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# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### bl_addon_info = { "name": "Building Bricks", "author": "Destroyer Patrick K.", "version": (0,4), "blender": (2, 5, 6), "api": 32411, "location": "View3D > Add > Mesh > Building Bricks", "description": "", "warning": "", "wiki_url": "", "tracker_url": "", "category": "Add Mesh"} import bpy from mathutils import * from math import * from bpy.props import * def align_matrix(context): loc = Matrix.Translation(context.scene.cursor_location) obj_align = context.user_preferences.edit.object_align if (context.space_data.type == 'VIEW_3D' and obj_align == 'VIEW'): rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4() else: rot = Matrix() align_matrix = loc * rot return align_matrix def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix): scene = context.scene obj_act = scene.objects.active # Can't edit anything, unless we have an active obj. if edit and not obj_act: return None # Create new mesh mesh = bpy.data.meshes.new(name) # Make a mesh from a list of verts/edges/faces. mesh.from_pydata(verts, edges, faces) # Update mesh geometry after adding stuff. mesh.update() # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') if edit: # Replace geometry of existing object # Use the active obj and select it. ob_new = obj_act ob_new.select = True if obj_act.mode == 'OBJECT': # Get existing mesh datablock. old_mesh = ob_new.data # Set object data to nothing ob_new.data = None # Clear users of existing mesh datablock. old_mesh.user_clear() # Remove old mesh datablock if no users are left. if (old_mesh.users == 0): bpy.data.meshes.remove(old_mesh) # Assign new mesh datablock. ob_new.data = mesh else: # Create new object ob_new = bpy.data.objects.new(name, mesh) # Link new object to the given scene and select it. scene.objects.link(ob_new) ob_new.select = True # Place the object at the 3D cursor location. # apply viewRotaion ob_new.matrix_world = align_matrix if obj_act and obj_act.mode == 'EDIT': if not edit: # We are in EditMode, switch to ObjectMode. bpy.ops.object.mode_set(mode='OBJECT') # Select the active object as well. obj_act.select = True # Apply location of new object. scene.update() # Join new object into the active. bpy.ops.object.join() # Switching back to EditMode. bpy.ops.object.mode_set(mode='EDIT') ob_new = obj_act else: # We are in ObjectMode. # Make the new object the active one. scene.objects.active = ob_new return ob_new def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False): faces = [] if not vertIdx1 or not vertIdx2: return None if len(vertIdx1) < 2 and len(vertIdx2) < 2: return None fan = False if (len(vertIdx1) != len(vertIdx2)): if (len(vertIdx1) == 1 and len(vertIdx2) > 1): fan = True else: return None total = len(vertIdx2) if closed: # Bridge the start with the end. if flipped: face = [ vertIdx1[0], vertIdx2[0], vertIdx2[total - 1]] if not fan: face.append(vertIdx1[total - 1]) faces.append(face) else: face = [vertIdx2[0], vertIdx1[0]] if not fan: face.append(vertIdx1[total - 1]) face.append(vertIdx2[total - 1]) faces.append(face) # Bridge the rest of the faces. for num in range(total - 1): if flipped: if fan: face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]] else: face = [vertIdx2[num], vertIdx1[num], vertIdx1[num + 1], vertIdx2[num + 1]] faces.append(face) else: if fan: face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]] else: face = [vertIdx1[num], vertIdx2[num], vertIdx2[num + 1], vertIdx1[num + 1]] faces.append(face) return faces def Add_Brick(rows, cols, height,cs,cpins,cipins): centr = [] verts = [] faces = [] cs = cs*0.01; #outer_cube verts.append((0.0, 0.0,0.0)) # 4-----------5 verts.append((cs*8.0*rows, cs*0.0*cols,cs*0.0*height)) # |\ |\ verts.append((cs*8.0*rows, cs*8.0*cols,cs*0.0*height)) # | 7--------|-6 verts.append((cs*0.0*rows, cs*8.0*cols,cs*0.0*height)) # 0--|--------1 | # \ | \| verts.append((cs*0.0*rows, cs*0.0*cols,cs*9.6*height/3)) # 3 ---------2 verts.append((cs*8.0*rows, cs*0.0*cols,cs*9.6*height/3)) verts.append((cs*8.0*rows, cs*8.0*cols,cs*9.6*height/3)) verts.append((cs*0.0*rows, cs*8.0*cols,cs*9.6*height/3)) faces.append([0,1,4]) faces.append([1,5,4]) faces.append([1,2,5]) faces.append([2,6,5]) faces.append([7,2,3]) faces.append([7,6,2]) faces.append([4,3,0]) faces.append([4,7,3]) faces.append([4,5,7]) faces.append([5,6,7]) #inner cube verts.append((cs*1.5, cs*1.5,cs*0.0)) # 12-----------13 verts.append((cs*8.0*rows-cs*1.5, cs*0.0*cols+cs*1.5,cs*0.0*height)) # |\ |\ verts.append((cs*8.0*rows-cs*1.5, cs*8.0*cols-cs*1.5,cs*0.0*height)) # | 15--------|-14 verts.append((cs*0.0*rows+cs*1.5, cs*8.0*cols-cs*1.5,cs*0.0*height)) # 0-8--|--------9-1| # \ | \| verts.append((cs*1.5, cs*1.5,cs*9.6*height/3-cs*1)) # 3-11 ---------10-2 verts.append((cs*8.0*rows-cs*1.5, cs*0.0*cols+cs*1.5,cs*9.6*height/3-cs*1)) verts.append((cs*8.0*rows-cs*1.5, cs*8.0*cols-cs*1.5,cs*9.6*height/3-cs*1)) verts.append((cs*0.0*rows+cs*1.5, cs*8.0*cols-cs*1.5,cs*9.6*height/3-cs*1)) faces.append([8,12,9]) faces.append([9,12,13]) faces.append([9,13,14]) faces.append([9,14,10]) faces.append([11,10,15]) faces.append([10,14,15]) faces.append([12,8,11]) faces.append([12,11,15]) faces.append([12,15,13]) faces.append([13,15,14]) faces.append([0,3,11]) faces.append([0,11,8]) faces.append([0,8,9]) faces.append([0,9,1]) faces.append([9,10,1]) faces.append([10,2,1]) faces.append([11,3,10]) faces.append([10,3,2]) #Pin if cpins == True: for pinrow in range(rows): for pincol in range(cols): vertcount = 16+((pinrow*(cols))+pincol)*17 cx = pinrow*cs*8.0+cs*4.0 cy = pincol*cs*8.0+cs*4.0 cz = cs*9.6*height/3 for sideindx in range(8): verts.append((cx+cs*2.5*sin(sideindx*45/180*3.141592), cy+cs*2.5*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*2.5*sin(sideindxx*45/180*3.141592), cy+cs*2.5*cos(sideindxx*45/180*3.141592), cz+cs*2.0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+8+triangs+1,vertcount+triangs+1]) faces.append([vertcount+7,vertcount+8,vertcount]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+8+triangs+1,vertcount+triangs]) faces.append([vertcount+8+7,vertcount+8,vertcount+7]) verts.append((cx,cy,cz+cs*2.0)) for triangss in range(7): faces.append([vertcount+16,vertcount+8+triangss+1,vertcount+8+triangss]) faces.append([vertcount+16,vertcount+8,vertcount+8+7]) #lowerPin if rows > 1 and cols > 1 and cipins == True: for pinrow in range(rows-1): for pincol in range(cols-1): if cpins == True: vertcount = 16+cols*rows*17+((pinrow*(cols-1))+pincol)*32 else: vertcount = 16+((pinrow*(cols-1))+pincol)*32 cx = pinrow*cs*8.0+cs*8.0 cy = pincol*cs*8.0+cs*8.0 cz = cs*9.6*height/3.0-cs*1.0 for sideindx in range(8): verts.append((cx+cs*3.155*sin(sideindx*45/180*3.141592), cy+cs*3.155*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*3.155*sin(sideindxx*45/180*3.141592), cy+cs*3.155*cos(sideindxx*45/180*3.141592), 0.0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+triangs+1,vertcount+8+triangs+1]) faces.append([vertcount+7,vertcount,vertcount+8]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+triangs,vertcount+8+triangs+1]) faces.append([vertcount+8+7,vertcount+7,vertcount+8]) #inner lowerpin vertcount = vertcount+16 for sideindx in range(8): verts.append((cx+cs*2.405*sin(sideindx*45/180*3.141592), cy+cs*2.405*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*2.405*sin(sideindxx*45/180*3.141592), cy+cs*2.405*cos(sideindxx*45/180*3.141592), 0.0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+8+triangs+1,vertcount+triangs+1]) faces.append([vertcount+7,vertcount+8,vertcount]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+8+triangs+1,vertcount+triangs]) faces.append([vertcount+8+7,vertcount+8,vertcount+7]) #joints inner<->outer lowerpin vertcount = vertcount-8 for triangs in