# ##### 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": "Gemstones", "author": "Pontiac, Fourmadmen, Dreampainter", "version": (0,3), "blender": (2, 5, 3), "api": 31965, "location": "View3D > Add > Mesh > Gemstones", "description": "Adds various gemstone (Diamond & Gem) meshes.", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ "Scripts/Add_Mesh/Add_Gemstones", "tracker_url": "https://projects.blender.org/tracker/index.php?"\ "func=detail&aid=21432&group_id=153&atid=469", "category": "Add Mesh"} import bpy from mathutils import * from math import * from bpy.props import * # 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 # @todo Clean up vertex&face creation process a bit. def add_gem(r1, r2, seg, h1, h2): """ r1 = pavilion radius r2 = crown radius seg = number of segments h1 = pavilion height h2 = crown height Generates the vertices and faces of the gem """ verts = [] a = 2.0 * pi / seg # Angle between segments offset = a / 2.0 # Middle between segments r3 = ((r1 + r2) / 2.0) / cos(offset) # Middle of crown r4 = (r1 / 2.0) / cos(offset) # Middle of pavilion h3 = h2 / 2.0 # Middle of crown height h4 = -h1 / 2.0 # Middle of pavilion height # Tip vert_tip = len(verts) verts.append(Vector((0.0, 0.0, -h1))) # Middle vertex of the flat side (crown) vert_flat = len(verts) verts.append(Vector((0.0, 0.0, h2))) edgeloop_flat = [] for i in range(seg): s1 = sin(i * a) s2 = sin(offset + i * a) c1 = cos(i * a) c2 = cos(offset + i * a) verts.append((r4 * s1, r4 * c1, h4)) # Middle of pavilion verts.append((r1 * s2, r1 * c2, 0.0)) # Pavilion verts.append((r3 * s1, r3 * c1, h3)) # Middle crown edgeloop_flat.append(len(verts)) verts.append((r2 * s2, r2 * c2, h2)) # Crown faces = [] for index in range(seg): i = index * 4 j = ((index + 1) % seg) * 4 faces.append([j + 2, vert_tip, i + 2, i + 3]) # Tip -> Middle of pav faces.append([j + 2, i + 3, j + 3]) # Middle of pav -> pav faces.append([j + 3, i + 3, j + 4]) # Pav -> Middle crown faces.append([j + 4, i + 3, i + 4, i + 5]) # Crown quads faces.append([j + 4, i + 5, j + 5]) # Middle crown -> crown faces_flat = createFaces([vert_flat], edgeloop_flat, closed=True) faces.extend(faces_flat) return verts, faces def add_diamond(segments, girdle_radius, table_radius, crown_height, pavilion_height): PI_2 = pi * 2.0 z_axis = (0.0, 0.0, -1.0) verts = [] faces = [] height_flat = crown_height height_middle = 0.0 height_tip = -pavilion_height # Middle vertex of the flat side (crown) vert_flat = len(verts) verts.append(Vector((0.0, 0.0, height_flat))) # Tip vert_tip = len(verts) verts.append(Vector((0.0, 0.0, height_tip))) verts_flat = [] verts_girdle = [] for index in range(segments): quat = Quaternion(z_axis, (index / segments) * PI_2) angle = PI_2 * index / segments # Row for flat side verts_flat.append(len(verts)) vec = Vector((table_radius, 0.0, height_flat)) * quat verts.append(vec) # Row for the middle/girdle verts_girdle.append(len(verts)) vec = Vector((girdle_radius, 0.0, height_middle)) * quat verts.append(vec) # Flat face faces_flat = createFaces([vert_flat], verts_flat, closed=True, flipped=True) # Side face faces_side = createFaces(verts_girdle, verts_flat, closed=True) # Tip faces faces_tip = createFaces([vert_tip], verts_girdle, closed=True) faces.extend(faces_tip) faces.extend(faces_side) faces.extend(faces_flat) return verts, faces class AddDiamond(bpy.types.Operator): '''Add a diamond mesh.''' bl_idname = "mesh.primitive_diamond_add" bl_label = "Add Diamond" bl_options = {'REGISTER', 'UNDO'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) segments = IntProperty(name="Segments", description="Number of segments for the diamond", min=3, max=256, default=32) girdle_radius = FloatProperty(name="Girdle Radius", description="Girdle radius of the diamond", min=0.01, max=9999.0, default=1.0) table_radius = FloatProperty(name="Table Radius", description="Girdle radius of the diamond", min=0.01, max=9999.0, default=0.6) crown_height = FloatProperty(name="Crown Height", description="Crown height of the diamond", min=0.01, max=9999.0, default=0.35) pavilion_height = FloatProperty(name="Pavilion Height", description="Pavilion height of the diamond", min=0.01, max=9999.0, default=0.8) align_matrix = Matrix() def execute(self, context): verts, faces = add_diamond(self.segments, self.girdle_radius, self.table_radius, self.crown_height, self.pavilion_height) obj = create_mesh_object(context, verts, [], faces, "Diamond", self.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) return {'FINISHED'} class AddGem(bpy.types.Operator): """Add a diamond gem""" bl_idname = "mesh.primitive_gem_add" bl_label = "Add Gem" bl_description = "Create an offset faceted gem." bl_options = {'REGISTER', 'UNDO'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) segments = IntProperty(name="Segments", description="Longitudial segmentation", min=3, max=265, default=8,) pavilion_radius = FloatProperty(name="Radius", description="Radius of the gem", min=0.01, max=9999.0, default=1.0) crown_radius = FloatProperty(name="Table Radius", description="Radius of the table(top).", min=0.01, max=9999.0, default=0.6) crown_height = FloatProperty(name="Table height", description="Height of the top half.", min=0.01, max=9999.0, default=0.35) pavilion_height = FloatProperty(name="Pavilion height", description="Height of bottom half.", min=0.01, max=9999.0, default=0.8) align_matrix = Matrix() def execute(self, context): # create mesh verts, faces = add_gem( self.pavilion_radius, self.crown_radius, self.segments, self.pavilion_height, self.crown_height) obj = create_mesh_object(context, verts, [], faces, "Gem", self.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) return {'FINISHED'} class INFO_MT_mesh_gemstones_add(bpy.types.Menu): # Define the "Gemstones" menu bl_idname = "INFO_MT_mesh_gemstones_add" bl_label = "Gemstones" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.primitive_diamond_add", text="Diamond") layout.operator("mesh.primitive_gem_add", text="Gem") # Register all operators and panels import space_info # Define "Gemstones" menu def menu_func(self, context): self.layout.menu("INFO_MT_mesh_gemstones_add", icon="PLUGIN") def register(): # Add "Gemstones" menu to the "Add Mesh" menu space_info.INFO_MT_mesh_add.append(menu_func) def unregister(): # Remove "Gemstones" menu from the "Add Mesh" menu. space_info.INFO_MT_mesh_add.remove(menu_func) if __name__ == "__main__": register()