blender/release/scripts/op/add_mesh_torus.py
Campbell Barton 50bce31dbb rna api changes
- mesh.add_geometry(v, e, f)  --> mesh.vertices.add(tot), mesh.edges.add(tot), mesh.faces.add(tot)
- mesh.add_material(mat) --> mesh.materials.link(mat)

changed material.link so it always adds a material even if it exists in the list, this behavior is good for users but not scripts since it can mess up indicies (some formats may have the same material set twice).
2010-08-26 22:44:05 +00:00

150 lines
4.8 KiB
Python

# ##### 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 #####
# <pep8 compliant>
import bpy
import mathutils
from math import cos, sin, pi
def add_torus(major_rad, minor_rad, major_seg, minor_seg):
Vector = mathutils.Vector
Quaternion = mathutils.Quaternion
PI_2 = pi * 2
z_axis = (0, 0, 1)
verts = []
faces = []
i1 = 0
tot_verts = major_seg * minor_seg
for major_index in range(major_seg):
quat = Quaternion(z_axis, (major_index / major_seg) * PI_2)
for minor_index in range(minor_seg):
angle = 2 * pi * minor_index / minor_seg
vec = Vector((major_rad + (cos(angle) * minor_rad), 0.0,
(sin(angle) * minor_rad))) * quat
verts.extend(vec[:])
if minor_index + 1 == minor_seg:
i2 = (major_index) * minor_seg
i3 = i1 + minor_seg
i4 = i2 + minor_seg
else:
i2 = i1 + 1
i3 = i1 + minor_seg
i4 = i3 + 1
if i2 >= tot_verts:
i2 = i2 - tot_verts
if i3 >= tot_verts:
i3 = i3 - tot_verts
if i4 >= tot_verts:
i4 = i4 - tot_verts
# stupid eekadoodle
if i2:
faces.extend([i1, i3, i4, i2])
else:
faces.extend([i2, i1, i3, i4])
i1 += 1
return verts, faces
from bpy.props import *
class AddTorus(bpy.types.Operator):
'''Add a torus mesh'''
bl_idname = "mesh.primitive_torus_add"
bl_label = "Add Torus"
bl_options = {'REGISTER', 'UNDO'}
major_radius = FloatProperty(name="Major Radius",
description="Radius from the origin to the center of the cross sections",
default=1.0, min=0.01, max=100.0)
minor_radius = FloatProperty(name="Minor Radius",
description="Radius of the torus' cross section",
default=0.25, min=0.01, max=100.0)
major_segments = IntProperty(name="Major Segments",
description="Number of segments for the main ring of the torus",
default=48, min=3, max=256)
minor_segments = IntProperty(name="Minor Segments",
description="Number of segments for the minor ring of the torus",
default=12, min=3, max=256)
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",
default=1.0, min=0.01, max=100.0)
abso_minor_rad = FloatProperty(name="Inside Radius",
description="Total Interior Radius of the torus",
default=0.5, min=0.01, max=100.0)
# generic transform props
location = FloatVectorProperty(name="Location")
rotation = FloatVectorProperty(name="Rotation")
def execute(self, context):
props = self.properties
if props.use_abso == True:
extra_helper = (props.abso_major_rad - props.abso_minor_rad) * 0.5
props.major_radius = props.abso_minor_rad + extra_helper
props.minor_radius = extra_helper
verts_loc, faces = add_torus(props.major_radius,
props.minor_radius,
props.major_segments,
props.minor_segments)
mesh = bpy.data.meshes.new("Torus")
mesh.vertices.add(len(verts_loc) // 3)
mesh.faces.add(len(faces) // 4)
mesh.vertices.foreach_set("co", verts_loc)
mesh.faces.foreach_set("vertices_raw", faces)
mesh.update()
import add_object_utils
add_object_utils.add_object_data(context, mesh, operator=self)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(AddTorus.bl_idname, text="Torus", icon='MESH_DONUT')
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()