range(7): faces.append([vertcount+triangs,vertcount+triangs+1,vertcount+16+triangs+1]) faces.append([vertcount+7,vertcount,vertcount+16]) for triangs in range(7): faces.append([vertcount+16+triangs,vertcount+triangs,vertcount+16+triangs+1]) faces.append([vertcount+16+7,vertcount+7,vertcount+16]) #Pins for one-row-bricks if (rows == 1 and cols > 1)and cipins == True: for pincol in range(cols-1): if cpins == True: vertcount = 16+cols*rows*17+pincol*17 else: vertcount = 16+pincol*17 cx = cs*4.0 cy = (pincol+1)*cs*8.0 cz = cs*9.6*height/3-cs*1.0 for sideindx in range(8): verts.append((cx+cs*1.5*sin(sideindx*45/180*3.141592), cy+cs*1.5*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*1.5*sin(sideindxx*45/180*3.141592), cy+cs*1.5*cos(sideindxx*45/180*3.141592), 0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+triangs+1,vertcount+8+triangs+1]) faces.append([vertcount+7,vertcount,vertcount+8]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+triangs,vertcount+8+triangs+1]) faces.append([vertcount+8+7,vertcount+7,vertcount+8]) verts.append((cx,cy,0)) for triangss in range(7): faces.append([vertcount+16,vertcount+8+triangss,vertcount+8+triangss+1]) faces.append([vertcount+16,vertcount+8+7,vertcount+8]) #Pins for one-column-bricks if (rows > 1 and cols == 1)and cipins == True: for pinrow in range(rows-1): if cpins == True: vertcount = 16+cols*rows*17+pinrow*17 else: vertcount = 16+pinrow*17 cx = (pinrow+1)*cs*8.0 cy = cs*4.0 cz = cs*9.6*height/3-cs*1.0 for sideindx in range(8): verts.append((cx+cs*1.5*sin(sideindx*45/180*3.141592), cy+cs*1.5*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*1.5*sin(sideindxx*45/180*3.141592), cy+cs*1.5*cos(sideindxx*45/180*3.141592), 0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+triangs+1,vertcount+8+triangs+1]) faces.append([vertcount+7,vertcount,vertcount+8]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+triangs,vertcount+8+triangs+1]) faces.append([vertcount+8+7,vertcount+7,vertcount+8]) verts.append((cx,cy,0)) for triangss in range(7): faces.append([vertcount+16,vertcount+8+triangss,vertcount+8+triangss+1]) faces.append([vertcount+16,vertcount+8+7,vertcount+8]) return verts, faces class AddBrick(bpy.types.Operator): bl_idname = "mesh.primitive_brick_add" bl_label = "Add Brick" bl_description = "Create a custom Brick" bl_options = {'REGISTER', 'UNDO'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) rows = IntProperty(name="Rows", description="Number of rows", min=1, max=100, default=2,) cols = IntProperty(name="Cols", description="Number of Columns", min=1, max=100, default=2,) height = IntProperty(name="Heigth", description="Heigth of Brick 3=standard", min=1, max=15, default=3,) conscale = FloatProperty(name="ConstructionScale", description="Set the constructionscale of the part in %", min=1, max=10000, default=100) pins = BoolProperty(name="Pins", description="Create Pins", default=True,) inpins = BoolProperty(name="Inner Pins", description="Create Inner Pins", default=True,) align_matrix = Matrix() def execute(self, context): # create mesh verts, faces = Add_Brick(self.rows, self.cols, self.height, self.conscale, self.pins, self.inpins) obj = create_mesh_object(context, verts, [], faces, "Brick", self.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) return {'FINISHED'} class INFO_MT_mesh_Brick_add(bpy.types.Menu): bl_idname = "INFO_MT_mesh_brick_add" bl_label = "Brick" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.primitive_brick_add", text="Brick") import space_info def menu_func(self, context): self.layout.menu("INFO_MT_mesh_brick_add", icon="PLUGIN") def register(): space_info.INFO_MT_mesh_add.append(menu_func) def unregister(): space_info.INFO_MT_mesh_add.remove(menu_func) if __name__ == "__main__": register() |
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| I wrote a little script for building LegoŽ-like bricks! |
