move to make way for external svn addons

This commit is contained in:
Campbell Barton
2010-03-03 07:34:13 +00:00
parent 0cad3ae24c
commit 9aa451f631
4 changed files with 0 additions and 676 deletions

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# add_mesh_gear.py (c) 2009, 2010 Michel J. Anders (varkenvarken)
#
# add gears/cogwheels to the blender 2.50 add->mesh menu
#
# tested with the official blender 2.50 alpha 0 32-bit windows
# also tested with trunk svn 26208 on 32-bit windows
#
# ##### 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 #####
# blender 1 line description
"Add Gears (View3D > Add > Mesh > Gears)"
"""
What was needed to port it from 2.49 -> 2.50 alpha 0?
The basic functions that calculate the geometry (verts and faces) are unchanged
( add_tooth(), add_spoke2(), add_gear() )
These functions were designed to return lists of tuples (x,y,z) (for the vertices) and
lists of lists [i,k,l,m] (for the faces). Because the Blender 2.50 API does not provide
facilties to alter individual elements of the the verts and faces attributes of a mesh
directly we have to add the calculated vertices and faces in bulk by using the
mesh.add_geometry(nverts,nedges,nfaces) methodfolowed by
mesh.verts.foreach_set("co", verts_loc) and mesh.faces.foreach_set("verts_raw", faces).
Both the foreach_set() methods take flattened lists as arguments, not lists of tuples, so we
added a simple function to flatten a list of lists or tuples.
Also, the vertex group API is changed a little bit but the concepts are the same:
vertexgroup = ob.add_vertex_group('NAME_OF_VERTEXGROUP') # add a vertex group
for i in vertexgroup_vertex_indices:
ob.add_vertex_to_group(i, vertexgroup, weight, 'ADD')
Now for some reason the name does not 'stick' and we have to set it this way:
vertexgroup.name = 'NAME_OF_VERTEXGROUP'
Conversion to 2.50 also meant we could simply do away with our crude user interface.
Just definining the appropriate properties in the AddGear() operator will display the
properties in the Blender GUI with the added benefit of making it interactive: changing
a property will redo the AddGear() operator providing the user with instant feedback.
FInally we had to convert/throw away some print statements to print functions as Blender
nows uses Python 3.x
The most puzzling issue was that the built in Python zip() function changed its behavior.
In 3.x it returns a zip object (that can be iterated over) instead of a list of tuples. This meant
we could no longer use deepcopy(zip(...)) but had to convert the zip object to a list of tuples
first.
The code to actually implement the AddGear() function is mostly copied from add_mesh_torus()
(distributed with Blender).
Unresolved issues:
- removing doubles:
the code that produces the teeth of the gears produces some duplicate vertices. The original
script just called remove_doubles() but if we do that in 2.50 we have a problem. To apply
the bpy.ops.mesh.remove_doubles() operator we have to change to edit mode. The moment
we do that we loose to possibilty to interactively change the properties. Also changing back
to object mode raises a strange exception (to investigate). So for now, removing doubles is left
to the user once satisfied with the chosen setting for a gear,
- no suitable icon:
a rather minor point but I reused the torus icon for the add->mesh->gear menu entry as there
doesn't seem to be a generic mesh icon or a way to add custom icons. Too bad, but as this is
just eye candy it's no big deal.
"""
import bpy
import Mathutils
from math import cos, sin, tan, atan, asin, pi,radians as rad
from copy import deepcopy as dc
def flatten(alist):
"Flatten a list of lists or tuples."
return sum([list(a) for a in alist],[])
#constants
faces=[[0,5,6,1],[1,6,7,2],[2,7,8,3],[3,8,9,4],[6,10,11,7],[7,11,12,8],[10,13,14,11],[11,14,15,12]]
L=16 # number of vertices
#edgefaces
ef = [5,6,10,13,14,15,12,8,9]
ef2 = [i+L for i in ef]
# in python 3, zip() returns a zip object so we have to force the result into a list of lists to keep
# deepcopy happy later on in the script.
efc = [ [i,j,k,l] for i,j,k,l in zip(ef[:-1],ef2[:-1],ef2[1:],ef[1:])]
vv = [5,6,8,9,21,22,24,25] #vertices in a valley
tv = [13,14,15,29,30,31] #vertices on a tooth
spokefaces=((0,1,2,5),(2,3,4,7),(5,2,7,6),(5,6,9,8),(6,7,10,9),(11,8,13,12),(8,9,10,13),(13,10,15,14))
def add_tooth(a,t,d,r,Ad,De,b,p,rack=0,crown=0.0):
"""
private function: calculate the vertex coords for a single side
section of a gear tooth. returns them as a list of lists.
