BallanceBlenderHelper/bbp_ng/OP_ADDS_rail.py

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import bpy, bmesh, mathutils, math
import typing
from . import UTIL_functions, UTIL_naming_convension
## Const Value Hint:
# Default Rail Radius: 0.35 (in measure)
# Default Rail Span: 3.75 (in convention)
# Default Monorail Sink Depth in Rail & Monorail Transition: 0.6259 (calculated by ImbalancedDream)
# Equation: Sink = sqrt( ((RailRadius + BallRadius) ^ 2) - ((RailSpan / 2) ^ 2) ) - BallRadius - RailRadius
# BallRadius is the radius of player ball. It always is 2.
# Ref: https://tieba.baidu.com/p/6557180791
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#
# For Normal Side Rail (paper ball + wood ball can pass it):
# Rail Span: 3.864
# Angle (between rail panel and XY panel): 79.563 degree
# For Special Side Rail (stone ball can pass it):
# Rail Span: 3.864
# Angle (between rail panel and XY panel): 57 degree
# These infos are gotten from BallanceBug.
#
# For Side Spiral Rail, the distance between each layer is 3.6
# Measured in Level 9 and Level 13.
# For Spiral Rail, the distance between each layer is 5
# Measured in Level 10.
c_DefaultRailRadius: float = 0.35
c_DefaultRailSpan: float = 3.75
c_SideRailSpan: float = 3.864
c_NormalSideRailAngle: float = 79.563
c_StoneSideRailAngle: float = 57
c_SpiralRailScrew: float = 5
c_SideSpiralRailScrew: float = 3.6
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#region Operator Helpers
class SharedRailSectionInputProperty():
"""
This class is served for user to pick the transition type of rail.
And order rail radius and span accoridng to user picked rail type.
"""
rail_type: bpy.props.EnumProperty(
name = "Type",
description = "Rail type",
items = [
('MONORAIL', "Monorail", ""),
('RAIL', "Rail", ""),
],
default = 'RAIL',
) # type: ignore
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def draw_rail_section_input(self, layout: bpy.types.UILayout) -> None:
row = layout.row()
row.prop(self, 'rail_type', expand = True)
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def general_get_is_monorail(self) -> bool:
return self.rail_type == 'MONORAIL'
class SharedRailCapInputProperty():
"""
This class provide properties for cap switch.
Support head cap and tail cap. Both straight and screw rail can use this.
"""
rail_start_cap: bpy.props.BoolProperty(
name = 'Start Cap',
description = 'Whether this rail should have cap at start terminal.',
default = False
) # type: ignore
rail_end_cap: bpy.props.BoolProperty(
name = 'End Cap',
description = 'Whether this rail should have cap at end terminal.',
default = False
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) # type: ignore
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def draw_rail_cap_input(self, layout: bpy.types.UILayout) -> None:
row = layout.row()
row.prop(self, "rail_start_cap", toggle = 1)
row.prop(self, "rail_end_cap", toggle = 1)
def general_get_rail_start_cap(self) -> bool:
return self.rail_start_cap
def general_get_rail_end_cap(self) -> bool:
return self.rail_end_cap
class SharedStraightRailInputProperty():
"""
The properties for straight rail.
"""
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rail_length: bpy.props.FloatProperty(
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name = "Length",
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description = "The length of this rail.",
default = 5.0,
min = 0,
step = 50, # same unit as BME Struct
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unit = 'LENGTH'
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) # type: ignore
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def draw_straight_rail_input(self, layout: bpy.types.UILayout) -> None:
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layout.prop(self, "rail_length")
def general_get_rail_length(self) -> float:
return self.rail_length
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class SharedScrewRailInputProperty():
"""
The properties for straight rail.
