Dev:Py/Scripts/Cookbook/Modeling/Simple Spindle Shape
< Dev:Py | Scripts | Cookbook | Modeling
2015年12月28日 (月) 04:24時点におけるwiki>Brechtによる版 (moved Dev:2.5/Py/Scripts/Cookbook/Modeling/Simple Spindle Shape to Dev:Py/Scripts/Cookbook/Modeling/Simple Spindle Shape: remove version namespace)
An example of a simple addon which adds an add spindle option to the add mesh menu. (Wow, lots of ads in that one, pardon the pun.)
bl_info = {
"name": "Spindle",
"author": "Your_name_here, Your_co_developers_name_here",
"version": (0, 1),
"blender": (2, 55, 0),
"location": "View3D > Add > Mesh",
"description": "Adds Spindle Object.",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Add_Mesh/",
"tracker_url": "",
"category": "Add Mesh"}
import bpy
from mathutils import *
from math 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'):
rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rot = Matrix()
align_matrix = loc * rot
return align_matrix
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
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_spindle(segments, radius, height, cap_height):
verts = []
faces = []
tot_verts = segments * 2 + 2
half_height = height / 2.0
# Upper tip
idx_upper_tip = len(verts)
verts.append(Vector((0, 0, half_height + cap_height)))
# Lower tip
idx_lower_tip = len(verts)
verts.append(Vector((0.0, 0.0, -half_height - cap_height)))
upper_edgeloop = []
lower_edgeloop = []
for index in range(segments):
mtx = Matrix.Rotation(2.0 * pi * float(index) / segments, 3, 'Z')
# Calculate index & location of upper verte4x tip.
idx_up = len(verts)
upper_edgeloop.append(idx_up)
verts.append(Vector((radius, 0.0, half_height)) * mtx)
if height > 0:
idx_low = len(verts)
lower_edgeloop.append(idx_low)
verts.append(Vector((radius, 0.0, -half_height)) * mtx)
# Create faces for the upper tip.
tip_up_faces = createFaces([idx_upper_tip], upper_edgeloop,
closed=True, flipped=True)
faces.extend(tip_up_faces)
if height > 0:
# Create faces for the middle cylinder.
cyl_faces = createFaces(lower_edgeloop, upper_edgeloop, closed=True)
faces.extend(cyl_faces)
# Create faces for the lower tip.
tip_low_faces = createFaces([idx_lower_tip], lower_edgeloop,
closed=True)
faces.extend(tip_low_faces)
else:
# Skipping middle part/cylinder (height=0).
# Create faces for the lower tip.
tip_low_faces = createFaces([idx_lower_tip], upper_edgeloop,
closed=True)
faces.extend(tip_low_faces)
return verts, faces
class AddSpindle(bpy.types.Operator):
'''Add a spindle mesh.'''
bl_idname = "mesh.primitive_spindle_add"
bl_label = "Add Spindle"
bl_description = "Create a spindle mesh."
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 of the spindle",
min=3,
max=512,
default=32)
radius = FloatProperty(name="Radius",
description="Radius of the spindle",
min=0.01,
max=9999.0,
default=1.0)
height = FloatProperty(name="Height",
description="Height of the spindle",
min=0.0,
max=100.0,
default=1.0)
cap_height = FloatProperty(name="Cap Height",
description="Cap height of the spindle",
min=-9999.0,
max=9999.0,
default=0.5)
align_matrix = Matrix()
def execute(self, context):
verts, faces = add_spindle(
self.segments,
self.radius,
self.height,
self.cap_height)
obj = create_mesh_object(context, verts, [], faces, "Spindle",
self.edit, self.align_matrix)
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(AddSpindle.bl_idname, text="Spindle", icon='PLUGIN')
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()