blender/release/scripts/bpymodules/BPyAddMesh.py

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import Blender
from Blender.Window import EditMode, GetCursorPos, GetViewQuat
import bpy
import BPyMessages
def add_mesh_simple(name, verts, edges, faces):
'''
Adds a mesh from verts, edges and faces
name - new object/mesh name
verts - list of 3d vectors
edges - list of int pairs
faces - list of int triplets/quads
'''
scn = bpy.data.scenes.active
if scn.lib: return
ob_act = scn.objects.active
is_editmode = EditMode()
cursor = GetCursorPos()
quat = None
if is_editmode or Blender.Get('add_view_align'): # Aligning seems odd for editmode, but blender does it, oh well
try: quat = Blender.Mathutils.Quaternion(GetViewQuat())
except: pass
# Exist editmode for non mesh types
if ob_act and ob_act.type != 'Mesh' and is_editmode:
EditMode(0)
# We are in mesh editmode
if EditMode():
me = ob_act.getData(mesh=1)
if me.multires:
BPyMessages.Error_NoMeshMultiresEdit()
return
# Add to existing mesh
# must exit editmode to modify mesh
EditMode(0)
me.sel = False
vert_offset = len(me.verts)
edge_offset = len(me.edges)
face_offset = len(me.faces)
# transform the verts
txmat = Blender.Mathutils.TranslationMatrix(Blender.Mathutils.Vector(cursor))
if quat:
mat = quat.toMatrix()
mat.invert()
mat.resize4x4()
txmat = mat * txmat
txmat = txmat * ob_act.matrixWorld.copy().invert()
me.verts.extend(verts)
# Transform the verts by the cursor and view rotation
me.transform(txmat, selected_only=True)
if vert_offset:
me.edges.extend([[i+vert_offset for i in e] for e in edges])
me.faces.extend([[i+vert_offset for i in f] for f in faces])
else:
# Mesh with no data, unlikely
me.edges.extend(edges)
me.faces.extend(faces)
else:
# Object mode add new
me = bpy.data.meshes.new(name)
me.verts.extend(verts)
me.edges.extend(edges)
me.faces.extend(faces)
me.sel = True
# Object creation and location
scn.objects.selected = []
ob_act = scn.objects.new(me, name)
scn.objects.active = ob_act
if quat:
mat = quat.toMatrix()
mat.invert()
mat.resize4x4()
ob_act.setMatrix(mat)
ob_act.loc = cursor
me.calcNormals()
if is_editmode or Blender.Get('add_editmode'):
EditMode(1)
def write_mesh_script(filepath, me):
'''
filepath - path to py file
me - mesh to write
'''
name = me.name
file = open(filepath, 'w')
file.write('#!BPY\n')
file.write('"""\n')
file.write('Name: \'%s\'\n' % name)
file.write('Blender: 245\n')
file.write('Group: \'AddMesh\'\n')
file.write('"""\n\n')
file.write('import BPyAddMesh\n')
file.write('from Blender.Mathutils import Vector\n\n')
file.write('verts = [\\\n')
for v in me.verts:
file.write('Vector(%f,%f,%f),\\\n' % tuple(v.co))
file.write(']\n')
file.write('edges = []\n') # TODO, write loose edges
file.write('faces = [\\\n')
for f in me.faces:
file.write('%s,\\\n' % str(tuple([v.index for v in f])))
file.write(']\n')
file.write('BPyAddMesh.add_mesh_simple("%s", verts, edges, faces)\n' % name)
# The script below can make a file from a mesh with teh above function...
'''
#!BPY
"""
Name: 'Mesh as AddMesh Script'
Blender: 242
Group: 'Mesh'
Tip: ''
"""
import BPyAddMesh
reload(BPyAddMesh)
import bpy
def main():
# Add error checking
scn = bpy.data.scenes.active
ob = scn.objects.active
me = ob.getData(mesh=1)
BPyAddMesh.write_mesh_script('/test.py', me)
main()
'''