"""
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rail_screw_steps: bpy.props.IntProperty(
name = "Steps",
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description = "The segment count per iteration. More segment, more smooth but lower performance.",
default = 16,
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min = 1,
) # type: ignore
rail_screw_radius: bpy.props.FloatProperty(
name = "Radius",
description = "The screw radius. Minus radius will flip the built screw.",
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default = 5,
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unit = 'LENGTH'
) # type: ignore
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def draw_screw_rail_input(self, layout: bpy.types.UILayout) -> None:
layout.prop(self, "rail_screw_radius")
layout.prop(self, "rail_screw_steps")
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def general_get_rail_screw_radius(self) -> float:
return self.rail_screw_radius
def general_get_rail_screw_steps(self) -> int:
return self.rail_screw_steps
#endregion
#region Operators
class BBP_OT_add_rail_section(SharedRailSectionInputProperty, bpy.types.Operator):
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"""Add Rail Section"""
bl_idname = "bbp.add_rail_section"
bl_label = "Rail Section"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
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_rail_creator_wrapper(
lambda bm: _create_rail_section(
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bm, self.general_get_is_monorail(),
c_DefaultRailRadius, c_DefaultRailSpan
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)
)
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return {'FINISHED'}
def draw(self, context):
layout = self.layout
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self.draw_rail_section_input(layout)
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class BBP_OT_add_transition_section(bpy.types.Operator):
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"""Add Transition Section"""
bl_idname = "bbp.add_transition_section"
bl_label = "Transition Section"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
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_rail_creator_wrapper(
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lambda bm: _create_transition_section(bm, c_DefaultRailRadius, c_DefaultRailSpan)
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)
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return {'FINISHED'}
def draw(self, context):
layout = self.layout
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layout.label(text = 'No Options Available')
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class BBP_OT_add_straight_rail(SharedRailSectionInputProperty, SharedRailCapInputProperty, SharedStraightRailInputProperty, bpy.types.Operator):
"""Add Straight Rail"""
bl_idname = "bbp.add_straight_rail"
bl_label = "Straight Rail"
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bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
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_rail_creator_wrapper(
lambda bm: _create_straight_rail(
bm,
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self.general_get_is_monorail(), c_DefaultRailRadius, c_DefaultRailSpan,
self.general_get_rail_length(), 0,
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self.general_get_rail_start_cap(), self.general_get_rail_end_cap()
)
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)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
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layout.label(text = 'Straight Rail')
self.draw_rail_section_input(layout)
self.draw_straight_rail_input(layout)
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layout.separator()
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layout.label(text = 'Rail Cap')
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self.draw_rail_cap_input(layout)
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class BBP_OT_add_transition_rail(SharedRailCapInputProperty, SharedStraightRailInputProperty, bpy.types.Operator):
"""Add Transition Rail"""
bl_idname = "bbp.add_transition_rail"
bl_label = "Transition Rail"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
_rail_creator_wrapper(
lambda bm: _create_transition_rail(
bm,
c_DefaultRailRadius, c_DefaultRailSpan,
self.general_get_rail_length(),
self.general_get_rail_start_cap(), self.general_get_rail_end_cap()
)
)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.label(text = 'Transition Rail')
self.draw_straight_rail_input(layout)
layout.separator()
layout.label(text = 'Rail Cap')
self.draw_rail_cap_input(layout)
