Addon: Mesh Extra Objects: Gears, Wallfactory, Beam: Converted to parametric objects

This commit is contained in:
Vladimir Spivak 2019-08-09 00:26:26 +03:00
parent 3735dcdc00
commit 9ce456d94f
4 changed files with 312 additions and 248 deletions

View File

@ -34,6 +34,7 @@ from bpy.types import Operator
from bpy.props import (
BoolProperty,
FloatProperty,
StringProperty,
)
from .Blocks import (
NOTZERO, PI,
@ -53,7 +54,7 @@ from .Blocks import (
stepOnly,
stepBack,
)
from bpy_extras import object_utils
class add_mesh_wallb(Operator):
bl_idname = "mesh.wall_add"
@ -63,6 +64,18 @@ class add_mesh_wallb(Operator):
# UI items - API for properties - User accessible variables...
# not all options are via UI, and some operations just don't work yet
Wall : BoolProperty(name = "Wall",
default = True,
description = "Wall")
#### change properties
name : StringProperty(name = "Name",
description = "Name")
change : BoolProperty(name = "Change",
default = False,
description = "change Wall")
# only create object when True
# False allows modifying several parameters without creating object
@ -859,25 +872,97 @@ class add_mesh_wallb(Operator):
stepBack
)
# Create new mesh
mesh = bpy.data.meshes.new("Wall")
# Make a mesh from a list of verts/edges/faces.
mesh.from_pydata(verts_array, [], faces_array)
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
if self.change == True and self.change != None:
obj = context.active_object
oldmesh = obj.data
oldmeshname = obj.data.name
mesh = bpy.data.meshes.new("Wall")
mesh.from_pydata(verts_array, [], faces_array)
obj.data = mesh
bpy.data.meshes.remove(oldmesh)
obj.data.name = oldmeshname
else:
mesh = bpy.data.meshes.new("Wall")
mesh.from_pydata(verts_array, [], faces_array)
obj = object_utils.object_data_add(context, mesh, operator=None)
mesh.update()
ob_new = bpy.data.objects.new("Wall", mesh)
context.collection.objects.link(ob_new)
# leave this out to prevent 'Tab key" going into edit mode :)
# Use rmb click to select and still modify.
context.view_layer.objects.active = ob_new
ob_new.select_set(True)
ob_new.location = tuple(context.scene.cursor.location)
ob_new.rotation_quaternion = [1.0, 0.0, 0.0, 0.0]
obj.data["Wall"] = True
obj.data["change"] = False
for prm in WallParameters():
obj.data[prm] = getattr(self, prm)
return {'FINISHED'}
def WallParameters():
WallParameters = [
"ConstructTog",
"RadialTog",
"SlopeTog",
"WallStart",
"WallEnd",
"WallBottom",
"WallTop",
"EdgeOffset",
"Width",
"WidthVariance",
"WidthMinimum",
"Height",
"HeightVariance",
"HeightMinimum",
"Depth",
"DepthVariance",
"DepthMinimum",
"MergeBlock",
"Grout",
"GroutVariance",
"GroutDepth",
"GroutDepthVariance",
"GroutEdge",
"Opening1Tog",
"Opening1Width",
"Opening1Height",
"Opening1X",
"Opening1Z",
"Opening1Repeat",
"Opening1TopArchTog",
"Opening1TopArch",
"Opening1TopArchThickness",
"Opening1BtmArchTog",
"Opening1BtmArch",
"Opening1BtmArchThickness",
"CrenelTog",
"CrenelXP",
"CrenelZP",
"SlotTog",
"SlotRpt",
"SlotWdg",
"SlotX",
"SlotGap",
"SlotV",
"SlotVH",
"SlotVBtm",
"SlotH",
"SlotHW",
"SlotHBtm",
"ShelfTog",
"ShelfX",
"ShelfZ",
"ShelfH",
"ShelfW",
"ShelfD",
"ShelfBack",
"StepTog",
"StepX",
"StepZ",
"StepH",
"StepW",
"StepD",
"StepV",
"StepT",
"StepLeft",
"StepOnly",
"StepBack",
]
return WallParameters

