# add_mesh_twisted_torus.py Copyright (C) 2009-2010, Paulo Gomes # tuga3d {at} gmail {dot} com # add twisted torus to the blender 2.50 add->mesh menu # ***** 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 LICENCE BLOCK ***** bl_addon_info = { "name": "Twisted Torus", "author": "Paulo_Gomes", "version": (0,11), "blender": (2, 5, 3), "api": 31965, "location": "View3D > Add > Mesh ", "description": "Adds a mesh Twisted Torus to the Add Mesh menu", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ "Scripts/Add_Mesh/Add_Twisted_Torus", "tracker_url": "https://projects.blender.org/tracker/index.php?"\ "func=detail&aid=21622&group_id=153&atid=469", "category": "Add Mesh"} """ Usage: * Launch from Add Mesh menu * Modify parameters as desired or keep defaults """ import bpy from bpy.props import * import mathutils from mathutils import * from math import cos, sin, pi # 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 def add_twisted_torus(major_rad, minor_rad, major_seg, minor_seg, twists): PI_2 = pi * 2.0 z_axis = (0.0, 0.0, 1.0) verts = [] faces = [] edgeloop_prev = [] for major_index in range(major_seg): quat = Quaternion(z_axis, (major_index / major_seg) * PI_2) rot_twists = PI_2 * major_index / major_seg * twists edgeloop = [] # Create section ring for minor_index in range(minor_seg): angle = (PI_2 * minor_index / minor_seg) + rot_twists vec = Vector(( major_rad + (cos(angle) * minor_rad), 0.0, sin(angle) * minor_rad)) vec = vec * quat edgeloop.append(len(verts)) verts.append(vec) # Remember very first edgeloop. if major_index == 0: edgeloop_first = edgeloop # Bridge last with current ring if edgeloop_prev: f = createFaces(edgeloop_prev, edgeloop, closed=True) faces.extend(f) edgeloop_prev = edgeloop # Bridge first and last ring f = createFaces(edgeloop_prev, edgeloop_first, closed=True) faces.extend(f) return verts, faces class AddTwistedTorus(bpy.types.Operator): '''Add a torus mesh''' bl_idname = "mesh.primitive_twisted_torus_add" bl_label = "Add Torus" bl_options = {'REGISTER', 'UNDO'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) major_radius = FloatProperty(name="Major Radius", description="Radius from the origin to the" \ " center of the cross section", min=0.01, max=100.0, default=1.0) minor_radius = FloatProperty(name="Minor Radius", description="Radius of the torus' cross section", min=0.01, max=100.0, default=0.25) major_segments = IntProperty(name="Major Segments", description="Number of segments for the main ring of the torus", min=3, max=256, default=48) minor_segments = IntProperty(name="Minor Segments", description="Number of segments for the minor ring of the torus", min=3, max=256, default=12) twists = IntProperty(name="Twists", description="Number of twists of the torus", min=0, max=256, default=1) use_abso = BoolProperty(name="Use Int+Ext Controls", description="Use the Int / Ext controls for torus dimensions", default=False) abso_major_rad = FloatProperty(name="Exterior Radius", description="Total Exterior Radius of the torus", min=0.01, max=100.0, default=1.0) abso_minor_rad = FloatProperty(name="Inside Radius", description="Total Interior Radius of the torus", min=0.01, max=100.0, default=0.5) align_matrix = Matrix() def execute(self, context): if self.use_abso == True: extra_helper = (self.abso_major_rad - self.abso_minor_rad) * 0.5 self.major_radius = self.abso_minor_rad + extra_helper self.minor_radius = extra_helper verts, faces = add_twisted_torus( self.major_radius, self.minor_radius, self.major_segments, self.minor_segments, self.twists) # Actually create the mesh object from this geometry data. obj = create_mesh_object(context, verts, [], faces, "TwistedTorus", self.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) return {'FINISHED'} # Add to the menu def menu_func(self, context): self.layout.operator(AddTwistedTorus.bl_idname, text="Twisted Torus", icon='MESH_TORUS') def register(): bpy.types.INFO_MT_mesh_add.append(menu_func) def unregister(): bpy.types.INFO_MT_mesh_add.remove(menu_func) if __name__ == "__main__": register()