348 lines
11 KiB
Python
348 lines
11 KiB
Python
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import bpy, bmesh, mathutils, math
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import typing
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from . import UTIL_functions, UTIL_naming_convension
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from . import PROP_bme_material
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#region BMesh Operations Helper
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def _bmesh_extrude(
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bm: bmesh.types.BMesh,
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start_edges: list[bmesh.types.BMEdge],
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direction: mathutils.Vector) -> list[bmesh.types.BMEdge]:
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# extrude
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ret: dict[str, typing.Any] = bmesh.ops.extrude_edge_only(
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bm,
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edges = start_edges,
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use_normal_flip = True, # NOTE: flip normal according to test result.
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use_select_history = False
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)
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# get end edges
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ret_geom = ret['geom']
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del ret
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end_verts: list[bmesh.types.BMVert] = list(filter(lambda x: isinstance(x, bmesh.types.BMVert), ret_geom))
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end_edges: list[bmesh.types.BMEdge] = list(filter(lambda x: isinstance(x, bmesh.types.BMEdge) and x.is_boundary, ret_geom))
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# and move it
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bmesh.ops.translate(
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bm,
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vec = direction, space = mathutils.Matrix.Identity(4),
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verts = end_verts,
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use_shapekey = False
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)
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# return value
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return end_edges
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def _bmesh_screw(
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bm: bmesh.types.BMesh,
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start_verts: list[bmesh.types.BMVert], start_edges: list[bmesh.types.BMEdge],
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angle: float, steps: int, iterations: int,
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center: mathutils.Vector, screw_per_iteration: float) -> list[bmesh.types.BMEdge]:
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"""
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Hints: Angle is input as degree unit.
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"""
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# screw
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ret: dict[str, typing.Any] = bmesh.ops.spin(
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bm,
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geom = start_edges,
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cent = center,
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axis = mathutils.Vector((0, 0, 1)), # default to +Z
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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),
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steps = steps * iterations,
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use_merge = False,
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use_normal_flip = True, # NOTE: flip normal according to test result.
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use_duplicate = False
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)
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# return last segment
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geom_last = ret['geom_last']
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del ret
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return list(filter(lambda x: isinstance(x, bmesh.types.BMEdge), geom_last))
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def _bmesh_cap(bm: bmesh.types.BMesh, edges: list[bmesh.types.BMEdge]) -> None:
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"""
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Cap given edges. And mark it as sharp edge.
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Please reset all edges to smooth one before calling this.
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"""
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# fill holes
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bmesh.ops.triangle_fill(
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bm,
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use_beauty = False, use_dissolve = False,
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edges = edges
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# no pass to normal.
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)
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# and only set sharp for cap's edges
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for edge in edges:
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edge.smooth = False
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def _bmesh_smooth_all_edges(bm: bmesh.types.BMesh) -> None:
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"""
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Reset all edges to smooth. Call this before calling edge cap function.
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"""
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# reset all edges to smooth
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edge: bmesh.types.BMEdge
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for edge in bm.edges:
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edge.smooth = True
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def _bmesh_flip_all_faces(bm: bmesh.types.BMesh, flip_x: bool, flip_y: bool, flip_z: bool) -> None:
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"""
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Flip the whole geometry in given bmesh with given axis.
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"""
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# get mirror result
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scale_factor: mathutils.Vector = mathutils.Vector((
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(-1 if flip_x else 1),
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(-1 if flip_y else 1),
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(-1 if flip_z else 1)
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))
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bmesh.ops.scale(bm, vec = scale_factor, verts = bm.verts[:])
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# check whether we need perform normal flip.
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# see UTIL_bme._is_mirror_matrix for more detail
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test_matrix: mathutils.Matrix = mathutils.Matrix.LocRotScale(None, None, scale_factor)
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if test_matrix.is_negative:
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bmesh.ops.reverse_faces(bm, faces = bm.faces[:])
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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], extra_transform: mathutils.Matrix) -> bpy.types.Object:
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# create mesh first
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bm: bmesh.types.BMesh = bmesh.new()
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# call cret fct
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fct_poly_cret(bm)
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# finish up
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mesh: bpy.types.Mesh = bpy.data.meshes.new('Rail')
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bm.to_mesh(mesh)
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bm.free()
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# setup smooth for mesh
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mesh.shade_smooth()
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# setup default material
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with PROP_bme_material.BMEMaterialsHelper(bpy.context.scene) as bmemtl:
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mesh.materials.clear()
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mesh.materials.append(bmemtl.get_material('Rail'))
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mesh.validate_material_indices()
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# create object and assoc with it
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# create info first
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rail_info: UTIL_naming_convension.BallanceObjectInfo = UTIL_naming_convension.BallanceObjectInfo.create_from_others(
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UTIL_naming_convension.BallanceObjectType.RAIL
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)
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# then get object name
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rail_name: str | None = UTIL_naming_convension.YYCToolchainConvention.set_to_name(rail_info, None)
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if rail_name is None: raise UTIL_functions.BBPException('impossible null name')
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# create object by name
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obj: bpy.types.Object = bpy.data.objects.new(rail_name, mesh)
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# assign virtools groups
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UTIL_naming_convension.VirtoolsGroupConvention.set_to_object(obj, rail_info, None)
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# move to cursor
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UTIL_functions.add_into_scene_and_move_to_cursor(obj)
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# add extra transform
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obj.matrix_world = obj.matrix_world @ extra_transform
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# select created object
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UTIL_functions.select_certain_objects((obj, ))
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# return rail
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return obj
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def create_rail_section(
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bm: bmesh.types.BMesh,
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is_monorail: bool, rail_radius: float, rail_span: float,
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matrix: mathutils.Matrix = mathutils.Matrix.Identity(4)) -> None:
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"""
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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.