View File

@ -86,6 +86,7 @@ else:
import bpy
from bpy.types import Menu
from sys import *
class VIEW3D_MT_mesh_vert_add(Menu):
# Define the "Single Vert" menu
@ -260,39 +261,32 @@ def Extras_contex_menu(self, context):
obj = context.object
layout = self.layout
if 'Gear' in obj.keys():
if 'Gear' in obj.data.keys():
props = layout.operator("mesh.primitive_gear", text="Change Gear")
props.change = True
props.delete = obj.name
props.startlocation = obj.location
props.rotation_euler = obj.rotation_euler
props.number_of_teeth = obj["number_of_teeth"]
props.radius = obj["radius"]
props.addendum = obj["addendum"]
props.dedendum = obj["dedendum"]
props.base = obj["base"]
props.angle = obj["angle"]
props.width = obj["width"]
props.skew = obj["skew"]
props.conangle = obj["conangle"]
props.crown = obj["crown"]
for prm in add_mesh_gears.GearParameters():
setattr(props, prm, obj.data[prm])
layout.separator()
if 'WormGear' in obj.keys():
if 'WormGear' in obj.data.keys():
props = layout.operator("mesh.primitive_worm_gear", text="Change WormGear")
props.change = True
props.delete = obj.name
props.startlocation = obj.location
props.rotation_euler = obj.rotation_euler
props.number_of_teeth = obj["number_of_teeth"]
props.number_of_rows = obj["number_of_rows"]
props.radius = obj["radius"]
props.addendum = obj["addendum"]
props.dedendum = obj["dedendum"]
props.angle = obj["angle"]
props.row_height = obj["row_height"]
props.skew = obj["skew"]
props.crown = obj["crown"]
for prm in add_mesh_gears.WormGearParameters():
setattr(props, prm, obj.data[prm])
layout.separator()
if 'Beam' in obj.data.keys():
props = layout.operator("mesh.add_beam", text="Change Beam")
props.change = True
for prm in add_mesh_beam_builder.BeamParameters():
setattr(props, prm, obj.data[prm])
layout.separator()
if 'Wall' in obj.data.keys():
props = layout.operator("mesh.wall_add", text="Change Wall")
props.change = True
for prm in Wallfactory.WallParameters():
setattr(props, prm, obj.data[prm])
layout.separator()
# Register
@ -335,7 +329,7 @@ classes = [
add_empty_as_parent.PreFix,
add_mesh_beam_builder.addBeam,
Wallfactory.add_mesh_wallb,
add_mesh_triangles.MakeTriangle
add_mesh_triangles.MakeTriangle,
]
def register():

