Added (in add_curve_simple) a type of curve creation.

Implemented the ability to add curves (add_curve_aceous_galore) in edit mode.
This commit is contained in:
Vladimir Spivak 2019-02-03 03:51:50 +02:00
parent 22214fda57
commit 288fa42419
3 changed files with 399 additions and 332 deletions

View File

@ -244,13 +244,12 @@ class INFO_MT_curve_knots_add(Menu):
# Define "Extras" menus
def menu_func(self, context):
if context.mode != 'OBJECT':
# fix in D2142 will allow to work in EDIT_CURVE
return None
layout = self.layout
layout.operator_menu_enum("curve.curveaceous_galore", "ProfileType", icon='CURVE_DATA')
if context.mode != 'OBJECT':
# fix in D2142 will allow to work in EDIT_CURVE
return None
layout.operator_menu_enum("curve.spirals", "spiral_type", icon='CURVE_DATA')
layout.separator()

View File

@ -20,7 +20,7 @@
bl_info = {
"name": "Curveaceous Galore!",
"author": "Jimmy Hazevoet, testscreenings",
"version": (0, 2, 2),
"version": (0, 2, 3),
"blender": (2, 80),
"location": "View3D > Add > Curve",
"description": "Adds many different types of Curves",
@ -32,11 +32,13 @@ bl_info = {
"""
import bpy
from bpy_extras import object_utils
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
FloatVectorProperty
)
from mathutils import Matrix, Vector
from bpy.types import Operator
@ -717,36 +719,18 @@ def NoiseCurve(type=0, number=100, length=2.0, size=0.5,
# ------------------------------------------------------------
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context):
loc = Matrix.Translation(context.scene.cursor_location)
def align_matrix(context, location):
loc = Matrix.Translation(location)
obj_align = context.preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D' and
obj_align == 'VIEW'):
obj_align == 'VIEW'):
rot = context.space_data.region_3d.view_matrix.to_3x3().inverted().to_4x4()
else:
rot = Matrix()
align_matrix = loc @ rot
return align_matrix
# ------------------------------------------------------------
# Curve creation functions, sets bezierhandles to auto
def setBezierHandles(obj, mode='AUTO'):
scene = bpy.context.scene
if obj.type != 'CURVE':
return
#scene.objects.active = obj
#bpy.ops.object.mode_set(mode='EDIT', toggle=True)
#bpy.ops.curve.select_all(action='SELECT')
#obj.select_set(action='SELECT')
#bpy.ops.curve.handle_type_set(type=mode)
#bpy.ops.object.mode_set(mode='OBJECT', toggle=True)
# get array of vertcoordinates according to splinetype
def vertsToPoints(Verts, splineType):
@ -773,17 +757,31 @@ def vertsToPoints(Verts, splineType):
# create new CurveObject from vertarray and splineType
def createCurve(context, vertArray, self, align_matrix):
scene = bpy.context.scene
# output splineType 'POLY' 'NURBS' 'BEZIER'
splineType = self.outputType
# GalloreType as name
name = self.ProfileType
# create object
if bpy.context.mode == 'EDIT_CURVE':
Curve = context.active_object
newSpline = Curve.data.splines.new(type=splineType) # spline
Curve.matrix_world = align_matrix # apply matrix
Curve.rotation_euler = self.rotation_euler
else:
# create curve
newCurve = bpy.data.curves.new(name, type='CURVE') # curve data block
newSpline = newCurve.splines.new(type=splineType) # spline
# create curve
newCurve = bpy.data.curves.new(name, type='CURVE')
newSpline = newCurve.splines.new(type=splineType)
# set curveOptions
newCurve.dimensions = self.shape
# create object with newCurve
SimpleCurve = object_utils.object_data_add(context, newCurve, operator=self) # place in active scene