"""
A=[a,a+t/4,a+t/2,a+3*t/4,a+t]
C=[cos(i) for i in A]
S=[sin(i) for i in A]
Ra=r+Ad
Rd=r-De
Rb=Rd-b
#Pressure angle calc
O =Ad*tan(p)
p =atan(O/Ra)
if r<0 : p = -p
if rack :
S =[sin(t/4)*I for I in range(-2,3)]
Sp=[0,sin(-t/4+p),0,sin(t/4-p)]
v=[(Rb,r*S[I],d) for I in range(5)]
v.extend([(Rd,r*S[I],d) for I in range(5)])
v.extend([(r,r*S[I],d) for I in range(1,4)])
v.extend([(Ra,r*Sp[I],d) for I in range(1,4)])
else :
Cp=[0,cos(a+t/4+p),cos(a+t/2),cos(a+3*t/4-p)]
Sp=[0,sin(a+t/4+p),sin(a+t/2),sin(a+3*t/4-p)]
v=[(Rb*C[I],Rb*S[I],d) for I in range(5)]
v.extend([(Rd*C[I],Rd*S[I],d) for I in range(5)])
v.extend([(r*C[I],r*S[I],d+crown/3) for I in range(1,4)])
v.extend([(Ra*Cp[I],Ra*Sp[I],d+crown) for I in range(1,4)])
return v
def add_spoke2(a,t,d,r,De,b,s,w,l,gap=0,width=19):
"""
EXPERIMENTAL private function: calculate the vertex coords for a single side
section of a gearspoke. returns them as a list of lists.
"""
Rd=r-De
Rb=Rd-b
Rl=Rb
v =[]
ef =[]
ef2=[]
sf =[]
if not gap :
for N in range(width,1,-2) :
ef.append(len(v))
ts = t/4
tm = a + 2*ts
te = asin(w/Rb)
td = te - ts
t4 = ts+td*(width-N)/(width-3.0)
A=[tm+(i-int(N/2))*t4 for i in range(N)]
C=[cos(i) for i in A]
S=[sin(i) for i in A]
v.extend([ (Rb*I,Rb*J,d) for (I,J) in zip(C,S)])
ef2.append(len(v)-1)
Rb= Rb-s
n=0
for N in range(width,3,-2) :
sf.extend([(i+n,i+1+n,i+2+n,i+N+n) for i in range(0,N-1,2)])
sf.extend([(i+2+n,i+N+n,i+N+1+n,i+N+2+n) for i in range(0,N-3,2)])
n = n + N
return v,ef,ef2,sf
def add_gear(N,r,Ad,De,b,p,D=1,skew=0,conangle=0,rack=0,crown=0.0, spoke=0,spbevel=0.1,spwidth=0.2,splength=1.0,spresol=9):
"""
"""
worm =0
if N<5 : (worm,N)=(N,24)
t =2*pi/N
if rack: N=1
p =rad(p)
conangle=rad(conangle)
skew =rad(skew)
scale = (r - 2*D*tan(conangle) )/r
f =[]
v =[]
tg=[] #vertexgroup of top vertices.
