, wrap_u, range_v_min, range_v_max, range_v_step, wrap_v): verts = [] faces = [] uStep = (range_u_max - range_u_min) / range_u_step vStep = (range_v_max - range_v_min) / range_v_step uRange = range_u_step if range_u_step == 0: uRange = uRange + 1 vRange = range_v_step if range_v_step == 0: vRange = vRange + 1 try: expr_args_x = ( compile(x_eq, __file__.replace(".py", "_x.py"), 'eval'), {"__builtins__": None}, safe_dict) expr_args_y = ( compile(y_eq, __file__.replace(".py", "_y.py"), 'eval'), {"__builtins__": None}, safe_dict) expr_args_z = ( compile(z_eq, __file__.replace(".py", "_z.py"), 'eval'), {"__builtins__": None}, safe_dict) except: import traceback self.report({'ERROR'}, "Error parsing expression: " + traceback.format_exc(limit=1)) return [], [] for vN in range(vRange): v = range_v_min + (vN * vStep) for uN in range(uRange): u = range_u_min + (uN * uStep) safe_dict['u'] = u safe_dict['v'] = v # Try to evaluate the equation. try: verts.append(( float(eval(*expr_args_x)), float(eval(*expr_args_y)), float(eval(*expr_args_z)))) except: import traceback self.report({'ERROR'}, "Error evaluating expression: " + traceback.format_exc(limit=1)) return [], [] for vN in range(1, range_v_step + 1): vThis = vN if (vThis >= vRange): if wrap_v: vThis = 0 else: continue for uN in range(1, range_u_step + 1): uThis = uN if (uThis >= uRange): if wrap_u: uThis = 0 else: continue faces.append([(vThis * uRange) + uThis, (vThis * uRange) + uN - 1, ((vN - 1) * uRange) + uN - 1, ((vN - 1) * uRange) + uThis]) return verts, faces # Original Script "Parametric.py" by Ed Mackey. # -> http://www.blinken.com/blender-plugins.php # Partly converted for Blender 2.5 by tuga3d. # # Sphere: # x = sin(2*pi*u)*sin(pi*v) # y = cos(2*pi*u)*sin(pi*v) # z = cos(pi*v) # u_min = v_min = 0 # u_max = v_max = 1 # # "Snail shell" # x = 1.2**v*(sin(u)**2 *sin(v)) # y = 1.2**v*(sin(u)*cos(u)) # z = 1.2**v*(sin(u)**2 *cos(v)) # u_min = 0 # u_max = pi # v_min = -pi/4, # v max = 5*pi/2 class AddXYZFunctionSurface(bpy.types.Operator): '''Add a surface defined defined by 3 functions:''' \ + ''' x=f(u,v), y=f(u,v) and z=f(u,v)''' bl_idname = "mesh.primitive_xyz_function_surface" bl_label = "Add X,Y,Z Function Surface" bl_options = {'REGISTER', 'UNDO'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) x_eq = StringProperty(name="X Equation", description="Equation for x=f(u,v)", default="1.2**v*(sin(u)**2 *sin(v))") y_eq = StringProperty(name="Y Equation", description="Equation for y=f(u,v)", default="1.2**v*(sin(u)*cos(u))") z_eq = StringProperty(name="Z Equation", description="Equation for z=f(u,v)", default="1.2**v*(sin(u)**2 *cos(v))") range_u_min = FloatProperty(name="U min", description="Minimum U value. Lower boundary of U range.", min=-100.00, max=0.00, default=0.00) range_u_max = FloatProperty(name="U max", description="Maximum U value. Upper boundary of U range.", min=0.00, max=100.00, default=pi) range_u_step = IntProperty(name="U step", description="U Subdivisions", min=1, max=1024, default=32) wrap_u = BoolProperty(name="U wrap", description="U Wrap around", default=True) range_v_min = FloatProperty(name="V min", description="Minimum V value. Lower boundary of V range.", min=-100.00, max=0.00, default=-pi / 4) range_v_max = FloatProperty(name="V max", description="Maximum V value. Upper boundary of V range.", min=0.00, max=100.00, default=5 * pi / 2) range_v_step = IntProperty(name="V step", description="V Subdivisions", min=1, max=1024, default=32) wrap_v = BoolProperty(name="V wrap", description="V Wrap around", default=False) align_matrix = Matrix() def execute(self, context): verts, faces = xyz_function_surface_faces( self, self.x_eq, self.y_eq, self.z_eq, self.range_u_min, self.range_u_max, self.range_u_step, self.wrap_u, self.range_v_min, self.range_v_max, self.range_v_step, self.wrap_v) if not verts: return {'CANCELLED'} obj = create_mesh_object(context, verts, [], faces, "XYZ Function", self.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) return {'FINISHED'} ################################ import space_info # Define "3D Function Surface" menu def menu_func_z(self, context): self.layout.operator(AddZFunctionSurface.bl_idname, text="Z Function Surface", icon="PLUGIN") def menu_func_xyz(self, context): self.layout.operator(AddXYZFunctionSurface.bl_idname, text="X,Y,Z Function Surface", icon="PLUGIN") def register(): # Add menus to the "Add Mesh" menu space_info.INFO_MT_mesh_add.append(menu_func_z) space_info.INFO_MT_mesh_add.append(menu_func_xyz) def unregister(): # Remove menus from the "Add Mesh" menu. space_info.INFO_MT_mesh_add.remove(menu_func_z) space_info.INFO_MT_mesh_add.remove(menu_func_xyz) if __name__ == "__main__": register()