View File

@ -10,8 +10,9 @@ from bpy.props import (
EnumProperty,
FloatProperty,
IntProperty,
StringProperty,
)
from bpy_extras import object_utils
# #####################
# Create vertices for end of mesh
@ -639,9 +640,9 @@ def create_I_beam(sRef):
# ######################
#
# Generate beam object.
# Generate beam mesh.
def addBeamObj(sRef, context):
def addBeamMesh(sRef, context):
verts = []
faces = []
@ -662,25 +663,11 @@ def addBeamObj(sRef, context):
verts, faces = create_beam(sRef)
beamMesh = bpy.data.meshes.new("Beam")
beamObj = bpy.data.objects.new("Beam", beamMesh)
context.collection.objects.link(beamObj)
context.view_layer.objects.active = beamObj
beamObj.select_set(True)
beamMesh.from_pydata(verts, [], faces)
beamMesh.update(calc_edges=True)
if sRef.Type == '2': # Rotate C shape
bpy.ops.transform.rotate(value=1.570796, constraint_axis=[False, True, False])
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
if sRef.Cursor:
if beamObj.select_get() is True:
# we also have to check if we're considered to be in 3D View (view3d)
if bpy.ops.view3d.snap_selected_to_cursor.poll():
bpy.ops.view3d.snap_selected_to_cursor()
else:
sRef.Cursor = False
return beamMesh
# ######################
@ -692,8 +679,20 @@ class addBeam(Operator):
bl_idname = "mesh.add_beam"
bl_label = "Beam Builder"
bl_description = "Create beam meshes of various profiles"
bl_options = {'REGISTER', 'UNDO'}
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
Beam : BoolProperty(name = "Beam",
default = True,
description = "Beam")
#### change properties
name : StringProperty(name = "Name",
description = "Name")
change : BoolProperty(name = "Change",
default = False,
description = "change Beam")
Type: EnumProperty(
items=(
('0', "Box Profile", "Square Beam"),
@ -707,28 +706,32 @@ class addBeam(Operator):
)
beamZ: FloatProperty(
name="Height",
min=0.01, max=100,
min=0.01,
#max=100,
default=1
)
beamX: FloatProperty(
name="Width",
min=0.01, max=100,
min=0.01,
#max=100,
default=.5
)
beamY: FloatProperty(
name="Depth",
min=0.01,
max=100,
#max=100,
default=2
)
beamW: FloatProperty(
name="Thickness",
min=0.01, max=1,
min=0.01,
#max=1,
default=0.1
)
edgeA: IntProperty(
name="Taper",
min=0, max=100,
min=0,
#max=100,
default=0,
description="Angle beam edges"
)
@ -756,8 +759,48 @@ class addBeam(Operator):
def execute(self, context):
if bpy.context.mode == "OBJECT":
addBeamObj(self, context)
if self.change == True and self.change != None:
obj = context.active_object
oldmesh = obj.data
oldmeshname = obj.data.name
mesh = addBeamMesh(self, context)
obj.data = mesh
bpy.data.meshes.remove(oldmesh)
obj.data.name = oldmeshname
else:
mesh = addBeamMesh(self, context)
obj = object_utils.object_data_add(context, mesh, operator=None)
if self.Type == '2': # Rotate C shape
bpy.ops.transform.rotate(value=1.570796, constraint_axis=[False, True, False])
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
if self.Cursor:
if beamObj.select_get() is True:
# we also have to check if we're considered to be in 3D View (view3d)
if bpy.ops.view3d.snap_selected_to_cursor.poll():
bpy.ops.view3d.snap_selected_to_cursor()
else:
self.Cursor = False
obj.data["Beam"] = True
obj.data["change"] = False
for prm in BeamParameters():
obj.data[prm] = getattr(self, prm)
return {'FINISHED'}
self.report({'WARNING'}, "Option only valid in Object mode")
return {'CANCELLED'}
def BeamParameters():
BeamParameters = [
"beamZ",
"beamX",
"beamY",
"beamW",
"edgeA",
"Cursor",
]
return BeamParameters