SimpleCurve.select_set(True)
SimpleCurve.matrix_world = align_matrix # apply matrix
SimpleCurve.rotation_euler = self.rotation_euler
# create spline from vertarray
if splineType == 'BEZIER':
@ -798,32 +796,15 @@ def createCurve(context, vertArray, self, align_matrix):
newSpline.use_endpoint_u = True
# set curveOptions
newCurve.dimensions = self.shape
newSpline.use_cyclic_u = self.use_cyclic_u
newSpline.use_endpoint_u = self.endp_u
newSpline.order_u = self.order_u
# create object with newCurve
new_obj = bpy.data.objects.new(name, newCurve)
scene.collection.objects.link(new_obj)
new_obj.select_set(True)
#scene.objects.active = new_obj
new_obj.matrix_world = align_matrix
# set bezierhandles
#if splineType == 'BEZIER':
#bpy.ops.curve.handle_type_set(type='AUTO')
#setBezierHandles(new_obj, self.handleType)
return
# ------------------------------------------------------------
# Main Function
def main(context, self, align_matrix):
# deselect all objects
#bpy.ops.object.select_all(action='DESELECT')
# options
proType = self.ProfileType
splineType = self.outputType
@ -934,14 +915,14 @@ def main(context, self, align_matrix):
return
class Curveaceous_galore(Operator):
class Curveaceous_galore(Operator, object_utils.AddObjectHelper):
bl_idname = "curve.curveaceous_galore"
bl_label = "Curve Profiles"
bl_description = "Construct many types of curves"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
# align_matrix for the invoke
align_matrix = None
align_matrix : Matrix()
# general properties
ProfileType : EnumProperty(
@ -1294,6 +1275,19 @@ class Curveaceous_galore(Operator):
min=0,
description="Random Seed"
)
# Line properties
startlocation : FloatVectorProperty(
name="",
description="Start location",
default=(0.0, 0.0, 0.0),
subtype='TRANSLATION'
)
rotation_euler : FloatVectorProperty(
name="",
description="Rotation",
default=(0.0, 0.0, 0.0),
subtype='EULER'
)
def draw(self, context):
layout = self.layout
@ -1413,16 +1407,26 @@ class Curveaceous_galore(Operator):
col.prop(self, "noiseBasis")
col.prop(self, "noiseSeed")
# output options
col = layout.column()
col.label(text="Output Curve Type:")
col.row().prop(self, "outputType", expand=True)
# output options
if self.outputType == 'NURBS':
col.prop(self, 'order_u')
elif self.outputType == 'BEZIER':
col.row().prop(self, 'handleType', expand=True)
#col = layout.column()
#col.row().prop(self, "use_cyclic_u", expand=True)
box = layout.box()
box.label(text="Location:")
box.prop(self, "startlocation")
box = layout.box()
box.label(text="Rotation:")
box.prop(self, "rotation_euler")
@classmethod
def poll(cls, context):
return context.scene is not None
@ -1452,6 +1456,7 @@ class Curveaceous_galore(Operator):
self.use_cyclic_u = True
# main function
self.align_matrix = align_matrix(context, self.startlocation)
main(context, self, self.align_matrix or Matrix())
# restore pre operator undo state
@ -1459,13 +1464,6 @@ class Curveaceous_galore(Operator):
return {'FINISHED'}
def invoke(self, context, event):
# store creation_matrix
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
# Register
classes = [
Curveaceous_galore

View File

@ -19,7 +19,7 @@
bl_info = {
"name": "Simple Curve",
"author": "Spivak Vladimir (http://cwolf3d.korostyshev.net)",
"version": (1, 5, 4),
"version": (1, 5, 5),
"blender": (2, 80, 0),
"location": "View3D > Add > Curve",
"description": "Adds Simple Curve",