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# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### bl_addon_info = { "name": "Building Bricks", "author": "Destroyer Patrick K.", "version": (0,4), "blender": (2, 5, 6), "api": 32411, "location": "View3D > Add > Mesh > Building Bricks", "description": "", "warning": "", "wiki_url": "", "tracker_url": "", "category": "Add Mesh"} import bpy from mathutils import * from math import * from bpy.props import * def align_matrix(context): loc = Matrix.Translation(context.scene.cursor_location) obj_align = context.user_preferences.edit.object_align if (context.space_data.type == 'VIEW_3D' and obj_align == 'VIEW'): rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4() else: rot = Matrix() align_matrix = loc * rot return align_matrix def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix): scene = context.scene obj_act = scene.objects.active # Can't edit anything, unless we have an active obj. if edit and not obj_act: return None # Create new mesh mesh = bpy.data.meshes.new(name) # Make a mesh from a list of verts/edges/faces. mesh.from_pydata(verts, edges, faces) # Update mesh geometry after adding stuff. mesh.update() # Deselect all objects. bpy.ops.object.select_all(action='DESELECT') if edit: # Replace geometry of existing object # Use the active obj and select it. ob_new = obj_act ob_new.select = True if obj_act.mode == 'OBJECT': # Get existing mesh datablock. old_mesh = ob_new.data # Set object data to nothing ob_new.data = None # Clear users of existing mesh datablock. old_mesh.user_clear() # Remove old mesh datablock if no users are left. if (old_mesh.users == 0): bpy.data.meshes.remove(old_mesh) # Assign new mesh datablock. ob_new.data = mesh else: # Create new object ob_new = bpy.data.objects.new(name, mesh) # Link new object to the given scene and select it. scene.objects.link(ob_new) ob_new.select = True # Place the object at the 3D cursor location. # apply viewRotaion ob_new.matrix_world = align_matrix if obj_act and obj_act.mode == 'EDIT': if not edit: # We are in EditMode, switch to ObjectMode. bpy.ops.object.mode_set(mode='OBJECT') # Select the active object as well. obj_act.select = True # Apply location of new object. scene.update() # Join new object into the active. bpy.ops.object.join() # Switching back to EditMode. bpy.ops.object.mode_set(mode='EDIT') ob_new = obj_act else: # We are in ObjectMode. # Make the new object the active one. scene.objects.active = ob_new return ob_new def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False): faces = [] if not vertIdx1 or not vertIdx2: return None if len(vertIdx1) < 2 and len(vertIdx2) < 2: return None fan = False if (len(vertIdx1) != len(vertIdx2)): if (len(vertIdx1) == 1 and len(vertIdx2) > 1): fan = True else: return None total = len(vertIdx2) if closed: # Bridge the start with the end. if flipped: face = [ vertIdx1[0], vertIdx2[0], vertIdx2[total - 1]] if not fan: face.append(vertIdx1[total - 1]) faces.append(face) else: face = [vertIdx2[0], vertIdx1[0]] if not fan: face.append(vertIdx1[total - 1]) face.append(vertIdx2[total - 1]) faces.append(face) # Bridge the rest of the faces. for num in range(total - 1): if flipped: if fan: face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]] else: face = [vertIdx2[num], vertIdx1[num], vertIdx1[num + 1], vertIdx2[num + 1]] faces.append(face) else: if fan: face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]] else: face = [vertIdx1[num], vertIdx2[num], vertIdx2[num + 1], vertIdx1[num + 1]] faces.append(face) return faces def Add_Brick(rows, cols, height,cs,cpins,cipins): centr = [] verts = [] faces = [] cs = cs*0.01; #outer_cube verts.append((0.0, 0.0,0.0)) # 4-----------5 verts.append((cs*8.0*rows, cs*0.0*cols,cs*0.0*height)) # |\ |\ verts.append((cs*8.0*rows, cs*8.0*cols,cs*0.0*height)) # | 7--------|-6 verts.append((cs*0.0*rows, cs*8.0*cols,cs*0.0*height)) # 0--|--------1 | # \ | \| verts.append((cs*0.0*rows, cs*0.0*cols,cs*9.6*height/3)) # 3 ---------2 