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 #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 rail_radius: bpy.props.FloatProperty( name = "Radius", description = "Define rail section radius", default = 0.35, min = 0, unit = 'LENGTH' ) # type: ignore rail_span: bpy.props.FloatProperty( name = "Span", description = "The length between 2 single rails.", default = 3.75, min = 0, unit = 'LENGTH' ) # type: ignore def draw_rail_section_input(self, layout: bpy.types.UILayout, force_monorail: bool | None) -> None: """ Draw rail section properties @param force_monorail[in] Force this draw method for monorail if True, or for rail if False. Accept None if you want user to choose it. """ if force_monorail is None: # show picker to allow user pick layout.prop(self, 'rail_type', expand = True) # show radius layout.prop(self, "rail_radius") # show span for rail if self.rail_type == 'RAIL': layout.prop(self, "rail_span") else: # according to force type to show # always show radius layout.prop(self, "rail_radius") # show span in condition if not force_monorail: layout.prop(self, "rail_span") def general_get_is_monorail(self) -> bool: return self.rail_type == 'MONORAIL' def general_get_rail_radius(self) -> float: return self.rail_radius def general_get_rail_span(self) -> float: return self.rail_span 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 ) # type: ignore 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. """ rail_length: bpy.props.FloatProperty( name = "Length", description = "The length of this rail.", default = 5.0, min = 0, step = 50, # same unit as BME Struct unit = 'LENGTH' ) # type: ignore def draw_straight_rail_input(self, layout: bpy.types.UILayout) -> None: layout.prop(self, "rail_length") def general_get_rail_length(self) -> float: return self.rail_length class SharedScrewRailInputProperty(): """ The properties for straight rail. """ rail_screw_angle: bpy.props.FloatProperty( name = "Angle", description = "The angle of this screw rail rotated in one interation.", default = 90, subtype = 'ANGLE', ) # type: ignore rail_screw_screw: bpy.props.FloatProperty( name = "Screw", description = "The increased height in each iteration. Minus height also is accepted.", default = 6, unit = 'LENGTH' ) # type: ignore rail_screw_iterations: bpy.props.IntProperty( name = "Iterations", description = "The angle of this screw rail rotated in one interation.", default = 1, min = 1, ) # type: ignore rail_screw_steps: bpy.props.IntProperty( name = "Steps", description = "The segment count per iteration.", default = 20, min = 1, ) # type: ignore rail_screw_radius: bpy.props.FloatProperty( name = "Radius", description = "The screw radius. Minus radius will flip the built screw.", default = 10, unit = 'LENGTH' ) # type: ignore def draw_screw_rail_input(self, layout: bpy.types.UILayout, show_for_screw: bool) -> None: if show_for_screw: # screw do not need angle property layout.prop(self, "rail_screw_screw") layout.prop(self, "rail_screw_iterations") layout.prop(self, "rail_screw_radius") layout.prop(self, "rail_screw_steps") else: # curve do not need iterations (always is 1) # and do not need screw (always is 0) layout.prop(self, "rail_screw_angle") layout.prop(self, "rail_screw_radius") layout.prop(self, "rail_screw_steps") # Getter should return default value if corresponding field # is not existing in that mode. def general_get_rail_screw_angle(self, is_for_screw: bool) -> float: """This function return angle in degree unit.""" return 360 if is_for_screw else self.rail_screw_angle def general_get_rail_screw_screw(self, is_for_screw: bool) -> float: return self.rail_screw_screw if is_for_screw else 0 def general_get_rail_screw_iterations(self, is_for_screw: bool) -> int: return self.rail_screw_iterations if is_for_screw else 1 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): """Add Rail Section""" bl_idname = "bbp.add_rail_section" bl_label = "Rail Section" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): _rail_creator_wrapper( lambda bm: _create_rail_section( bm, self.general_get_is_monorail(), self.general_get_rail_radius(), self.general_get_rail_span() ) ) return {'FINISHED'} def draw(self, context): layout = self.layout self.draw_rail_section_input(layout, None) class BBP_OT_add_transition_section(SharedRailSectionInputProperty, bpy.types.Operator): """Add Transition Section""" bl_idname = "bbp.add_transition_section" bl_label = "Transition Section" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): _rail_creator_wrapper( lambda bm: _create_transition_section( bm, self.general_get_rail_radius(), self.general_get_rail_span() ) ) return {'FINISHED'} def draw(self, context): layout = self.layout # force show double rail params self.draw_rail_section_input(layout, False) 