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meshes.py
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import bpy, mathutils
from . import Blender
from .base import Object
from mathutils import Vector
class Mesh(Object):
__slots__ = []
__overwrites__ = ['name']
def __init__(self, *args, **kw):
super().__init__(*args, **kw)
@property
def name(self): return self.getobjattr('name')
@name.setter
def name(self, value):
if self.created:
self._bpy.data.name = value
return self.setobjattr('name', value)
def create(self, verts = None, edges = None, faces = None, *args, **kw):
if not self.created:
name = 'Mesh'
if 'name' in kw:
name = kw['name']
elif 'name' in self.cache:
name = self.cache['name']
if edges == None: edges = []
if faces == None: faces = []
if verts == None: verts = []
assert (len(edges) and len(faces)) or (len(faces) and len(verts)) or (len(edges) and len(verts))
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(verts, edges, faces)
mesh.use_auto_smooth = True
if edges == []:
mesh.update(calc_edges=True)
obj = bpy.data.objects.new(name, mesh)
obj.name = name
self.link(obj)
self.remove_doubles()
if Blender.auto_shade_smooth():
self.shade_smooth();
return super().create(*args, **kw)
def update(self, *args, **kw):
return super().update(*args, **kw)
def remove_doubles(self):
if self.linked:
bpy.context.view_layer.objects.active = self.bpy
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.remove_doubles(threshold=0.0001)
bpy.ops.object.editmode_toggle()
else:
print("Can not remove double verticies")
return self
def shade_smooth(self):
if self.created:
for f in self.bpy.data.polygons:
f.use_smooth = True
self.select_set(True)
bpy.ops.object.shade_smooth()
self.select_set(False)
else:
print("Can not set smooth shade")
return self
def Icosphere(name = 'Icosphere',
radius = 1.,
subdivisions = 5,
location = (0., 0., 0.),
*args, **kw):
bpy.ops.mesh.primitive_ico_sphere_add(
subdivisions=int(subdivisions), \
radius=float(radius), location=Vector(location) ) #, layers=[True]+[False]*19)
obj = Mesh(Blender.active_object)
obj.name = name
if Blender.auto_shade_smooth():
obj.shade_smooth()
return obj
def UVsphere(name = 'UVsphere',
radius = 1.,
subdivisions = 32,
rings = None,
location = (0., 0., 0.),
*args, **kw):
segments = subdivisions
rings = segments/2 if not rings else rings
bpy.ops.mesh.primitive_uv_sphere_add(
segments=int(segments), ring_count=int(rings), \
radius=float(radius), location=Vector(location) ) #, layers=[True]+[False]*19)
obj = Mesh(Blender.active_object)
obj.name = name
return Mesh(obj, *args, **kw)
def Cylinder(name = 'Cylinder',
vector = (0.,0.,1.),
radius = 1.,
subdivisions = 24,
end_fill_type = 'NGON',
location = (0., 0., 0.),
*args, **kw):
vector = Vector(vector)
zaxis = Vector([0.,0.,1.])
angle = zaxis.angle(vector)
axis = zaxis.cross(vector)
rotation = mathutils.Matrix.Rotation(angle, 4, axis).to_euler()
bpy.ops.mesh.primitive_cylinder_add(
vertices=int(subdivisions), radius=float(radius), \
location=Vector(location), rotation=Vector(rotation), \
end_fill_type=end_fill_type, \
depth=float(vector.length) )#, layers=[True]+[False]*19)
obj = Mesh(Blender.active_object)
obj.name = name
if Blender.auto_shade_smooth():
obj.shade_smooth()
return obj
def Cone(name = 'Cone',
vector = (0.,0.,1.),
radius1 = 1., radius2 = 0.,
subdivisions = 32,
end_fill_type = 'NGON',
location = (0., 0., 0.),
*args, **kw):
vector = Vector(vector)
zaxis = Vector([0.,0.,1.])
angle = zaxis.angle(vector)
axis = zaxis.cross(vector)
rotation = mathutils.Matrix.Rotation(angle, 4, axis).to_euler()
bpy.ops.mesh.primitive_cone_add(
vertices=int(subdivisions),
radius1=float(radius1), radius2=float(radius2), \
location=Vector(location), rotation=Vector(rotation), \
end_fill_type=end_fill_type, \
depth=float(vector.length) )#, layers=[True]+[False]*19)
obj = Mesh(Blender.active_object)
obj.name = name
if Blender.auto_shade_smooth():
obj.shade_smooth()
return obj
def Cube(name = 'Cube',
size = (1.,1.,1.),
location = (0., 0., 0.),
rotation = (0., 0., 0.),
*args, **kw):
if size == None:
scale = (1., 1., 1.)
elif isinstance(size, (float, int)):
scale = (size, size, 1.)
elif hasattr(size, "__iter__"):
scale = (size[0], size[1], size[2])
bpy.ops.mesh.primitive_cube_add(
location=Vector(location), rotation=Vector(rotation)) #,\
#layers=[True]+[False]*19)
obj = Mesh(Blender.active_object)
obj.name = name
if Blender.auto_shade_smooth():
pass
#obj.shade_smooth()
return obj
def Grid(name = 'Grid',
size = (1., 1.),
normal = None,
subdivisions = 32, subdivisions2 = None,
location = (0., 0., 0.),
rotation = (0., 0., 0.),
*args, **kw):
subdivisions2 = subdivisions if not subdivisions2 else subdivisions2
if size == None:
scale = (1., 1., 1.)
elif isinstance(size, (float, int)):
scale = (size, size, 1.)
elif hasattr(size, "__iter__"):
scale = (size[0], size[1], 1.)