vg=[] #vertexgroup of valley vertices
M=[0]
if worm : (M,skew,D)=(range(32),rad(11.25),D/2)
for W in M:
fl=W*N*L*2
l=0 #number of vertices
for I in range(int(N)):
a=I*t
for(s,d,c,first) in ((W*skew,W*2*D-D,1,1),((W+1)*skew,W*2*D+D,scale,0)):
if worm and I%(int(N)/worm)!=0:
v.extend(add_tooth(a+s,t,d,r-De,0.0,0.0,b,p))
else:
v.extend(add_tooth(a+s,t,d,r*c,Ad*c,De*c,b*c,p,rack,crown))
if not worm or (W==0 and first) or (W==(len(M)-1) and not first) :
f.extend([ [j+l+fl for j in i]for i in dc(faces)])
l += L
#print (len(f))
#print (dc(efc))
f.extend([ [j+I*L*2+fl for j in i] for i in dc(efc)])
#print (len(f))
tg.extend([i+I*L*2 for i in tv])
vg.extend([i+I*L*2 for i in vv])
# EXPERIMENTAL: add spokes
if not worm and spoke>0 :
fl=len(v)
for I in range(int(N)):
a=I*t
s=0 # for test
if I%spoke==0 :
for d in (-D,D) :
(sv,ef,ef2,sf) = add_spoke2(a+s,t,d,r*c,De*c,b*c,spbevel,spwidth,splength,0,spresol)
v.extend(sv)
f.extend([ [j+fl for j in i]for i in sf])
fl += len(sv)
d1 = fl-len(sv)
d2 = fl-2*len(sv)
f.extend([(i+d2,j+d2,j+d1,i+d1) for (i,j) in zip(ef[:-1],ef[1:])])
f.extend([(i+d2,j+d2,j+d1,i+d1) for (i,j) in zip(ef2[:-1],ef2[1:])])
else :
for d in (-D,D) :
(sv,ef,ef2,sf) = add_spoke2(a+s,t,d,r*c,De*c,b*c,spbevel,spwidth,splength,1,spresol)
v.extend(sv)
fl += len(sv)
d1 = fl-len(sv)
d2 = fl-2*len(sv)
#f.extend([(i+d2,i+1+d2,i+1+d1,i+d1) for (i) in (0,1,2,3)])
#f.extend([(i+d2,i+1+d2,i+1+d1,i+d1) for (i) in (5,6,7,8)])
return flatten(v), flatten(f), tg, vg
from bpy.props import *
class AddGear(bpy.types.Operator):
'''Add a gear mesh.'''
bl_idname = "mesh.gear_add"
bl_label = "Add Gear"
bl_options = {'REGISTER', 'UNDO'}
number_of_teeth = IntProperty(name="Number of Teeth",
description="Number of teeth on the gear",
default=12,min=4,max=200)
radius = FloatProperty(name="Radius",
description="Radius of the gear, negative for crown gear",
default=1.0, min=-100.0, max=100.0)
addendum = FloatProperty(name="Addendum",
description="Addendum, extent of tooth above radius",
default=0.1, min=0.01, max=100.0)
dedendum = FloatProperty(name="Dedendum",
description="Dedendum, extent of tooth below radius",
default=0.1, min=0.0, max=100.0)
angle = FloatProperty(name="Pressure Angle",
description="Pressure angle, skewness of tooth tip (degrees)",
default=20.0, min=0.0, max=45.0)
base = FloatProperty(name="Base",
description="Base, extent of gear below radius",
default=0.2, min=0.0, max=100.0)
width = FloatProperty(name="Width",
description="Width, thickness of gear",
default=0.2, min=0.05, max=100.0)
skew = FloatProperty(name="Skewness",
description="Skew of teeth (degrees)",
default=0.0, min=-90.0, max=90.0)
conangle = FloatProperty(name="Conical angle",
description="Conical angle of gear (degrees)",
default=0.0, min=0.0, max=90.0)
crown = FloatProperty(name="Crown",
description="Inward pointing extend of crown teeth",
default=0.0, min=0.0, max=100.0)
def execute(self, context):
verts_loc, faces, tip_vertices, valley_vertices = add_gear(self.properties.number_of_teeth,
self.properties.radius,
self.properties.addendum,
self.properties.dedendum,
self.properties.base,
self.properties.angle,
self.properties.width,
skew=self.properties.skew,
conangle=self.properties.conangle,
crown=self.properties.crown)
#print(len(verts_loc)/3,faces)
mesh = bpy.data.meshes.new("Gear")
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)
scene = context.scene
# ugh (to quote the author of add_mesh_torus :-)
for ob in scene.objects:
ob.selected = False
mesh.update()
ob_new = bpy.data.objects.new('Gear', mesh)
tipgroup = ob_new.add_vertex_group('Tips')
# for some reason the name does not 'stick' and we have to set it this way:
tipgroup.name = 'Tips'
for i in tip_vertices:
ob_new.add_vertex_to_group(i, tipgroup, 1.0, 'ADD')
valleygroup = ob_new.add_vertex_group('Valleys')
# for some reason the name does not 'stick' and we have to set it this way:
valleygroup.name = 'Valleys'
for i in valley_vertices:
ob_new.add_vertex_to_group(i, valleygroup, 1.0, 'ADD')
scene.objects.link(ob_new)