verts.append((cs*8.0*rows, cs*0.0*cols,cs*9.6*height/3)) verts.append((cs*8.0*rows, cs*8.0*cols,cs*9.6*height/3)) verts.append((cs*0.0*rows, cs*8.0*cols,cs*9.6*height/3)) faces.append([0,1,4]) faces.append([1,5,4]) faces.append([1,2,5]) faces.append([2,6,5]) faces.append([7,2,3]) faces.append([7,6,2]) faces.append([4,3,0]) faces.append([4,7,3]) faces.append([4,5,7]) faces.append([5,6,7]) #inner cube verts.append((cs*1.5, cs*1.5,cs*0.0)) # 12-----------13 verts.append((cs*8.0*rows-cs*1.5, cs*0.0*cols+cs*1.5,cs*0.0*height)) # |\ |\ verts.append((cs*8.0*rows-cs*1.5, cs*8.0*cols-cs*1.5,cs*0.0*height)) # | 15--------|-14 verts.append((cs*0.0*rows+cs*1.5, cs*8.0*cols-cs*1.5,cs*0.0*height)) # 0-8--|--------9-1| # \ | \| verts.append((cs*1.5, cs*1.5,cs*9.6*height/3-cs*1)) # 3-11 ---------10-2 verts.append((cs*8.0*rows-cs*1.5, cs*0.0*cols+cs*1.5,cs*9.6*height/3-cs*1)) verts.append((cs*8.0*rows-cs*1.5, cs*8.0*cols-cs*1.5,cs*9.6*height/3-cs*1)) verts.append((cs*0.0*rows+cs*1.5, cs*8.0*cols-cs*1.5,cs*9.6*height/3-cs*1)) faces.append([8,12,9]) faces.append([9,12,13]) faces.append([9,13,14]) faces.append([9,14,10]) faces.append([11,10,15]) faces.append([10,14,15]) faces.append([12,8,11]) faces.append([12,11,15]) faces.append([12,15,13]) faces.append([13,15,14]) faces.append([0,3,11]) faces.append([0,11,8]) faces.append([0,8,9]) faces.append([0,9,1]) faces.append([9,10,1]) faces.append([10,2,1]) faces.append([11,3,10]) faces.append([10,3,2]) #Pin if cpins == True: for pinrow in range(rows): for pincol in range(cols): vertcount = 16+((pinrow*(cols))+pincol)*17 cx = pinrow*cs*8.0+cs*4.0 cy = pincol*cs*8.0+cs*4.0 cz = cs*9.6*height/3 for sideindx in range(8): verts.append((cx+cs*2.5*sin(sideindx*45/180*3.141592), cy+cs*2.5*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*2.5*sin(sideindxx*45/180*3.141592), cy+cs*2.5*cos(sideindxx*45/180*3.141592), cz+cs*2.0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+8+triangs+1,vertcount+triangs+1]) faces.append([vertcount+7,vertcount+8,vertcount]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+8+triangs+1,vertcount+triangs]) faces.append([vertcount+8+7,vertcount+8,vertcount+7]) verts.append((cx,cy,cz+cs*2.0)) for triangss in range(7): faces.append([vertcount+16,vertcount+8+triangss+1,vertcount+8+triangss]) faces.append([vertcount+16,vertcount+8,vertcount+8+7]) #lowerPin if rows > 1 and cols > 1 and cipins == True: for pinrow in range(rows-1): for pincol in range(cols-1): if cpins == True: vertcount = 16+cols*rows*17+((pinrow*(cols-1))+pincol)*32 else: vertcount = 16+((pinrow*(cols-1))+pincol)*32 cx = pinrow*cs*8.0+cs*8.0 cy = pincol*cs*8.0+cs*8.0 cz = cs*9.6*height/3.0-cs*1.0 for sideindx in range(8): verts.append((cx+cs*3.155*sin(sideindx*45/180*3.141592), cy+cs*3.155*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*3.155*sin(sideindxx*45/180*3.141592), cy+cs*3.155*cos(sideindxx*45/180*3.141592), 0.0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+triangs+1,vertcount+8+triangs+1]) faces.append([vertcount+7,vertcount,vertcount+8]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+triangs,vertcount+8+triangs+1]) faces.append([vertcount+8+7,vertcount+7,vertcount+8]) #inner lowerpin vertcount = vertcount+16 for sideindx in range(8): verts.append((cx+cs*2.405*sin(sideindx*45/180*3.141592), cy+cs*2.405*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*2.405*sin(sideindxx*45/180*3.141592), cy+cs*2.405*cos(sideindxx*45/180*3.141592), 0.0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+8+triangs+1,vertcount+triangs+1]) faces.append([vertcount+7,vertcount+8,vertcount]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+8+triangs+1,vertcount+triangs]) faces.append([vertcount+8+7,vertcount+8,vertcount+7]) #joints inner<->outer lowerpin vertcount = vertcount-8 for triangs in range(7): faces.append([vertcount+triangs,vertcount+triangs+1,vertcount+16+triangs+1]) faces.append([vertcount+7,vertcount,vertcount+16]) for