@ -32,6 +32,7 @@ bl_info = {
# ------------------------------------------------------------
import bpy
from bpy_extras import object_utils
from bpy.types import (
Operator,
Menu,
@ -392,56 +393,74 @@ def align_matrix(context, location):
return align_matrix
# ------------------------------------------------------------
# get array of vertcoordinates according to splinetype
def vertsToPoints(Verts, splineType):
# main vars
vertArray = []
# array for BEZIER spline output (V3)
if splineType == 'BEZIER':
for v in Verts:
vertArray += v
# array for nonBEZIER output (V4)
else:
for v in Verts:
vertArray += v
if splineType == 'NURBS':
# for nurbs w=1
vertArray.append(1)
else:
# for poly w=0
vertArray.append(0)
return vertArray
# ------------------------------------------------------------
# Main Function
def main(context, self, align_matrix):
# create object
scene = bpy.context.scene
# output splineType 'POLY' 'NURBS' 'BEZIER'
splineType = self.outputType
# create object
if bpy.context.mode == 'EDIT_CURVE':
newCurve = context.active_object.data
newSpline = newCurve.splines.new('BEZIER') # spline
Curve = context.active_object
newSpline = Curve.data.splines.new(type=splineType) # spline
Curve.matrix_world = align_matrix # apply matrix
Curve.rotation_euler = self.Simple_rotation_euler
else:
name = self.Simple_Type # Type as name
# create curve
newCurve = bpy.data.curves.new(name, type='CURVE') # curvedatablock
newSpline = newCurve.splines.new('BEZIER') # spline
newSpline = newCurve.splines.new(type=splineType) # spline
# set curveOptions
newCurve.dimensions = self.shape
# create object with newCurve
SimpleCurve = bpy.data.objects.new(name, newCurve) # object
scene.collection.objects.link(SimpleCurve) # place in active scene
SimpleCurve = object_utils.object_data_add(context, newCurve, operator=self) # place in active scene
SimpleCurve.select_set(True)
SimpleCurve.matrix_world = align_matrix # apply matrix
SimpleCurve.rotation_euler = self.Simple_rotation_euler
newSpline.use_endpoint_u = True
sides = abs(int((self.Simple_endangle - self.Simple_startangle) / 90))
# get verts
if self.Simple_Type == 'Point':
verts = SimplePoint()
newSpline.use_cyclic_u = False
if self.Simple_Type == 'Line':
verts = SimpleLine(self.Simple_startlocation, self.Simple_endlocation)
newSpline.use_cyclic_u = False
newCurve.dimensions = '3D'
if self.Simple_Type == 'Distance':
verts = SimpleDistance(self.Simple_length, self.Simple_center)
newSpline.use_cyclic_u = False
if self.Simple_Type == 'Angle':
verts = SimpleAngle(self.Simple_length, self.Simple_angle)
newSpline.use_cyclic_u = False
if self.Simple_Type == 'Circle':
if self.Simple_sides < 4:
@ -449,11 +468,9 @@ def main(context, self, align_matrix):
if self.Simple_radius == 0:
return {'FINISHED'}
verts = SimpleCircle(self.Simple_sides, self.Simple_radius)
newSpline.use_cyclic_u = True
if self.Simple_Type == 'Ellipse':
verts = SimpleEllipse(self.Simple_a, self.Simple_b)
newSpline.use_cyclic_u = True
if self.Simple_Type == 'Arc':
if self.Simple_sides < sides:
@ -464,7 +481,6 @@ def main(context, self, align_matrix):
self.Simple_sides, self.Simple_radius,
self.Simple_startangle, self.Simple_endangle
)
newSpline.use_cyclic_u = False
if self.Simple_Type == 'Sector':
if self.Simple_sides < sides:
@ -475,7 +491,6 @@ def main(context, self, align_matrix):
self.Simple_sides, self.Simple_radius,
self.Simple_startangle, self.Simple_endangle
)
