BallanceBlenderHelper/bbp_ng/UTIL_rail_creator.py
yyc12345 76f1cdc3c7 fix: fix various rail creation issue.
- move rail creation function into an individual file, UTIL_rail_creator.py
- add flip options for screw rails. this allow user to create any types of screw rail they needed.
2025-01-04 20:13:20 +08:00

348 lines
11 KiB
Python

import bpy, bmesh, mathutils, math
import typing
from . import UTIL_functions, UTIL_naming_convension
from . import PROP_bme_material
#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
)
# 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]:
"""
Hints: Angle is input as degree unit.
"""
# 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 = math.radians(angle) * iterations,
space = mathutils.Matrix.Identity(4),
steps = steps * iterations,
use_merge = False,
use_normal_flip = True, # NOTE: flip normal according to 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:
"""
Cap given edges. And mark it as sharp edge.
Please reset all edges to smooth one before calling this.
"""
# 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
def _bmesh_smooth_all_edges(bm: bmesh.types.BMesh) -> None:
"""
Reset 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
def _bmesh_flip_all_faces(bm: bmesh.types.BMesh, flip_x: bool, flip_y: bool, flip_z: bool) -> None:
"""
Flip the whole geometry in given bmesh with given axis.
"""
# get mirror result
scale_factor: mathutils.Vector = mathutils.Vector((
(-1 if flip_x else 1),
(-1 if flip_y else 1),
(-1 if flip_z else 1)
))
bmesh.ops.scale(bm, vec = scale_factor, verts = bm.verts[:])
# check whether we need perform normal flip.
# see UTIL_bme._is_mirror_matrix for more detail
test_matrix: mathutils.Matrix = mathutils.Matrix.LocRotScale(None, None, scale_factor)
if test_matrix.is_negative:
bmesh.ops.reverse_faces(bm, faces = bm.faces[:])
#endregion
#region Real Rail Creators
def rail_creator_wrapper(fct_poly_cret: typing.Callable[[bmesh.types.BMesh], None], extra_transform: mathutils.Matrix) -> 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()
# setup smooth for mesh
mesh.shade_smooth()
# setup default material
with PROP_bme_material.BMEMaterialsHelper(bpy.context.scene) as bmemtl:
mesh.materials.clear()
mesh.materials.append(bmemtl.get_material('Rail'))
mesh.validate_material_indices()
# 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)
# add extra transform
obj.matrix_world = obj.matrix_world @ extra_transform
# select created object
UTIL_functions.select_certain_objects((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_angle: float,
rail_start_cap: bool, rail_end_cap: bool) -> None:
"""
Add a straight 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.
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.
"""
# create section first
create_rail_section(
bm, is_monorail, rail_radius, rail_span,
mathutils.Matrix.LocRotScale(
None,
mathutils.Euler((0, math.radians(rail_angle), 0), 'XYZ'),
None
)
)
# 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)
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)
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,
rail_screw_flip_x: bool, rail_screw_flip_y: bool, rail_screw_flip_z: bool) -> 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.
Angle is input as degree unit.
"""
# 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,
rail_screw_angle,
rail_screw_steps, rail_screw_iterations,
mathutils.Vector((rail_screw_radius, 0, 0)),
rail_screw_screw
)
# flip geometry
if rail_screw_flip_x or rail_screw_flip_y or rail_screw_flip_z:
_bmesh_flip_all_faces(bm, rail_screw_flip_x, rail_screw_flip_y, rail_screw_flip_z)
# 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)
#endregion