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class BBP_OT_add_side_rail(SharedRailCapInputProperty, SharedStraightRailInputProperty, bpy.types.Operator):
"""Add Side Rail"""
bl_idname = "bbp.add_side_rail"
bl_label = "Side Rail"
bl_options = {'REGISTER', 'UNDO'}
side_rail_type: bpy.props.EnumProperty(
name = "Side Type",
description = "Side rail type",
items = [
('NORMAL', "Normal", "The normal side rail."),
('STONE', "Stone Specific", "The side rail which also allow stone ball passed."),
],
default = 'NORMAL',
) # type: ignore
def execute(self, context):
_rail_creator_wrapper(
lambda bm: _create_straight_rail(
bm,
False, c_DefaultRailRadius, c_DefaultRailSpan,
self.general_get_rail_length(),
c_NormalSideRailAngle if self.side_rail_type == 'NORMAL' else c_StoneSideRailAngle,
self.general_get_rail_start_cap(), self.general_get_rail_end_cap()
)
)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.label(text = 'Side Rail')
layout.prop(self, 'side_rail_type')
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self.draw_straight_rail_input(layout)
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layout.separator()
layout.label(text = 'Rail Cap')
self.draw_rail_cap_input(layout)
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class BBP_OT_add_arc_rail(SharedRailSectionInputProperty, SharedRailCapInputProperty, SharedScrewRailInputProperty, bpy.types.Operator):
"""Add Arc Rail"""
bl_idname = "bbp.add_arc_rail"
bl_label = "Arc Rail"
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bl_options = {'REGISTER', 'UNDO'}
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rail_screw_angle: bpy.props.FloatProperty(
name = "Angle",
description = "The angle of this arc rail rotated.",
default = math.radians(90),
min = 0, max = math.radians(360),
subtype = 'ANGLE',
) # type: ignore
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def execute(self, context):
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_rail_creator_wrapper(
lambda bm: _create_screw_rail(
bm,
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self.general_get_is_monorail(), c_DefaultRailRadius, c_DefaultRailSpan,
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self.general_get_rail_start_cap(), self.general_get_rail_end_cap(),
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math.degrees(self.rail_screw_angle), 0, 1, # blender passed value is in radians
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self.general_get_rail_screw_steps(), self.general_get_rail_screw_radius()
)
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)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
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layout.label(text = 'Arc Rail')
self.draw_rail_section_input(layout)
self.draw_screw_rail_input(layout)
layout.prop(self, "rail_screw_angle")
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layout.separator()
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layout.label(text = 'Rail Cap')
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self.draw_rail_cap_input(layout)
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class BBP_OT_add_spiral_rail(SharedRailCapInputProperty, SharedScrewRailInputProperty, bpy.types.Operator):
"""Add Spiral Rail"""
bl_idname = "bbp.add_spiral_rail"
bl_label = "Spiral Rail"
bl_options = {'REGISTER', 'UNDO'}
rail_screw_screw: bpy.props.FloatProperty(
name = "Screw",
description = "The increased height in each iteration. Minus height also is accepted.",
default = c_SpiralRailScrew,
unit = 'LENGTH'
) # type: ignore
rail_screw_iterations: bpy.props.IntProperty(
name = "Iterations",
description = "Indicate how many layers of this spiral rail should be generated.",
default = 1,
min = 1,
) # type: ignore
def execute(self, context):
_rail_creator_wrapper(
lambda bm: _create_screw_rail(
bm,
False, c_DefaultRailRadius, c_DefaultRailSpan,
self.general_get_rail_start_cap(), self.general_get_rail_end_cap(),
360, self.rail_screw_screw, self.rail_screw_iterations,
self.general_get_rail_screw_steps(), self.general_get_rail_screw_radius()
)
)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.label(text = 'Spiral Rail')
self.draw_screw_rail_input(layout)
layout.prop(self, "rail_screw_screw")
layout.prop(self, "rail_screw_iterations")
layout.separator()
layout.label(text = 'Rail Cap')
self.draw_rail_cap_input(layout)
class BBP_OT_add_side_spiral_rail(SharedRailSectionInputProperty, SharedRailCapInputProperty, SharedScrewRailInputProperty, bpy.types.Operator):
"""Add Side Spiral Rail"""
bl_idname = "bbp.add_side_spiral_rail"
bl_label = "Side Spiral Rail"
bl_options = {'REGISTER', 'UNDO'}
rail_screw_iterations: bpy.props.IntProperty(
name = "Iterations",
description = "Indicate how many layers of this spiral rail should be generated.",