newSpline.use_cyclic_u = True
if self.Simple_Type == 'Segment':
if self.Simple_sides < sides:
@ -492,20 +507,17 @@ def main(context, self, align_matrix):
self.Simple_sides, self.Simple_b, self.Simple_a,
self.Simple_startangle, self.Simple_endangle
)
newSpline.use_cyclic_u = True
if self.Simple_Type == 'Rectangle':
verts = SimpleRectangle(
self.Simple_width, self.Simple_length,
self.Simple_rounded, self.Simple_center
)
newSpline.use_cyclic_u = True
if self.Simple_Type == 'Rhomb':
verts = SimpleRhomb(
self.Simple_width, self.Simple_length, self.Simple_center
)
newSpline.use_cyclic_u = True
if self.Simple_Type == 'Polygon':
if self.Simple_sides < 3:
@ -513,7 +525,6 @@ def main(context, self, align_matrix):
verts = SimplePolygon(
self.Simple_sides, self.Simple_radius
)
newSpline.use_cyclic_u = True
if self.Simple_Type == 'Polygon_ab':
if self.Simple_sides < 3:
@ -521,248 +532,258 @@ def main(context, self, align_matrix):
verts = SimplePolygon_ab(
self.Simple_sides, self.Simple_a, self.Simple_b
)
newSpline.use_cyclic_u = True
if self.Simple_Type == 'Trapezoid':
verts = SimpleTrapezoid(
self.Simple_a, self.Simple_b, self.Simple_h, self.Simple_center
)
newSpline.use_cyclic_u = True
vertArray = []
for v in verts:
vertArray += v
# set curveOptions
newSpline.use_cyclic_u = self.use_cyclic_u
newSpline.use_endpoint_u = self.endp_u
newSpline.order_u = self.order_u
# turn verts into array
vertArray = vertsToPoints(verts, splineType)
# create spline from vertarray
if splineType == 'BEZIER':
newSpline.bezier_points.add(int(len(vertArray) * 0.33))
newSpline.bezier_points.foreach_set('co', vertArray)
all_points = [p for p in newSpline.bezier_points]
for point in newSpline.bezier_points:
point.handle_right_type = self.handleType
point.handle_left_type = self.handleType
else:
newSpline.points.add(int(len(vertArray) * 0.25 - 1))
newSpline.points.foreach_set('co', vertArray)
newSpline.use_endpoint_u = True
all_points = [p for p in newSpline.points]
n = len(all_points)
newSpline.bezier_points.add(int(len(vertArray) * 0.333333333))
newSpline.bezier_points.foreach_set('co', vertArray)
all_points = [p for p in newSpline.bezier_points]
d = 2 * 0.27606262
n = 0
for p in all_points:
p.handle_right_type = 'VECTOR'
p.handle_left_type = 'VECTOR'
n += 1
if self.Simple_Type == 'Circle' or self.Simple_Type == 'Arc' or \
self.Simple_Type == 'Sector' or self.Simple_Type == 'Segment' or \
self.Simple_Type == 'Ellipse':
if splineType == 'BEZIER':
if self.Simple_Type == 'Circle' or self.Simple_Type == 'Arc' or \
self.Simple_Type == 'Sector' or self.Simple_Type == 'Segment' or \
self.Simple_Type == 'Ellipse':
for p in all_points:
p.handle_right_type = 'FREE'
p.handle_left_type = 'FREE'
for p in all_points:
p.handle_right_type = 'FREE'
p.handle_left_type = 'FREE'
if self.Simple_Type == 'Circle':
i = 0
for p1 in all_points:
if i != n - 1:
p2 = all_points[i + 1]
u1 = asin(p1.co.y / self.Simple_radius)
u2 = asin(p2.co.y / self.Simple_radius)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * self.Simple_radius
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
if i == n - 1:
p2 = all_points[0]
u1 = asin(p1.co.y / self.Simple_radius)
u2 = asin(p2.co.y / self.Simple_radius)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * self.Simple_radius
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
i += 1
if self.Simple_Type == 'Ellipse':
all_points[0].handle_right = Vector((self.Simple_a, self.Simple_b * d, 0))
