1 # GPL Original by Fourmadmen
4 from mathutils
import (
9 from bpy
.props
import (
15 from bpy_extras
import object_utils
17 # Create a new mesh (object) from verts/edges/faces.
18 # verts/edges/faces ... List of vertices/edges/faces for the
19 # new mesh (as used in from_pydata)
20 # name ... Name of the new mesh (& object)
22 def create_mesh_object(context
, verts
, edges
, faces
, name
):
25 mesh
= bpy
.data
.meshes
.new(name
)
27 # Make a mesh from a list of verts/edges/faces.
28 mesh
.from_pydata(verts
, edges
, faces
)
30 # Update mesh geometry after adding stuff.
33 from bpy_extras
import object_utils
34 return object_utils
.object_data_add(context
, mesh
, operator
=None)
37 # A very simple "bridge" tool.
39 def createFaces(vertIdx1
, vertIdx2
, closed
=False, flipped
=False):
42 if not vertIdx1
or not vertIdx2
:
45 if len(vertIdx1
) < 2 and len(vertIdx2
) < 2:
49 if (len(vertIdx1
) != len(vertIdx2
)):
50 if (len(vertIdx1
) == 1 and len(vertIdx2
) > 1):
58 # Bridge the start with the end.
65 face
.append(vertIdx1
[total
- 1])
69 face
= [vertIdx2
[0], vertIdx1
[0]]
71 face
.append(vertIdx1
[total
- 1])
72 face
.append(vertIdx2
[total
- 1])
75 # Bridge the rest of the faces.
76 for num
in range(total
- 1):
79 face
= [vertIdx2
[num
], vertIdx1
[0], vertIdx2
[num
+ 1]]
81 face
= [vertIdx2
[num
], vertIdx1
[num
],
82 vertIdx1
[num
+ 1], vertIdx2
[num
+ 1]]
86 face
= [vertIdx1
[0], vertIdx2
[num
], vertIdx2
[num
+ 1]]
88 face
= [vertIdx1
[num
], vertIdx2
[num
],
89 vertIdx2
[num
+ 1], vertIdx1
[num
+ 1]]
95 # @todo Clean up vertex&face creation process a bit.
97 def add_star(points
, outer_radius
, inner_radius
, height
):
104 segments
= points
* 2
106 half_height
= height
/ 2.0
108 vert_idx_top
= len(verts
)
109 verts
.append(Vector((0.0, 0.0, half_height
)))
111 vert_idx_bottom
= len(verts
)
112 verts
.append(Vector((0.0, 0.0, -half_height
)))
117 for index
in range(segments
):
118 quat
= Quaternion(z_axis
, (index
/ segments
) * PI_2
)
122 radius
= outer_radius
125 radius
= inner_radius
127 edgeloop_top
.append(len(verts
))
128 vec
= quat
@ Vector((radius
, 0, half_height
))
131 edgeloop_bottom
.append(len(verts
))
132 vec
= quat
@ Vector((radius
, 0, -half_height
))
135 faces_top
= createFaces([vert_idx_top
], edgeloop_top
, closed
=True)
136 faces_outside
= createFaces(edgeloop_top
, edgeloop_bottom
, closed
=True)
137 faces_bottom
= createFaces([vert_idx_bottom
], edgeloop_bottom
,
138 flipped
=True, closed
=True)
140 faces
.extend(faces_top
)
141 faces
.extend(faces_outside
)
142 faces
.extend(faces_bottom
)
147 class AddStar(bpy
.types
.Operator
, object_utils
.AddObjectHelper
):
148 bl_idname
= "mesh.primitive_star_add"
149 bl_label
= "Simple Star"
150 bl_description
= "Construct a star mesh"
151 bl_options
= {'REGISTER', 'UNDO', 'PRESET'}
153 Star
: BoolProperty(name
= "Star",
155 description
= "Star")
156 change
: BoolProperty(name
= "Change",
158 description
= "change Star")
162 description
="Number of points for the star",
167 outer_radius
: FloatProperty(
169 description
="Outer radius of the star",
174 innter_radius
: FloatProperty(
176 description
="Inner radius of the star",
181 height
: FloatProperty(name
="Height",
182 description
="Height of the star",
188 def draw(self
, context
):
191 layout
.prop(self
, 'points', expand
=True)
192 layout
.prop(self
, 'outer_radius', expand
=True)
193 layout
.prop(self
, 'innter_radius', expand
=True)
194 layout
.prop(self
, 'height', expand
=True)
196 if self
.change
== False:
197 col
= layout
.column(align
=True)
198 col
.prop(self
, 'align', expand
=True)
199 col
= layout
.column(align
=True)
200 col
.prop(self
, 'location', expand
=True)
201 col
= layout
.column(align
=True)
202 col
.prop(self
, 'rotation', expand
=True)
204 def execute(self
, context
):
205 # turn off 'Enter Edit Mode'
206 use_enter_edit_mode
= bpy
.context
.preferences
.edit
.use_enter_edit_mode
207 bpy
.context
.preferences
.edit
.use_enter_edit_mode
= False
209 if bpy
.context
.mode
== "OBJECT":
210 if context
.selected_objects
!= [] and context
.active_object
and \
211 (context
.active_object
.data
is not None) and ('Star' in context
.active_object
.data
.keys()) and \
212 (self
.change
== True):
213 obj
= context
.active_object
215 oldmeshname
= obj
.data
.name
216 verts
, faces
= add_star(
222 mesh
= bpy
.data
.meshes
.new('Star')
223 mesh
.from_pydata(verts
, [], faces
)
225 for material
in oldmesh
.materials
:
226 obj
.data
.materials
.append(material
)
227 bpy
.data
.meshes
.remove(oldmesh
)
228 obj
.data
.name
= oldmeshname
230 verts
, faces
= add_star(
236 mesh
= bpy
.data
.meshes
.new('Star')
237 mesh
.from_pydata(verts
, [], faces
)
238 obj
= object_utils
.object_data_add(context
, mesh
, operator
=self
)
240 obj
.data
["Star"] = True
241 obj
.data
["change"] = False
242 for prm
in StarParameters():
243 obj
.data
[prm
] = getattr(self
, prm
)
245 if bpy
.context
.mode
== "EDIT_MESH":
246 active_object
= context
.active_object
247 name_active_object
= active_object
.name
248 bpy
.ops
.object.mode_set(mode
='OBJECT')
249 verts
, faces
= add_star(
255 mesh
= bpy
.data
.meshes
.new('Star')
256 mesh
.from_pydata(verts
, [], faces
)
257 obj
= object_utils
.object_data_add(context
, mesh
, operator
=self
)
259 active_object
.select_set(True)
260 bpy
.context
.view_layer
.objects
.active
= active_object
261 bpy
.ops
.object.join()
262 context
.active_object
.name
= name_active_object
263 bpy
.ops
.object.mode_set(mode
='EDIT')
265 if use_enter_edit_mode
:
266 bpy
.ops
.object.mode_set(mode
= 'EDIT')
268 # restore pre operator state
269 bpy
.context
.preferences
.edit
.use_enter_edit_mode
= use_enter_edit_mode
273 def StarParameters():
280 return StarParameters