View File

@ -19,6 +19,7 @@ from mathutils import (
Matrix,
)
from bpy_extras import object_utils
from sys import *
# A very simple "bridge" tool.
# Connects two equally long vertex rows with faces.
@ -534,22 +535,27 @@ def add_worm(teethNum, rowNum, radius, Ad, De, p_angle,
edgeloop_prev = edgeloop
return verts, faces, vgroup_top, vgroup_valley
def AddGearMesh(self, context):
##------------------------------------------------------------
# calculates the matrix for the new object
# depending on user pref
def align_matrix(context, location):
verts, faces, verts_tip, verts_valley = add_gear(
self.number_of_teeth,
self.radius,
self.addendum,
self.dedendum,
self.base,
self.angle,
width=self.width,
skew=self.skew,
conangle=self.conangle,
crown=self.crown
)
mesh = bpy.data.meshes.new("Gear")
mesh.from_pydata(verts, [], faces)
return mesh, verts_tip, verts_valley
loc = Matrix.Translation(location)
obj_align = context.preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and 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
class AddGear(Operator):
bl_idname = "mesh.primitive_gear"
@ -572,21 +578,6 @@ class AddGear(Operator):
default = False,
description = "change Gear")
delete : StringProperty(name = "Delete",
description = "Delete Gear")
startlocation : FloatVectorProperty(name = "",
description = "Start location",
default = (0.0, 0.0, 0.0),
subtype = 'XYZ')
rotation_euler : FloatVectorProperty(
name="",
description="Rotation",
default=(0.0, 0.0, 0.0),
subtype='EULER'
)
number_of_teeth: IntProperty(name="Number of Teeth",
description="Number of teeth on the gear",
min=2,
@ -678,81 +669,76 @@ class AddGear(Operator):
box.prop(self, 'conangle')
box.prop(self, 'crown')
box = layout.box()
box.label(text="Location:")
box.prop(self, "startlocation")
box = layout.box()
box.label(text="Rotation:")
box.prop(self, "rotation_euler")
def execute(self, context):
if self.change == True and self.change != None:
obj = context.active_object
if 'Gear' in obj.data.keys():
oldmesh = obj.data
oldmeshname = obj.data.name
mesh, verts_tip, verts_valley = AddGearMesh(self, context)
obj.data = mesh
try:
bpy.ops.object.vertex_group_remove(all=True)
except:
pass
bpy.data.meshes.remove(oldmesh)
obj.data.name = oldmeshname
else:
mesh, verts_tip, verts_valley = AddGearMesh(self, context)
obj = object_utils.object_data_add(context, mesh, operator=None)
else:
mesh, verts_tip, verts_valley = AddGearMesh(self, context)
obj = object_utils.object_data_add(context, mesh, operator=None)
verts, faces, verts_tip, verts_valley = add_gear(
# Create vertex groups from stored vertices.
tipGroup = obj.vertex_groups.new(name='Tips')
tipGroup.add(verts_tip, 1.0, 'ADD')
valleyGroup = obj.vertex_groups.new(name='Valleys')
valleyGroup.add(verts_valley, 1.0, 'ADD')
obj.data["Gear"] = True
obj.data["change"] = False
for prm in GearParameters():
obj.data[prm] = getattr(self, prm)
return {'FINISHED'}
def GearParameters():
GearParameters = [
"number_of_teeth",
"radius",
"addendum",
"dedendum",
"base",
"angle",
"width",
"skew",
"conangle",
"crown",
]
return GearParameters
def AddWormGearMesh(self, context):
verts, faces, verts_tip, verts_valley = add_worm(
self.number_of_teeth,
self.number_of_rows,
self.radius,
self.addendum,
self.dedendum,
self.base,
self.angle,
width=self.width,
width=self.row_height,
skew=self.skew,
conangle=self.conangle,
crown=self.crown
)
if self.change:
obj = context.active_object
mesh = bpy.data.meshes.new("Gear")
mesh.from_pydata(verts, [], faces)
obj.data = mesh
bpy.ops.object.vertex_group_remove(all=True)
else:
mesh = bpy.data.meshes.new("Gear")
mesh.from_pydata(verts, [], faces)
obj = object_utils.object_data_add(context, mesh, operator=None)
mesh = bpy.data.meshes.new("Worm Gear")
mesh.from_pydata(verts, [], faces)
return mesh, verts_tip, verts_valley
self.align_matrix = align_matrix(context, self.startlocation)
obj.matrix_world = self.align_matrix # apply matrix
obj.rotation_euler = self.rotation_euler
# XXX, supporting adding in editmode is move involved
if obj.mode != 'EDIT':
# Create vertex groups from stored vertices.
tipGroup = obj.vertex_groups.new(name='Tips')
tipGroup.add(verts_tip, 1.0, 'ADD')
valleyGroup = obj.vertex_groups.new(name='Valleys')
valleyGroup.add(verts_valley, 1.0, 'ADD')
obj["Gear"] = True
obj["change"] = False
obj["number_of_teeth"] = self.number_of_teeth
obj["radius"] = self.radius
obj["addendum"] = self.addendum
obj["dedendum"] = self.dedendum