triangs in range(7): faces.append([vertcount+16+triangs,vertcount+triangs,vertcount+16+triangs+1]) faces.append([vertcount+16+7,vertcount+7,vertcount+16]) #Pins for one-row-bricks if (rows == 1 and cols > 1)and cipins == True: for pincol in range(cols-1): if cpins == True: vertcount = 16+cols*rows*17+pincol*17 else: vertcount = 16+pincol*17 cx = cs*4.0 cy = (pincol+1)*cs*8.0 cz = cs*9.6*height/3-cs*1.0 for sideindx in range(8): verts.append((cx+cs*1.5*sin(sideindx*45/180*3.141592), cy+cs*1.5*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*1.5*sin(sideindxx*45/180*3.141592), cy+cs*1.5*cos(sideindxx*45/180*3.141592), 0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+triangs+1,vertcount+8+triangs+1]) faces.append([vertcount+7,vertcount,vertcount+8]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+triangs,vertcount+8+triangs+1]) faces.append([vertcount+8+7,vertcount+7,vertcount+8]) verts.append((cx,cy,0)) for triangss in range(7): faces.append([vertcount+16,vertcount+8+triangss,vertcount+8+triangss+1]) faces.append([vertcount+16,vertcount+8+7,vertcount+8]) #Pins for one-column-bricks if (rows > 1 and cols == 1)and cipins == True: for pinrow in range(rows-1): if cpins == True: vertcount = 16+cols*rows*17+pinrow*17 else: vertcount = 16+pinrow*17 cx = (pinrow+1)*cs*8.0 cy = cs*4.0 cz = cs*9.6*height/3-cs*1.0 for sideindx in range(8): verts.append((cx+cs*1.5*sin(sideindx*45/180*3.141592), cy+cs*1.5*cos(sideindx*45/180*3.141592), cz)) for sideindxx in range(8): verts.append((cx+cs*1.5*sin(sideindxx*45/180*3.141592), cy+cs*1.5*cos(sideindxx*45/180*3.141592), 0)) for triangs in range(7): faces.append([vertcount+triangs,vertcount+triangs+1,vertcount+8+triangs+1]) faces.append([vertcount+7,vertcount,vertcount+8]) for triangs in range(7): faces.append([vertcount+8+triangs,vertcount+triangs,vertcount+8+triangs+1]) faces.append([vertcount+8+7,vertcount+7,vertcount+8]) verts.append((cx,cy,0)) for triangss in range(7): faces.append([vertcount+16,vertcount+8+triangss,vertcount+8+triangss+1]) faces.append([vertcount+16,vertcount+8+7,vertcount+8]) return verts, faces class AddBrick(bpy.types.Operator): bl_idname = "mesh.primitive_brick_add" bl_label = "Add Brick" bl_description = "Create a custom Brick" bl_options = {'REGISTER', 'UNDO'} # edit - Whether to add or update. edit = BoolProperty(name="", description="", default=False, options={'HIDDEN'}) rows = IntProperty(name="Rows", description="Number of rows", min=1, max=100, default=2,) cols = IntProperty(name="Cols", description="Number of Columns", min=1, max=100, default=2,) height = IntProperty(name="Heigth", description="Heigth of Brick 3=standard", min=1, max=15, default=3,) conscale = FloatProperty(name="ConstructionScale", description="Set the constructionscale of the part in %", min=1, max=10000, default=100) pins = BoolProperty(name="Pins", description="Create Pins", default=True,) inpins = BoolProperty(name="Inner Pins", description="Create Inner Pins", default=True,) align_matrix = Matrix() def execute(self, context): # create mesh verts, faces = Add_Brick(self.rows, self.cols, self.height, self.conscale, self.pins, self.inpins) obj = create_mesh_object(context, verts, [], faces, "Brick", self.edit, self.align_matrix) return {'FINISHED'} def invoke(self, context, event): self.align_matrix = align_matrix(context) self.execute(context) return {'FINISHED'} class INFO_MT_mesh_Brick_add(bpy.types.Menu): bl_idname = "INFO_MT_mesh_brick_add" bl_label = "Brick" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.primitive_brick_add", text="Brick") #import space_info def menu_func(self, context): self.layout.menu("INFO_MT_mesh_brick_add", icon="PLUGIN") def register(): #space_info.INFO_MT_mesh_add.append(menu_func) bpy.utils.register_module(__name__) def unregister(): #space_info.INFO_MT_mesh_add.remove(menu_func) bpy.utils.unregister_module(__name__) if __name__ == "__main__": register() |