all_points[0].handle_left = Vector((self.Simple_a, -self.Simple_b * d, 0))
all_points[1].handle_right = Vector((-self.Simple_a * d, self.Simple_b, 0))
all_points[1].handle_left = Vector((self.Simple_a * d, self.Simple_b, 0))
all_points[2].handle_right = Vector((-self.Simple_a, -self.Simple_b * d, 0))
all_points[2].handle_left = Vector((-self.Simple_a, self.Simple_b * d, 0))
all_points[3].handle_right = Vector((self.Simple_a * d, -self.Simple_b, 0))
all_points[3].handle_left = Vector((-self.Simple_a * d, -self.Simple_b, 0))
if self.Simple_Type == 'Arc':
i = 0
for p1 in all_points:
if i != n - 1:
p2 = all_points[i + 1]
u1 = asin(p1.co.y / self.Simple_radius)
u2 = asin(p2.co.y / self.Simple_radius)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * self.Simple_radius
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
if self.Simple_startangle < self.Simple_endangle:
if self.Simple_Type == 'Circle':
i = 0
for p1 in all_points:
if i != (n - 1):
p2 = all_points[i + 1]
u1 = asin(p1.co.y / self.Simple_radius)
u2 = asin(p2.co.y / self.Simple_radius)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * self.Simple_radius
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
else:
v1 = Vector((p1.co.x, p1.co.y, 0)) - vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) + vh2
p1.handle_right = v1
p2.handle_left = v2
i += 1
if self.Simple_Type == 'Sector':
i = 0
for p1 in all_points:
if i == 0:
p1.handle_right_type = 'VECTOR'
p1.handle_left_type = 'VECTOR'
elif i != n - 1:
p2 = all_points[i + 1]
u1 = asin(p1.co.y / self.Simple_radius)
u2 = asin(p2.co.y / self.Simple_radius)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * self.Simple_radius
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
if self.Simple_startangle < self.Simple_endangle:
if i == (n - 1):
p2 = all_points[0]
u1 = asin(p1.co.y / self.Simple_radius)
u2 = asin(p2.co.y / self.Simple_radius)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * self.Simple_radius
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
else:
v1 = Vector((p1.co.x, p1.co.y, 0)) - vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) + vh2
p1.handle_right = v1
p2.handle_left = v2
i += 1
if self.Simple_Type == 'Segment':
i = 0
if self.Simple_a > self.Simple_b:
Segment_a = self.Simple_a
Segment_b = self.Simple_b
if self.Simple_a < self.Simple_b:
Segment_b = self.Simple_a
Segment_a = self.Simple_b
for p1 in all_points:
if i < n / 2 - 1:
p2 = all_points[i + 1]
u1 = asin(p1.co.y / Segment_a)
u2 = asin(p2.co.y / Segment_a)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / Segment_a)
u2 = acos(p2.co.x / Segment_a)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / Segment_a)
u2 = acos(p2.co.x / Segment_a)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * Segment_a
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
if self.Simple_startangle < self.Simple_endangle:
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
else:
v1 = Vector((p1.co.x, p1.co.y, 0)) - vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) + vh2
p1.handle_right = v1
p2.handle_left = v2
elif i != n / 2 - 1 and i != n - 1:
p2 = all_points[i + 1]
u1 = asin(p1.co.y / Segment_b)
u2 = asin(p2.co.y / Segment_b)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / Segment_b)
u2 = acos(p2.co.x / Segment_b)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / Segment_b)
u2 = acos(p2.co.x / Segment_b)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * Segment_b