obj["base"] = self.base
obj["angle"] = self.angle
obj["width"] = self.width
obj["skew"] = self.skew
obj["conangle"] = self.conangle
obj["crown"] = self.crown
return {'FINISHED'}
##### INVOKE #####
def invoke(self, context, event):
bpy.context.view_layer.update()
if self.change:
bpy.context.scene.cursor.location = self.startlocation
else:
self.startlocation = bpy.context.scene.cursor.location
self.align_matrix = align_matrix(context, self.startlocation)
self.execute(context)
return {'FINISHED'}
class AddWormGear(Operator):
bl_idname = "mesh.primitive_worm_gear"
@ -760,9 +746,6 @@ class AddWormGear(Operator):
bl_description = "Construct a worm gear mesh"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
# align_matrix for the invoke
align_matrix : Matrix()
WormGear : BoolProperty(name = "WormGear",
default = True,
description = "WormGear")
@ -775,21 +758,6 @@ class AddWormGear(Operator):
default = False,
description = "change WormGear")
delete : StringProperty(name = "Delete",
description = "Delete WormGear")
startlocation : FloatVectorProperty(name = "",
description = "Start location",
default = (0.0, 0.0, 0.0),
subtype = 'XYZ')
rotation_euler : FloatVectorProperty(
name="",
description="Rotation",
default=(0.0, 0.0, 0.0),
subtype='EULER'
)
number_of_teeth: IntProperty(
name="Number of Teeth",
description="Number of teeth on the gear",
@ -878,78 +846,52 @@ class AddWormGear(Operator):
box.prop(self, "skew")
box.prop(self, "crown")
box = layout.box()
box.label(text="Location:")
box.prop(self, "startlocation")
box = layout.box()
box.label(text="Rotation:")
box.prop(self, "rotation_euler")
def execute(self, context):
verts, faces, verts_tip, verts_valley = add_worm(
self.number_of_teeth,
self.number_of_rows,
self.radius,
self.addendum,
self.dedendum,
self.angle,
width=self.row_height,
skew=self.skew,
crown=self.crown
)
if self.change:
if self.change == True and self.change != None:
obj = context.active_object
mesh = bpy.data.meshes.new("Worm Gear")
mesh.from_pydata(verts, [], faces)
obj.data = mesh
bpy.ops.object.vertex_group_remove(all=True)
if 'WormGear' in obj.data.keys():
oldmesh = obj.data
oldmeshname = obj.data.name
mesh, verts_tip, verts_valley = AddWormGearMesh(self, context)
obj.data = mesh
try:
bpy.ops.object.vertex_group_remove(all=True)
except:
pass
bpy.data.meshes.remove(oldmesh)
obj.data.name = oldmeshname
else:
mesh, verts_tip, verts_valley = AddWormGearMesh(self, context)
obj = object_utils.object_data_add(context, mesh, operator=None)
else:
mesh = bpy.data.meshes.new("Worm Gear")
mesh.from_pydata(verts, [], faces)
mesh, verts_tip, verts_valley = AddWormGearMesh(self, context)
obj = object_utils.object_data_add(context, mesh, operator=None)
self.align_matrix = align_matrix(context, self.startlocation)
obj.matrix_world = self.align_matrix # apply matrix
obj.rotation_euler = self.rotation_euler
# XXX, supporting adding in editmode is move involved
if obj.mode != 'EDIT':
# Create vertex groups from stored vertices.
tipGroup = obj.vertex_groups.new(name = 'Tips')
tipGroup.add(verts_tip, 1.0, 'ADD')
# Create vertex groups from stored vertices.
tipGroup = obj.vertex_groups.new(name = 'Tips')
tipGroup.add(verts_tip, 1.0, 'ADD')
valleyGroup = obj.vertex_groups.new(name = 'Valleys')
valleyGroup.add(verts_valley, 1.0, 'ADD')
valleyGroup = obj.vertex_groups.new(name = 'Valleys')
valleyGroup.add(verts_valley, 1.0, 'ADD')
self.align_matrix = align_matrix(context, self.startlocation)
obj["WormGear"] = True
obj["change"] = False
obj["number_of_teeth"] = self.number_of_teeth
obj["number_of_rows"] = self.number_of_rows
obj["radius"] = self.radius
obj["addendum"] = self.addendum
obj["dedendum"] = self.dedendum
obj["angle"] = self.angle
obj["row_height"] = self.row_height
obj["skew"] = self.skew
obj["crown"] = self.crown
obj.data["WormGear"] = True
obj.data["change"] = False
for prm in WormGearParameters():
obj.data[prm] = getattr(self, prm)
return {'FINISHED'}
##### INVOKE #####
def invoke(self, context, event):
bpy.context.view_layer.update()
if self.change:
bpy.context.scene.cursor.location = self.startlocation
else:
self.startlocation = bpy.context.scene.cursor.location
self.align_matrix = align_matrix(context, self.startlocation)
self.execute(context)
return {'FINISHED'}
def WormGearParameters():
WormGearParameters = [
"number_of_teeth",
"number_of_rows",
"radius",
"addendum",
"dedendum",
"angle",
"row_height",
"skew",
"crown",
]
return WormGearParameters