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" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): _rail_creator_wrapper( lambda bm: _create_straight_rail( bm, self.general_get_is_monorail(), self.general_get_rail_radius(), self.general_get_rail_span(), 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 self.draw_rail_section_input(layout, None) layout.separator() self.draw_rail_cap_input(layout) layout.separator() self.draw_straight_rail_input(layout) class BBP_OT_add_screw_rail(SharedRailSectionInputProperty, SharedRailCapInputProperty, SharedScrewRailInputProperty, bpy.types.Operator): """Add Screw Rail""" bl_idname = "bbp.add_screw_rail" bl_label = "Screw Rail" bl_options = {'REGISTER', 'UNDO'} def execute(self, context): _rail_creator_wrapper( lambda bm: _create_screw_rail( bm, self.general_get_is_monorail(), self.general_get_rail_radius(), self.general_get_rail_span(), self.general_get_rail_start_cap(), self.general_get_rail_end_cap(), self.general_get_rail_screw_angle(True), self.general_get_rail_screw_screw(True), self.general_get_rail_screw_iterations(True), self.general_get_rail_screw_steps(), self.general_get_rail_screw_radius() ) ) return {'FINISHED'} def draw(self, context): layout = self.layout self.draw_rail_section_input(layout, None) layout.separator() self.draw_rail_cap_input(layout) layout.separator() self.draw_screw_rail_input(layout, True) #endregion #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 = False, use_select_history = False ) # 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]: # 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 angle = angle * iterations, 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_cap(bm: bmesh.types.BMesh, edges: list[bmesh.types.BMEdge]) -> None: # fill holes bmesh.ops.triangle_fill( bm, use_beauty = False, use_dissolve = False, edges = edges # no pass to normal. ) def _bmesh_mark_sharp(bm: bmesh.types.BMesh, edges: typing.Iterable[list[bmesh.types.BMEdge]]) -> None: # Ref: https://blender.stackexchange.com/questions/41351/is-there-a-way-to-select-edges-marked-as-sharp-via-python/41352#41352 # reset all edges to smooth edge: bmesh.types.BMEdge for edge in bm.edges: edge.smooth = True # and only set sharp for specified edges for subedges in edges: for edge in subedges: edge.smooth = False #endregion #region Real Rail Creators def _rail_creator_wrapper(fct_poly_cret: typing.Callable[[bmesh.types.BMesh], None]) -> bpy.types.Object: # 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() # 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) # return rail return obj 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: """ Add a rail section. 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. The section will be placed in XZ panel. If ordered is monorail, `rail_span` param will be ignored. """ 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 ) def _create_transition_section( bm: bmesh.types.BMesh, rail_radius: float, rail_span: float) -> None: """ Create the transition section between rail and monorail. """ # 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)) ) def _create_straight_rail( bm: bmesh.types.BMesh, is_monorail: bool, rail_radius: float, rail_span: float, rail_length: float, rail_start_cap: bool, rail_end_cap: bool) -> None: """ Add a straight rail. The original point is same as `_add_rail_section()`. The expand direction is +Y. If ordered is monorail, `rail_span` param will be ignored. """ # create section first _create_rail_section(bm, is_monorail, 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)) ) # 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) # mark sharp _bmesh_mark_sharp(bm, (start_edges, end_edges, )) 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. 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. If ordered is monorail, `rail_span` param will be ignored. """ # create section first _create_rail_section(bm, is_monorail, rail_radius, rail_span) start_edges: list[bmesh.types.BMEdge] = bm.edges[:] end_edges: list[bmesh.types.BMEdge] = _bmesh_screw( bm, bm.verts[:], start_edges, math.radians(rail_screw_angle), rail_screw_steps, rail_screw_iterations, mathutils.Vector((rail_screw_radius, 0, 0)), rail_screw_screw ) # 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) _bmesh_mark_sharp(bm, (start_edges, end_edges, )) #endregion def register(): bpy.utils.register_class(BBP_OT_add_rail_section) bpy.utils.register_class(BBP_OT_add_transition_section) bpy.utils.register_class(BBP_OT_add_straight_rail) bpy.utils.register_class(BBP_OT_add_screw_rail) def unregister(): bpy.utils.unregister_class(BBP_OT_add_screw_rail) bpy.utils.unregister_class(BBP_OT_add_straight_rail) bpy.utils.unregister_class(BBP_OT_add_transition_section) bpy.utils.unregister_class(BBP_OT_add_rail_section)