scene.objects.active = ob_new
ob_new.selected = True
#print(1,bpy.context.mode)
#bpy.ops.object.mode_set(mode='EDIT')
#print(2,bpy.context.mode)
#bpy.ops.mesh.remove_doubles()
#print(3,bpy.context.mode)
# unfortunately the next line wont get us back to object mode but bombs
#bpy.ops.object.mode_set('OBJECT')
#print(4,bpy.context.mode)
ob_new.location = tuple(context.scene.cursor_location)
return {'FINISHED'}
# Add to a menu, reuse an icon used elsewhere that happens to have fitting name
# unfortunately, the icon shown is the one I expected from looking at the
# blenderbuttons file from the release/datafiles directory
menu_func = (lambda self, context: self.layout.operator(AddGear.bl_idname,
text="Gear", icon='GEARS'))
def register():
bpy.types.register(AddGear)
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.unregister(AddGear)
bpy.types.INFO_MT_mesh_add.remove(menu_func)

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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 #####
# blender 1 line description
"Raw Mesh IO (File > Import/Export > Raw Faces (.raw))"
import bpy
def menu_import(self, context):
from io_mesh_raw import import_raw
self.layout.operator(import_raw.RawImporter.bl_idname, text="Raw Faces (.raw)").path = "*.raw"
def menu_export(self, context):
from io_mesh_raw import export_raw
default_path = bpy.data.filename.replace(".blend", ".raw")
self.layout.operator(export_raw.RawExporter.bl_idname, text="Raw Faces (.raw)").path = default_path
def register():
from io_mesh_raw import import_raw, export_raw
bpy.types.register(import_raw.RawImporter)
bpy.types.register(export_raw.RawExporter)
bpy.types.INFO_MT_file_import.append(menu_import)
bpy.types.INFO_MT_file_export.append(menu_export)
def unregister():
from io_mesh_raw import import_raw, export_raw
bpy.types.unregister(import_raw.RawImporter)
bpy.types.unregister(export_raw.RawExporter)
bpy.types.INFO_MT_file_import.remove(menu_import)
bpy.types.INFO_MT_file_export.remove(menu_export)
if __name__ == "__main__":
register()

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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 #####
__author__ = ["Aurel Wildfellner"]
__version__ = '0.2'
__bpydoc__ = """\
This script exports a Mesh to a RAW triangle format file.
The raw triangle format is very simple; it has no verts or faces lists.
It's just a simple ascii text file with the vertices of each triangle
listed on each line. In addition, also quads can be exported as a line
of 12 values (this was the default before blender 2.5). Now default
settings will triangulate the mesh.
Usage:<br>
Execute this script from the "File->Export" menu. You can select
whether modifiers should be applied and if the mesh is triangulated.
"""
import bpy
def faceToTriangles(face):
triangles = []
if (len(face) == 4): #quad
triangles.append( [ face[0], face[1], face[2] ] )
triangles.append( [ face[2], face[3], face[0] ] )
else:
triangles.append(face)
return triangles
def faceValues(face, mesh, matrix):
fv = []
for verti in face.verts_raw:
fv.append(matrix * mesh.verts[verti].co)
return fv
def faceToLine(face):
line = ""
for v in face:
line += str(v[0]) + " " + str(v[1]) + " " + str(v[2]) + " "
return line[:-1] + "\n"
def export_raw(path, applyMods, triangulate):
faces = []
for obj in bpy.context.selected_objects:
if obj.type == 'MESH':
matrix = obj.matrix
if (applyMods):
me = obj.create_mesh(True, "PREVIEW")
else:
me = obj.data
for face in me.faces:
fv = faceValues(face, me, matrix)
if triangulate:
faces.extend(faceToTriangles(fv))
else:
faces.append(fv)
# write the faces to a file
file = open(path, "w")
for face in faces:
file.write(faceToLine(face))
file.close()
from bpy.props import *
class RawExporter(bpy.types.Operator):
'''Save Raw triangle mesh data'''
bl_idname = "export_mesh.raw"
bl_label = "Export RAW"
path = StringProperty(name="File Path", description="File path used for exporting the RAW file", maxlen= 1024, default= "")
filename = StringProperty(name="File Name", description="Name of the file.")