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
if self.Simple_startangle < self.Simple_endangle:
v1 = Vector((p1.co.x, p1.co.y, 0)) - vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) + vh2
p1.handle_right = v1
p2.handle_left = v2
else:
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
i += 1
all_points[0].handle_left_type = 'VECTOR'
all_points[n - 1].handle_right_type = 'VECTOR'
all_points[int(n / 2) - 1].handle_right_type = 'VECTOR'
all_points[int(n / 2)].handle_left_type = 'VECTOR'
i += 1
if self.Simple_Type == 'Ellipse':
all_points[0].handle_right = Vector((self.Simple_a, self.Simple_b * d, 0))
all_points[0].handle_left = Vector((self.Simple_a, -self.Simple_b * d, 0))
all_points[1].handle_right = Vector((-self.Simple_a * d, self.Simple_b, 0))
all_points[1].handle_left = Vector((self.Simple_a * d, self.Simple_b, 0))
all_points[2].handle_right = Vector((-self.Simple_a, -self.Simple_b * d, 0))
all_points[2].handle_left = Vector((-self.Simple_a, self.Simple_b * d, 0))
all_points[3].handle_right = Vector((self.Simple_a * d, -self.Simple_b, 0))
all_points[3].handle_left = Vector((-self.Simple_a * d, -self.Simple_b, 0))
if self.Simple_Type == 'Arc':
i = 0
for p1 in all_points:
if i != (n - 1):
p2 = all_points[i + 1]
u1 = asin(p1.co.y / self.Simple_radius)
u2 = asin(p2.co.y / self.Simple_radius)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * self.Simple_radius
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
if self.Simple_startangle < self.Simple_endangle:
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
else:
v1 = Vector((p1.co.x, p1.co.y, 0)) - vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) + vh2
p1.handle_right = v1
p2.handle_left = v2
i += 1
if self.Simple_Type == 'Sector':
i = 0
for p1 in all_points:
if i == 0:
p1.handle_right_type = 'VECTOR'
p1.handle_left_type = 'VECTOR'
elif i != (n - 1):
p2 = all_points[i + 1]
u1 = asin(p1.co.y / self.Simple_radius)
u2 = asin(p2.co.y / self.Simple_radius)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / self.Simple_radius)
u2 = acos(p2.co.x / self.Simple_radius)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * self.Simple_radius
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
if self.Simple_startangle < self.Simple_endangle:
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
else:
v1 = Vector((p1.co.x, p1.co.y, 0)) - vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) + vh2
p1.handle_right = v1
p2.handle_left = v2
i += 1
if self.Simple_Type == 'Segment':
i = 0
if self.Simple_a > self.Simple_b:
Segment_a = self.Simple_a
Segment_b = self.Simple_b
if self.Simple_a < self.Simple_b:
Segment_b = self.Simple_a
Segment_a = self.Simple_b
for p1 in all_points:
if i < (n / 2 - 1):
p2 = all_points[i + 1]
u1 = asin(p1.co.y / Segment_a)
u2 = asin(p2.co.y / Segment_a)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / Segment_a)
u2 = acos(p2.co.x / Segment_a)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / Segment_a)
u2 = acos(p2.co.x / Segment_a)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * Segment_a
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
if self.Simple_startangle < self.Simple_endangle:
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
else:
v1 = Vector((p1.co.x, p1.co.y, 0)) - vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) + vh2
p1.handle_right = v1
p2.handle_left = v2