default = 2,
# at least 2 ietrations can create 1 useful side spiral rail.
# becuase side spiral rail is edge shared.
min = 2,
) # type: ignore
def execute(self, context):
_rail_creator_wrapper(
lambda bm: _create_screw_rail(
bm,
True, c_DefaultRailRadius, c_DefaultRailSpan,
self.general_get_rail_start_cap(), self.general_get_rail_end_cap(),
360, c_SideSpiralRailScrew, self.rail_screw_iterations,
self.general_get_rail_screw_steps(), self.general_get_rail_screw_radius()
)
)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.label(text = 'Spiral Rail')
self.draw_screw_rail_input(layout)
layout.prop(self, "rail_screw_iterations")
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layout.separator()
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layout.label(text = 'Rail Cap')
self.draw_rail_cap_input(layout)
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#endregion
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#region BMesh Operations Helper
def _bmesh_extrude(bm: bmesh.types.BMesh, start_edges: list[bmesh.types.BMEdge], direction: mathutils.Vector) -> list[bmesh.types.BMEdge]:
# extrude
ret: dict[str, typing.Any] = bmesh.ops.extrude_edge_only(
bm,
edges = start_edges,
use_normal_flip = True, # NOTE: flip normal according to test result.
use_select_history = False
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)
# get end edges
ret_geom = ret['geom']
del ret
end_verts: list[bmesh.types.BMVert] = list(filter(lambda x: isinstance(x, bmesh.types.BMVert), ret_geom))
end_edges: list[bmesh.types.BMEdge] = list(filter(lambda x: isinstance(x, bmesh.types.BMEdge) and x.is_boundary, ret_geom))
# and move it
bmesh.ops.translate(
bm,
vec = direction, space = mathutils.Matrix.Identity(4),
verts = end_verts,
use_shapekey = False
)
# return value
return end_edges
def _bmesh_screw(
bm: bmesh.types.BMesh,
start_verts: list[bmesh.types.BMVert], start_edges: list[bmesh.types.BMEdge],
angle: float, steps: int, iterations: int,
center: mathutils.Vector, screw_per_iteration: float) -> list[bmesh.types.BMEdge]:
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"""
Hints: Angle is input as degree unit.
"""
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# screw
ret: dict[str, typing.Any] = bmesh.ops.spin(
bm,
geom = start_edges,
cent = center,
axis = mathutils.Vector((0, 0, 1)), # default to +Z
dvec = mathutils.Vector((0, 0, screw_per_iteration / steps)), # conv to step delta
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angle = math.radians(angle) * iterations,
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space = mathutils.Matrix.Identity(4),
steps = steps * iterations,
use_merge = False,
use_normal_flip = True, # NOTE: flip nml according to real test result
use_duplicate = False
)
# return last segment
geom_last = ret['geom_last']
del ret
return list(filter(lambda x: isinstance(x, bmesh.types.BMEdge), geom_last))
def _bmesh_smooth_all_edges(bm: bmesh.types.BMesh) -> None:
"""
Resrt all edges to smooth. Call this before calling edge cap function.
"""
# reset all edges to smooth
edge: bmesh.types.BMEdge
for edge in bm.edges:
edge.smooth = True
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def _bmesh_cap(bm: bmesh.types.BMesh, edges: list[bmesh.types.BMEdge]) -> None:
"""
Cap given edges. And mark it as sharp edge.
Please reset all edges to smooth one before calling this.
"""
