blender/release/scripts/op/add_mesh_torus.py
Daniel Salazar 6d833bced2 Better default resolutions for UV Sphere and Torus primitives (nice square
faces)
Torus is generated flat shaded like the rest of primitives for easier
tweaking of resolution and consistency with the rest of the primitives
2010-02-09 21:05:59 +00:00

171 lines
5.5 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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.x, vec.y, vec.z])
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_register = True
bl_undo = True
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)
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.add_geometry(int(len(verts_loc) / 3), 0, int(len(faces) / 4))
mesh.verts.foreach_set("co", verts_loc)
mesh.faces.foreach_set("verts_raw", faces)
mesh.faces.foreach_set("smooth", [False] * len(mesh.faces))
scene = context.scene
# ugh
for ob in scene.objects:
ob.selected = False
mesh.update()
ob_new = bpy.data.objects.new("Torus", 'MESH')
ob_new.data = mesh
scene.objects.link(ob_new)
ob_new.selected = True
ob_new.location = scene.cursor_location
obj_act = scene.objects.active
if obj_act and obj_act.mode == 'EDIT':
bpy.ops.object.mode_set(mode='OBJECT')
obj_act.selected = True
scene.update() # apply location
#scene.objects.active = ob_new
bpy.ops.object.join() # join into the active.
bpy.ops.object.mode_set(mode='EDIT')
else:
scene.objects.active = ob_new
if context.user_preferences.edit.enter_edit_mode:
bpy.ops.object.mode_set(mode='EDIT')
return {'FINISHED'}
# Register the operator
bpy.types.register(AddTorus)
# Add to the menu
menu_func = (lambda self, context: self.layout.operator(AddTorus.bl_idname,
text="Torus", icon='MESH_DONUT'))
bpy.types.INFO_MT_mesh_add.append(menu_func)
if __name__ == "__main__":
bpy.ops.mesh.primitive_torus_add()