if normal:
vector = Vector(normal)
zaxis = Vector([0.,0.,1.])
angle = zaxis.angle(vector)
axis = zaxis.cross(vector)
rotation = mathutils.Matrix.Rotation(angle, 4, axis).to_euler()
bpy.ops.mesh.primitive_grid_add(
x_subdivisions = int(subdivisions), y_subdivisions = int(subdivisions2), \
radius = float(1.), \
location=Vector(location), rotation=Vector(rotation) ) #, \
#layers=[True]+[False]*19)
obj = Mesh(Blender.active_object)
obj.name = name
if Blender.auto_shade_smooth():
obj.shade_smooth()
return obj
def Plane(name = 'Plane',
size = (1., 1.),
normal = None,
location = (0., 0., 0.),
rotation = (0., 0., 0.),
*args, **kw):
if size == None:
scale = (1., 1., 1.)
elif isinstance(size, (float, int)):
scale = (size, size, 1.)
elif hasattr(size, "__iter__"):
scale = (size[0], size[1], 1.)
if normal:
vector = Vector(normal)
zaxis = Vector([0.,0.,1.])
angle = zaxis.angle(vector)
axis = zaxis.cross(vector)
rotation = mathutils.Matrix.Rotation(angle, 4, axis).to_euler()
bpy.ops.mesh.primitive_plane_add(
location=Vector(location), rotation=Vector(rotation) ) #, \
#layers=[True]+[False]*19)
obj = Mesh(Blender.active_object)
obj.name = name
if Blender.auto_shade_smooth():
obj.shade_smooth()
return obj
def Circle(name = 'Circle',
size = (1., 1.),
subdivisions = 32,
normal = None,
fill_type = 'NOTHING',
location = (0., 0., 0.),
rotation = (0., 0., 0.),
*args, **kw):
if size == None:
scale = (1., 1., 1.)
elif isinstance(size, (float, int)):
scale = (size, size, 1.)
elif hasattr(size, "__iter__"):
scale = (size[0], size[1], 1.)
if normal:
vector = Vector(normal)
zaxis = Vector([0.,0.,1.])
angle = zaxis.angle(vector)
axis = zaxis.cross(vector)
rotation = mathutils.Matrix.Rotation(angle, 4, axis).to_euler()
bpy.ops.mesh.primitive_circle_add(
vertices=int(subdivisions), radius=1.,
location=Vector(location), rotation=Vector(rotation) ) #, \
#layers=[True]+[False]*19)
obj = Mesh(Blender.active_object)
obj.name = name
if Blender.auto_shade_smooth():
obj.shade_smooth()
return obj
"""
type = [‘BALL’, ‘CAPSULE’, ‘PLANE’, ‘ELLIPSOID’, ‘CUBE’]
"""
def Metaball(name = 'Metaball',
type='BALL',
size = (1., 1., 1.),
location=(0.0, 0.0, 0.0),
rotation=(0.0, 0.0, 0.0),
*args, **kw):
if size == None:
scale = (1., 1., 1.)
elif isinstance(size, (float, int)):
scale = (size, size, 1.)
elif hasattr(size, "__iter__"):
scale = (size[0], size[1], size[2])
bpy.ops.object.metaball_add(
type = type,
location = Vector(location), rotation = Vector(rotation))
obj = Blender.active_object
obj.name = name
obj.scale = scale
return Object(obj, *args, **kw)
def ZSurface(name, z,
xaxis = None, yaxis = None,
location = (0., 0., 0.),
rotation = (0., 0., 0.),
*args, **kw):
import numpy as np
z = np.array(z)
if xaxis == None:
xaxis = range(z.shape[0])
if yaxis == None:
yaxis = range(z.shape[1])
assert xaxis == None or (len(xaxis) == z.shape[0])
assert yaxis == None or (len(yaxis) == z.shape[1])
nx, ny = z.shape
verts = [(xaxis[i], yaxis[j], z[i,j]) for i in range(nx) for j in range(ny)]
count = 0
faces = []
for i in range (0, ny *(nx-1)):
if count < ny-1:
faces.append((i, i+1, i+ny+1, i+ny))
count = count + 1
else:
count = 0
"""
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(verts, [], faces)
mesh.use_auto_smooth = True
mesh.update(calc_edges=True)
obj = bpy.data.objects.new(name, mesh)
obj.name = name
if location != None:
obj.location = Vector(location)
if rotation != None:
obj.rotation_euler = Vector(rotation)
"""
obj = Mesh(name).create(verts, [], faces)
if location != None:
obj.location = Vector(location)
if rotation != None:
obj.rotation_euler = Vector(rotation)
return obj
def Isosurface(name, triangles,
location = (0., 0., 0.),
rotation = (0., 0., 0.),
*args, **kw):
verts, faces = [], []
for i,tri in enumerate(triangles):
assert(len(tri) == 3)
for v in tri:
verts.append(list(v))
faces.append((3*i, 3*i+1, 3*i+2))
"""
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(verts, [], faces)
mesh.use_auto_smooth = True
mesh.update(calc_edges=True)
obj = bpy.data.objects.new(name, mesh)
obj.name = name
if location != None:
obj.location = Vector(location)
if rotation != None:
obj.rotation_euler = Vector(rotation)
for f in obj.data.polygons:
f.use_smooth = True
return Mesh(name, *args, **kw).link().remove_doubles().shade_smooth()
"""
obj = Mesh(name).create(verts, [], faces)
if location != None:
obj.location = Vector(location)
if rotation != None:
obj.rotation_euler = Vector(rotation)
return obj