elif i != (n / 2 - 1) and i != (n - 1):
p2 = all_points[i + 1]
u1 = asin(p1.co.y / Segment_b)
u2 = asin(p2.co.y / Segment_b)
if p1.co.x > 0 and p2.co.x < 0:
u1 = acos(p1.co.x / Segment_b)
u2 = acos(p2.co.x / Segment_b)
elif p1.co.x < 0 and p2.co.x > 0:
u1 = acos(p1.co.x / Segment_b)
u2 = acos(p2.co.x / Segment_b)
u = u2 - u1
if u < 0:
u = -u
l = 4 / 3 * tan(1 / 4 * u) * Segment_b
v1 = Vector((-p1.co.y, p1.co.x, 0))
v1.normalize()
v2 = Vector((-p2.co.y, p2.co.x, 0))
v2.normalize()
vh1 = v1 * l
vh2 = v2 * l
if self.Simple_startangle < self.Simple_endangle:
v1 = Vector((p1.co.x, p1.co.y, 0)) - vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) + vh2
p1.handle_right = v1
p2.handle_left = v2
else:
v1 = Vector((p1.co.x, p1.co.y, 0)) + vh1
v2 = Vector((p2.co.x, p2.co.y, 0)) - vh2
p1.handle_right = v1
p2.handle_left = v2
i += 1
all_points[0].handle_left_type = 'VECTOR'
all_points[n - 1].handle_right_type = 'VECTOR'
all_points[int(n / 2) - 1].handle_right_type = 'VECTOR'
all_points[int(n / 2)].handle_left_type = 'VECTOR'
return
@ -776,69 +797,70 @@ def Simple_curve_edit_menu(self, context):
def menu(self, context):
oper1 = self.layout.operator(Simple.bl_idname, text="Angle", icon="MOD_CURVE")
oper1.Simple_Change = False
oper1.Simple_Type = "Angle"
oper1.use_cyclic_u = False
oper2 = self.layout.operator(Simple.bl_idname, text="Arc", icon="MOD_CURVE")
oper2.Simple_Change = False
oper2.Simple_Type = "Arc"
oper2.use_cyclic_u = False
oper3 = self.layout.operator(Simple.bl_idname, text="Circle", icon="MOD_CURVE")
oper3.Simple_Change = False
oper3.Simple_Type = "Circle"
oper3.use_cyclic_u = True
oper4 = self.layout.operator(Simple.bl_idname, text="Distance", icon="MOD_CURVE")
oper4.Simple_Change = False
oper4.Simple_Type = "Distance"
oper4.use_cyclic_u = False
oper5 = self.layout.operator(Simple.bl_idname, text="Ellipse", icon="MOD_CURVE")
oper5.Simple_Change = False
oper5.Simple_Type = "Ellipse"
oper5.use_cyclic_u = True
oper6 = self.layout.operator(Simple.bl_idname, text="Line", icon="MOD_CURVE")
oper6.Simple_Change = False
oper6.Simple_Type = "Line"
oper6.use_cyclic_u = False
oper6.shape = '3D'
oper7 = self.layout.operator(Simple.bl_idname, text="Point", icon="MOD_CURVE")
oper7.Simple_Change = False
oper7.Simple_Type = "Point"
oper7.use_cyclic_u = False
oper8 = self.layout.operator(Simple.bl_idname, text="Polygon", icon="MOD_CURVE")
oper8.Simple_Change = False
oper8.Simple_Type = "Polygon"
oper8.use_cyclic_u = True
oper9 = self.layout.operator(Simple.bl_idname, text="Polygon ab", icon="MOD_CURVE")
oper9.Simple_Change = False
oper9.Simple_Type = "Polygon_ab"
oper9.use_cyclic_u = True
oper10 = self.layout.operator(Simple.bl_idname, text="Rectangle", icon="MOD_CURVE")
oper10.Simple_Change = False
oper10.Simple_Type = "Rectangle"
oper10.use_cyclic_u = True
oper11 = self.layout.operator(Simple.bl_idname, text="Rhomb", icon="MOD_CURVE")
oper11.Simple_Change = False
oper11.Simple_Type = "Rhomb"
oper11.use_cyclic_u = True
oper12 = self.layout.operator(Simple.bl_idname, text="Sector", icon="MOD_CURVE")
oper12.Simple_Change = False
oper12.Simple_Type = "Sector"
oper12.use_cyclic_u = True
oper13 = self.layout.operator(Simple.bl_idname, text="Segment", icon="MOD_CURVE")
oper13.Simple_Change = False
oper13.Simple_Type = "Segment"
oper13.use_cyclic_u = True
oper14 = self.layout.operator(Simple.bl_idname, text="Trapezoid", icon="MOD_CURVE")
oper14.Simple_Change = False
oper14.Simple_Type = "Trapezoid"
