blender/release/scripts/templates_py/operator_mesh_add.py
Julian Eisel d6a6950547 Correction to previous commit
Calling ensure_lookup_table for each face is stupid! :/
(Noted by Sergey - thx)
2015-03-05 20:36:58 +01:00

124 lines
2.9 KiB
Python

import bpy
import bmesh
def add_box(width, height, depth):
"""
This function takes inputs and returns vertex and face arrays.
no actual mesh data creation is done here.
"""
verts = [(+1.0, +1.0, -1.0),
(+1.0, -1.0, -1.0),
(-1.0, -1.0, -1.0),
(-1.0, +1.0, -1.0),
(+1.0, +1.0, +1.0),
(+1.0, -1.0, +1.0),
(-1.0, -1.0, +1.0),
(-1.0, +1.0, +1.0),
]
faces = [(0, 1, 2, 3),
(4, 7, 6, 5),
(0, 4, 5, 1),
(1, 5, 6, 2),
(2, 6, 7, 3),
(4, 0, 3, 7),
]
# apply size
for i, v in enumerate(verts):
verts[i] = v[0] * width, v[1] * depth, v[2] * height
return verts, faces
from bpy.props import FloatProperty, BoolProperty, FloatVectorProperty
class AddBox(bpy.types.Operator):
"""Add a simple box mesh"""
bl_idname = "mesh.primitive_box_add"
bl_label = "Add Box"
bl_options = {'REGISTER', 'UNDO'}
width = FloatProperty(
name="Width",
description="Box Width",
min=0.01, max=100.0,
default=1.0,
)
height = FloatProperty(
name="Height",
description="Box Height",
min=0.01, max=100.0,
default=1.0,
)
depth = FloatProperty(
name="Depth",
description="Box Depth",
min=0.01, max=100.0,
default=1.0,
)
# generic transform props
view_align = BoolProperty(
name="Align to View",
default=False,
)
location = FloatVectorProperty(
name="Location",
subtype='TRANSLATION',
)
rotation = FloatVectorProperty(
name="Rotation",
subtype='EULER',
)
def execute(self, context):
verts_loc, faces = add_box(self.width,
self.height,
self.depth,
)
mesh = bpy.data.meshes.new("Box")
bm = bmesh.new()
for v_co in verts_loc:
bm.verts.new(v_co)
bm.verts.ensure_lookup_table()
for f_idx in faces:
bm.faces.new([bm.verts[i] for i in f_idx])
bm.to_mesh(mesh)
mesh.update()
# add the mesh as an object into the scene with this utility module
from bpy_extras import object_utils
object_utils.object_data_add(context, mesh, operator=self)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(AddBox.bl_idname, icon='MESH_CUBE')
def register():
bpy.utils.register_class(AddBox)
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.utils.unregister_class(AddBox)
bpy.types.INFO_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()
# test call
bpy.ops.mesh.primitive_box_add()