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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:
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# create monorail
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bmesh.ops.create_circle(
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bm, cap_ends = False, cap_tris = False, segments = 8, radius = rail_radius,
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matrix = typing.cast(mathutils.Matrix, matrix @ mathutils.Matrix.LocRotScale(
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None,
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mathutils.Euler((math.radians(90), math.radians(22.5), 0), 'XYZ'),
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None
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)),
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calc_uvs = False
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)
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else:
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# create rail
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# create left rail
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bmesh.ops.create_circle(
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bm, cap_ends = False, cap_tris = False, segments = 8, radius = rail_radius,
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matrix = typing.cast(mathutils.Matrix, matrix @ mathutils.Matrix.LocRotScale(
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mathutils.Vector((-rail_span / 2, 0, 0)),
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mathutils.Euler((math.radians(90), 0, 0), 'XYZ'),
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None
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)),
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calc_uvs = False
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)
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# create right rail
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bmesh.ops.create_circle(
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bm, cap_ends = False, cap_tris = False, segments = 8, radius = rail_radius,
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matrix = typing.cast(mathutils.Matrix, matrix @ mathutils.Matrix.LocRotScale(
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mathutils.Vector((rail_span / 2, 0, 0)),
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mathutils.Euler((math.radians(90), 0, 0), 'XYZ'),
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None
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)),
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calc_uvs = False
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)
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def create_transition_section(
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bm: bmesh.types.BMesh,
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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
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create_rail_section(bm, False, rail_radius, rail_span)
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# create monorail
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# calc sink first
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monorail_sink: float
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try:
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monorail_sink = math.sqrt((rail_radius + 2) ** 2 - (rail_span / 2) ** 2) - 2 - rail_radius
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except:
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monorail_sink = -2 # if sqrt(minus number) happended, it mean no triangle relation. the depth should always be -2.
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# create monorail with calculated sink
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create_rail_section(
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bm, True, rail_radius, rail_span,
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mathutils.Matrix.Translation((0, 0, monorail_sink))
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)
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def create_straight_rail(
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bm: bmesh.types.BMesh,
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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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"""
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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.
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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(
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bm, is_monorail, rail_radius, rail_span,
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mathutils.Matrix.LocRotScale(
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None,
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mathutils.Euler((0, math.radians(rail_angle), 0), 'XYZ'),
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None
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)
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)
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# get start edges
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start_edges: list[bmesh.types.BMEdge] = bm.edges[:]
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# extrude and get end edges
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end_edges: list[bmesh.types.BMEdge] = _bmesh_extrude(
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bm,
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start_edges,
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mathutils.Vector((0, rail_length, 0))
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)
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# smooth geometry
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_bmesh_smooth_all_edges(bm)
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# cap start and end edges if needed
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if rail_start_cap:
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_bmesh_cap(bm, start_edges)
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if rail_end_cap:
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_bmesh_cap(bm, end_edges)
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def create_transition_rail(
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bm: bmesh.types.BMesh,
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rail_radius: float, rail_span: float,
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rail_length: float,
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rail_start_cap: bool, rail_end_cap: bool) -> None:
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"""
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Add a transition rail.
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The original point is same as `_add_transition_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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"""
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# create section first
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create_transition_section(bm, rail_radius, rail_span)
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# get start edges
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start_edges: list[bmesh.types.BMEdge] = bm.edges[:]
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# extrude and get end edges
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end_edges: list[bmesh.types.BMEdge] = _bmesh_extrude(
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bm,
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start_edges,
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mathutils.Vector((0, rail_length, 0))
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)
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# smooth geometry
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_bmesh_smooth_all_edges(bm)
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# cap start and end edges if needed
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if rail_start_cap:
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_bmesh_cap(bm, start_edges)
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if rail_end_cap:
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_bmesh_cap(bm, end_edges)
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def create_screw_rail(
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bm: bmesh.types.BMesh,
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is_monorail: bool, rail_radius: float, rail_span: float,
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rail_start_cap: bool, rail_end_cap: bool,
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rail_screw_angle: float, rail_screw_screw: float, rail_screw_iterations: int,
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rail_screw_steps: int, rail_screw_radius: float,
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rail_screw_flip_x: bool, rail_screw_flip_y: bool, rail_screw_flip_z: bool) -> None:
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"""
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Add a screw 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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Angle is input as degree unit.
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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)
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start_edges: list[bmesh.types.BMEdge] = bm.edges[:]
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end_edges: list[bmesh.types.BMEdge] = _bmesh_screw(
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bm,
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bm.verts[:], start_edges,
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rail_screw_angle,
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rail_screw_steps, rail_screw_iterations,
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mathutils.Vector((rail_screw_radius, 0, 0)),
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rail_screw_screw
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)
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# flip geometry
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if rail_screw_flip_x or rail_screw_flip_y or rail_screw_flip_z:
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_bmesh_flip_all_faces(bm, rail_screw_flip_x, rail_screw_flip_y, rail_screw_flip_z)
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# smooth geometry
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_bmesh_smooth_all_edges(bm)
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# cap start and end edges if needed
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if rail_start_cap:
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_bmesh_cap(bm, start_edges)
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if rail_end_cap:
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_bmesh_cap(bm, end_edges)
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#endregion
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