oper14.use_cyclic_u = True
# ------------------------------------------------------------
# Simple operator
class Simple(Operator):
class Simple(Operator, object_utils.AddObjectHelper):
bl_idname = "curve.simple"
bl_label = "Simple Curve"
bl_description = "Construct a Simple Curve"
bl_options = {'REGISTER', 'UNDO'}
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
# align_matrix for the invoke
align_matrix : Matrix()
@ -995,6 +1017,40 @@ class Simple(Operator):
items=shapeItems,
description="2D or 3D Curve"
)
outputType : EnumProperty(
name="Output splines",
description="Type of splines to output",
items=[
('POLY', "Poly", "Poly Spline type"),
('NURBS', "Nurbs", "Nurbs Spline type"),
('BEZIER', "Bezier", "Bezier Spline type")],
default='BEZIER'
)
use_cyclic_u : BoolProperty(
name="Cyclic",
default=True,
description="make curve closed"
)
endp_u : BoolProperty(
name="Use endpoint u",
default=True,
description="stretch to endpoints"
)
order_u : IntProperty(
name="Order u",
default=4,
min=2, soft_min=2,
max=6, soft_max=6,
description="Order of nurbs spline"
)
handleType : EnumProperty(
name="Handle type",
default='VECTOR',
description="Bezier handles type",
items=[
('VECTOR', "Vector", "Vector type Bezier handles"),
('AUTO', "Auto", "Automatic type Bezier handles")]
)
def draw(self, context):
layout = self.layout
@ -1029,8 +1085,8 @@ class Simple(Operator):
col.prop(self, "Simple_length")
col.prop(self, "Simple_angle")
row = layout.row()
row.prop(self, "Simple_degrees_or_radians", expand=True)
#row = layout.row()
#row.prop(self, "Simple_degrees_or_radians", expand=True)
if self.Simple_Type == 'Circle':
box = layout.box()
@ -1065,8 +1121,8 @@ class Simple(Operator):
col = box.column(align=True)
col.prop(self, "Simple_startangle")
col.prop(self, "Simple_endangle")
row = layout.row()
row.prop(self, "Simple_degrees_or_radians", expand=True)
#row = layout.row()
#row.prop(self, "Simple_degrees_or_radians", expand=True)
l = abs(pi * self.Simple_radius * (self.Simple_endangle - self.Simple_startangle) / 180)
@ -1080,8 +1136,8 @@ class Simple(Operator):
col = box.column(align=True)
col.prop(self, "Simple_startangle")
col.prop(self, "Simple_endangle")
row = layout.row()
row.prop(self, "Simple_degrees_or_radians", expand=True)
#row = layout.row()
#row.prop(self, "Simple_degrees_or_radians", expand=True)
l = abs(pi * self.Simple_radius *
(self.Simple_endangle - self.Simple_startangle) / 180) + self.Simple_radius * 2
@ -1101,8 +1157,8 @@ class Simple(Operator):
col.prop(self, "Simple_startangle")
col.prop(self, "Simple_endangle")
row = layout.row()
row.prop(self, "Simple_degrees_or_radians", expand=True)
#row = layout.row()
#row.prop(self, "Simple_degrees_or_radians", expand=True)
la = abs(pi * self.Simple_a * (self.Simple_endangle - self.Simple_startangle) / 180)
lb = abs(pi * self.Simple_b * (self.Simple_endangle - self.Simple_startangle) / 180)
@ -1170,6 +1226,20 @@ class Simple(Operator):
row = layout.row()
row.prop(self, "shape", expand=True)
# output options
col = layout.column()
col.label(text="Output Curve Type:")
col.row().prop(self, "outputType", expand=True)
if self.outputType == 'NURBS':
col.prop(self, "order_u")
elif self.outputType == 'BEZIER':
col.row().prop(self, 'handleType', expand=True)
col = layout.column()
col.row().prop(self, "use_cyclic_u", expand=True)
box = layout.box()
box.label(text="Location:")
box.prop(self, "Simple_startlocation")