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# fill holes
bmesh.ops.triangle_fill(
bm,
use_beauty = False, use_dissolve = False,
edges = edges
# no pass to normal.
)
# and only set sharp for cap's edges
for edge in edges:
edge.smooth = False
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#endregion
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#region Real Rail Creators
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def _rail_creator_wrapper(fct_poly_cret: typing.Callable[[bmesh.types.BMesh], None]) -> bpy.types.Object:
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# create mesh first
bm: bmesh.types.BMesh = bmesh.new()
# call cret fct
fct_poly_cret(bm)
# finish up
mesh: bpy.types.Mesh = bpy.data.meshes.new('Rail')
bm.to_mesh(mesh)
bm.free()
# setup smooth for mesh
mesh.use_auto_smooth = True
mesh.auto_smooth_angle = math.radians(50)
mesh.shade_smooth()
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# create object and assoc with it
# create info first
rail_info: UTIL_naming_convension.BallanceObjectInfo = UTIL_naming_convension.BallanceObjectInfo.create_from_others(
UTIL_naming_convension.BallanceObjectType.RAIL
)
# then get object name
rail_name: str | None = UTIL_naming_convension.YYCToolchainConvention.set_to_name(rail_info, None)
if rail_name is None: raise UTIL_functions.BBPException('impossible null name')
# create object by name
obj: bpy.types.Object = bpy.data.objects.new(rail_name, mesh)
# assign virtools groups
UTIL_naming_convension.VirtoolsGroupConvention.set_to_object(obj, rail_info, None)
# move to cursor
UTIL_functions.add_into_scene_and_move_to_cursor(obj)
# select created object
UTIL_functions.select_certain_objects((obj, ))
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# return rail
return obj
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def _create_rail_section(
bm: bmesh.types.BMesh,
is_monorail: bool, rail_radius: float, rail_span: float,
matrix: mathutils.Matrix = mathutils.Matrix.Identity(4)) -> None:
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"""
Add a rail section.
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If created is monorail, the original point locate at the center of section.
Otherwise, the original point locate at the center point of the line connecting between left rail section and right rail section.
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The section will be placed in XZ panel.
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If ordered is monorail, `rail_span` param will be ignored.
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"""
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if is_monorail:
# create monorail
bmesh.ops.create_circle(
bm, cap_ends = False, cap_tris = False, segments = 8, radius = rail_radius,
matrix = typing.cast(mathutils.Matrix, matrix @ mathutils.Matrix.LocRotScale(
None,
mathutils.Euler((math.radians(90), math.radians(22.5), 0), 'XYZ'),
None
)),
calc_uvs = False
)
else:
# create rail
# create left rail
bmesh.ops.create_circle(
bm, cap_ends = False, cap_tris = False, segments = 8, radius = rail_radius,
matrix = typing.cast(mathutils.Matrix, matrix @ mathutils.Matrix.LocRotScale(
mathutils.Vector((-rail_span / 2, 0, 0)),
mathutils.Euler((math.radians(90), 0, 0), 'XYZ'),
None
)),
calc_uvs = False
)
# create right rail
bmesh.ops.create_circle(
bm, cap_ends = False, cap_tris = False, segments = 8, radius = rail_radius,
matrix = typing.cast(mathutils.Matrix, matrix @ mathutils.Matrix.LocRotScale(
mathutils.Vector((rail_span / 2, 0, 0)),
mathutils.Euler((math.radians(90), 0, 0), 'XYZ'),
None
)),
calc_uvs = False
)
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def _create_transition_section(
bm: bmesh.types.BMesh,
rail_radius: float, rail_span: float) -> None:
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"""
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Create the transition section between rail and monorail.
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"""
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# create rail section
_create_rail_section(bm, False, rail_radius, rail_span)
# create monorail
# calc sink first
monorail_sink: float
try:
monorail_sink = math.sqrt((rail_radius + 2) ** 2 - (rail_span / 2) ** 2) - 2 - rail_radius
except:
monorail_sink = -2 # if sqrt(minus number) happended, it mean no triangle relation. the depth should always be -2.
# create monorail with calculated sink
_create_rail_section(
bm, True, rail_radius, rail_span,
mathutils.Matrix.Translation((0, 0, monorail_sink))
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)
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def _create_straight_rail(
bm: bmesh.types.BMesh,
is_monorail: bool, rail_radius: float, rail_span: float,
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rail_length: float, rail_angle: float,
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rail_start_cap: bool, rail_end_cap: bool) -> None:
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"""
Add a straight rail.
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The original point is same as `_add_rail_section()`.
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The start terminal of this straight will be placed in XZ panel.
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The expand direction is +Y.
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If ordered is monorail, `rail_span` param will be ignored.
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The rail angle is in degree unit and indicate how any angle this rail should rotated by its axis.
It usually used to create side rail.