directory = StringProperty(name="Directory", description="Directory of the file.")
check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
apply_modifiers = BoolProperty(name="Apply Modifiers", description="Use transformed mesh data from each object", default=True)
triangulate = BoolProperty(name="Triangulate", description="Triangulate quads.", default=True)
def execute(self, context):
export_raw(self.properties.path, self.properties.apply_modifiers, self.properties.triangulate)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self)
return {'RUNNING_MODAL'}
# package manages registering

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@@ -1,142 +0,0 @@
# ##### 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 #####
__author__ = ["Anthony D'Agostino (Scorpius)", "Aurel Wildfellner"]
__version__ = '0.2'
__bpydoc__ = """\
This script imports Raw Triangle File format files to Blender.
The raw triangle format is very simple; it has no verts or faces lists.
It's just a simple ascii text file with the vertices of each triangle
listed on each line. In addition, a line with 12 values will be
imported as a quad. This may be in conflict with some other
applications, which use a raw format, but this is how it was
implemented back in blender 2.42.
Usage:<br>
Execute this script from the "File->Import" menu and choose a Raw file to
open.
Notes:<br>
Generates the standard verts and faces lists, but without duplicate
verts. Only *exact* duplicates are removed, there is no way to specify a
tolerance.
"""
import bpy
# move those to a utility modul
from import_scene_obj import unpack_face_list, unpack_list # TODO, make generic
def readMesh(filename, objName):
file = open(filename, "rb")
def line_to_face(line):
# Each triplet is an xyz float
line_split = []
try:
line_split = list(map(float, line.split()))
except:
return None
if len(line_split) == 9: # Tri
f1, f2, f3, f4, f5, f6, f7, f8, f9 = line_split
return [(f1, f2, f3), (f4, f5, f6), (f7, f8, f9)]
elif len(line_split) == 12: # Quad
f1, f2, f3, f4, f5, f6, f7, f8, f9, A, B, C = line_split
return [(f1, f2, f3), (f4, f5, f6), (f7, f8, f9), (A, B, C)]
else:
return None
faces = []
for line in file.readlines():
face = line_to_face(line)
if face:
faces.append(face)
file.close()
# Generate verts and faces lists, without duplicates
verts = []
coords = {}
index = 0
for f in faces:
for i, v in enumerate(f):
try:
f[i] = coords[v]
except:
f[i] = coords[v] = index
index += 1
verts.append(v)
mesh = bpy.data.meshes.new(objName)
mesh.add_geometry(int(len(verts)), 0, int(len(faces)))
mesh.verts.foreach_set("co", unpack_list(verts))
mesh.faces.foreach_set("verts_raw", unpack_face_list(faces))
mesh.faces.foreach_set("smooth", [False] * len(mesh.faces))
return mesh
def addMeshObj(mesh, objName):
scn = bpy.context.scene
for o in scn.objects:
o.selected = False
mesh.update()
nobj = bpy.data.objects.new(objName, mesh)
scn.objects.link(nobj)
nobj.selected = True
if scn.objects.active == None or scn.objects.active.mode == 'OBJECT':
scn.objects.active = nobj
from bpy.props import *
class RawImporter(bpy.types.Operator):
'''Load Raw triangle mesh data'''
bl_idname = "import_mesh.raw"
bl_label = "Import RAW"
path = StringProperty(name="File Path", description="File path used for importing the RAW file", maxlen=1024, default="")
filename = StringProperty(name="File Name", description="Name of the file.")
directory = StringProperty(name="Directory", description="Directory of the file.")
def execute(self, context):
#convert the filename to an object name
objName = bpy.utils.display_name(self.properties.filename)
mesh = readMesh(self.properties.path, objName)
addMeshObj(mesh, objName)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self)
return {'RUNNING_MODAL'}
# package manages registering