mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 08:00:51 +00:00
a3e53337b6
Nothing to do with QF, but then again, it might be useful.
206 lines
6.7 KiB
Python
206 lines
6.7 KiB
Python
# vim:ts=4:et
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#
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# Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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# Date: 2012/2/20
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#
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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bl_info = {
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"name": "Strut Generator",
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"author": "Bill Currie",
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"blender": (2, 6, 2),
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"api": 35622,
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"location": "View3D > Add > Mesh > Struts",
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"description": "Add struts meshes based on selected truss meshes",
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"warning": "can get very high-poly",
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"wiki_url": "",
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"tracker_url": "",
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"category": "Add Mesh"}
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import bpy
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from bpy.props import FloatProperty,IntProperty,BoolProperty
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from mathutils import Vector,Matrix
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from math import pi, cos, sin
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cossin = []
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def build_cossin(n):
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global cossin
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cossin = []
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for i in range(n):
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a = 2 * pi * i / n
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cossin.append((cos(a), sin(a)))
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def make_strut(v1, v2, id, od, n, solid, loops):
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v1 = Vector(v1)
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v2 = Vector(v2)
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axis = v2 - v1
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pos = [(0, od / 2)]
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if loops:
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pos += [((od - id) / 2, od / 2),
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(axis.length - (od - id) / 2, od / 2)]
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pos += [(axis.length, od / 2)]
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if solid:
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pos += [(axis.length, id / 2)]
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if loops:
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pos += [(axis.length - (od - id) / 2, id / 2),
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((od - id) / 2, id / 2)]
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pos += [(0, id / 2)]
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vps = len(pos)
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fps = vps
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if not solid:
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fps -= 1
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fw = axis.copy()
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fw.normalize()
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if (abs(axis[0] / axis.length) < 1e-5
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and abs(axis[1] / axis.length) < 1e-5):
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up = Vector((-1, 0, 0))
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else:
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up = Vector((0, 0, 1))
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lf = up.cross(fw)
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lf.normalize()
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up = fw.cross(lf)
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mat = Matrix((fw, lf, up))
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mat.transpose()
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verts = [None] * n * vps
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faces = [None] * n * fps
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for i in range(n):
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base = (i - 1) * vps
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x = cossin[i][0]
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y = cossin[i][1]
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for j in range(vps):
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p = Vector((pos[j][0], pos[j][1] * x, pos[j][1] * y))
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p = mat * p
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verts[i * vps + j] = p + v1
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if i:
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for j in range(fps):
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f = (i - 1) * fps + j
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faces[f] = [base + j, base + vps + j,
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base + vps + (j + 1) % vps, base + (j + 1) % vps]
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base = len(verts) - vps
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i = n
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for j in range(fps):
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f = (i - 1) * fps + j
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faces[f] = [base + j, j, (j + 1) % vps, base + (j + 1) % vps]
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#print(verts,faces)
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return verts, faces
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def create_struts(self, context, id, od, segments, solid, loops):
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build_cossin(segments)
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vps = 2
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if solid:
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vps *= 2
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if loops:
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vps *= 2
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fps = vps
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if not solid:
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fps -= 1
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bpy.context.user_preferences.edit.use_global_undo = False
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for truss_obj in bpy.context.scene.objects:
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if not truss_obj.select:
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continue
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truss_obj.select = False
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truss_mesh = truss_obj.to_mesh(context.scene, True, 'PREVIEW')
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if not truss_mesh.edges:
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continue
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mesh = bpy.data.meshes.new("Struts")
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verts = [None] * len(truss_mesh.edges) * segments * vps
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faces = [None] * len(truss_mesh.edges) * segments * fps
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vbase = 0
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fbase = 0
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for e in truss_mesh.edges:
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v1 = truss_mesh.vertices[e.vertices[0]]
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v2 = truss_mesh.vertices[e.vertices[1]]
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v, f = make_strut(v1.co, v2.co, id, od, segments, solid, loops)
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for fv in f:
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for i in range(len(fv)):
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fv[i] += vbase
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for i in range(len(v)):
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verts[vbase + i] = v[i]
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for i in range(len(f)):
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faces[fbase + i] = f[i]
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#if not base % 12800:
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# print (base * 100 / len(verts))
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vbase += vps * segments
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fbase += fps * segments
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#print(verts,faces)
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mesh.from_pydata(verts, [], faces)
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obj = bpy.data.objects.new("Struts", mesh)
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bpy.context.scene.objects.link(obj)
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obj.select = True
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obj.location = truss_obj.location
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bpy.context.scene.objects.active = obj
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mesh.update()
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bpy.context.user_preferences.edit.use_global_undo = True
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return {'FINISHED'}
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class Struts(bpy.types.Operator):
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"""Add one or more struts meshes based on selected truss meshes"""
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bl_idname = "mesh.generate_struts"
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bl_label = "Struts"
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bl_description = """Add one or more struts meshes based on selected truss meshes"""
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bl_options = {'REGISTER', 'UNDO'}
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id = FloatProperty(name = "Inside Diameter",
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description = "diameter of inner surface",
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min = 0.0,
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soft_min = 0.0,
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max = 100,
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soft_max = 100,
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default = 0.04)
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od = FloatProperty(name = "Outside Diameter",
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description = "diameter of outer surface",
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min = 0.01,
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soft_min = 0.01,
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max = 100,
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soft_max = 100,
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default = 0.05)
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solid = BoolProperty(name="Solid",
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description="Create inner surface.",
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default=True)
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loops = BoolProperty(name="Loops",
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description="Create sub-surf friendly loops.",
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default=False)
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segments = IntProperty(name="Segments",
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description="Number of segments around strut",
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min=3, soft_min=3,
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max=64, soft_max=64,
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default=32)
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def execute(self, context):
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keywords = self.as_keywords ()
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return create_struts(self, context, **keywords)
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def menu_func(self, context):
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self.layout.operator(Struts.bl_idname, text = "Struts", icon='PLUGIN')
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def register():
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bpy.utils.register_module(__name__)
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bpy.types.INFO_MT_mesh_add.append(menu_func)
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def unregister():
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bpy.utils.unregister_module(__name__)
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if __name__ == "__main__":
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register()
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