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"""
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# create section first
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_create_rail_section(
bm, is_monorail, rail_radius, rail_span,
mathutils.Matrix.LocRotScale(
None,
mathutils.Euler((0, math.radians(rail_angle), 0), 'XYZ'),
None
)
)
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# get start edges
start_edges: list[bmesh.types.BMEdge] = bm.edges[:]
# extrude and get end edges
end_edges: list[bmesh.types.BMEdge] = _bmesh_extrude(
bm, start_edges, mathutils.Vector((0, rail_length, 0))
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)
# smooth geometry
_bmesh_smooth_all_edges(bm)
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# cap start and end edges if needed
if rail_start_cap:
_bmesh_cap(bm, start_edges)
if rail_end_cap:
_bmesh_cap(bm, end_edges)
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def _create_transition_rail(
bm: bmesh.types.BMesh,
rail_radius: float, rail_span: float,
rail_length: float,
rail_start_cap: bool, rail_end_cap: bool) -> None:
"""
Add a transition rail.
The original point is same as `_add_transition_section()`.
The start terminal of this straight will be placed in XZ panel.
The expand direction is +Y.
"""
# create section first
_create_transition_section(bm, rail_radius, rail_span)
# get start edges
start_edges: list[bmesh.types.BMEdge] = bm.edges[:]
# extrude and get end edges
end_edges: list[bmesh.types.BMEdge] = _bmesh_extrude(
bm, start_edges, mathutils.Vector((0, rail_length, 0))
)
# smooth geometry
_bmesh_smooth_all_edges(bm)
# cap start and end edges if needed
if rail_start_cap:
_bmesh_cap(bm, start_edges)
if rail_end_cap:
_bmesh_cap(bm, end_edges)
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def _create_screw_rail(
bm: bmesh.types.BMesh,
is_monorail: bool, rail_radius: float, rail_span: float,
rail_start_cap: bool, rail_end_cap: bool,
rail_screw_angle: float, rail_screw_screw: float, rail_screw_iterations: int,
rail_screw_steps: int, rail_screw_radius: float) -> None:
"""
Add a screw rail.
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The original point is same as `_add_rail_section()`.
The start terminal of this straight will be placed in XZ panel.
The expand direction is +Y.
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If ordered is monorail, `rail_span` param will be ignored.
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Angle is input as degree unit.
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"""
# create section first
_create_rail_section(bm, is_monorail, rail_radius, rail_span)
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start_edges: list[bmesh.types.BMEdge] = bm.edges[:]
end_edges: list[bmesh.types.BMEdge] = _bmesh_screw(
bm,
bm.verts[:], start_edges,
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rail_screw_angle,
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rail_screw_steps, rail_screw_iterations,
mathutils.Vector((rail_screw_radius, 0, 0)),
rail_screw_screw
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)
# smooth geometry
_bmesh_smooth_all_edges(bm)
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# cap start and end edges if needed
if rail_start_cap:
_bmesh_cap(bm, start_edges)
if rail_end_cap:
_bmesh_cap(bm, end_edges)
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#endregion
def register() -> None:
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bpy.utils.register_class(BBP_OT_add_rail_section)
bpy.utils.register_class(BBP_OT_add_transition_section)
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bpy.utils.register_class(BBP_OT_add_straight_rail)
bpy.utils.register_class(BBP_OT_add_transition_rail)
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bpy.utils.register_class(BBP_OT_add_side_rail)
bpy.utils.register_class(BBP_OT_add_arc_rail)
bpy.utils.register_class(BBP_OT_add_spiral_rail)
bpy.utils.register_class(BBP_OT_add_side_spiral_rail)
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def unregister() -> None:
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bpy.utils.unregister_class(BBP_OT_add_side_spiral_rail)
bpy.utils.unregister_class(BBP_OT_add_spiral_rail)
bpy.utils.unregister_class(BBP_OT_add_arc_rail)
bpy.utils.unregister_class(BBP_OT_add_side_rail)
bpy.utils.unregister_class(BBP_OT_add_transition_rail)
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bpy.utils.unregister_class(BBP_OT_add_straight_rail)
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bpy.utils.unregister_class(BBP_OT_add_transition_section)
bpy.utils.unregister_class(BBP_OT_add_rail_section)