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- import bpy
- import bmesh
- from bpy_extras.object_utils import AddObjectHelper
- def add_box(width, height, depth):
- """
- This function takes inputs and returns vertex and face arrays.
- no actual mesh data creation is done here.
- """
- verts = [
- (+1.0, +1.0, -1.0),
- (+1.0, -1.0, -1.0),
- (-1.0, -1.0, -1.0),
- (-1.0, +1.0, -1.0),
- (+1.0, +1.0, +1.0),
- (+1.0, -1.0, +1.0),
- (-1.0, -1.0, +1.0),
- (-1.0, +1.0, +1.0),
- ]
- faces = [
- (0, 1, 2, 3),
- (4, 7, 6, 5),
- (0, 4, 5, 1),
- (1, 5, 6, 2),
- (2, 6, 7, 3),
- (4, 0, 3, 7),
- ]
- # apply size
- for i, v in enumerate(verts):
- verts[i] = v[0] * width, v[1] * depth, v[2] * height
- return verts, faces
- from bpy.props import (
- BoolProperty,
- BoolVectorProperty,
- EnumProperty,
- FloatProperty,
- FloatVectorProperty,
- )
- class AddBox(bpy.types.Operator):
- """Add a simple box mesh"""
- bl_idname = "mesh.primitive_box_add"
- bl_label = "Add Box"
- bl_options = {'REGISTER', 'UNDO'}
- width: FloatProperty(
- name="Width",
- description="Box Width",
- min=0.01, max=100.0,
- default=1.0,
- )
- height: FloatProperty(
- name="Height",
- description="Box Height",
- min=0.01, max=100.0,
- default=1.0,
- )
- depth: FloatProperty(
- name="Depth",
- description="Box Depth",
- min=0.01, max=100.0,
- default=1.0,
- )
- layers: BoolVectorProperty(
- name="Layers",
- description="Object Layers",
- size=20,
- options={'HIDDEN', 'SKIP_SAVE'},
- )
- # generic transform props
- align_items = (
- ('WORLD', "World", "Align the new object to the world"),
- ('VIEW', "View", "Align the new object to the view"),
- ('CURSOR', "3D Cursor", "Use the 3D cursor orientation for the new object")
- )
- align: EnumProperty(
- name="Align",
- items=align_items,
- default='WORLD',
- update=AddObjectHelper.align_update_callback,
- )
- location: FloatVectorProperty(
- name="Location",
- subtype='TRANSLATION',
- )
- rotation: FloatVectorProperty(
- name="Rotation",
- subtype='EULER',
- )
- def execute(self, context):
- verts_loc, faces = add_box(
- self.width,
- self.height,
- self.depth,
- )
- mesh = bpy.data.meshes.new("Box")
- bm = bmesh.new()
- for v_co in verts_loc:
- bm.verts.new(v_co)
- bm.verts.ensure_lookup_table()
- for f_idx in faces:
- bm.faces.new([bm.verts[i] for i in f_idx])
- bm.to_mesh(mesh)
- mesh.update()
- # add the mesh as an object into the scene with this utility module
- from bpy_extras import object_utils
- object_utils.object_data_add(context, mesh, operator=self)
- return {'FINISHED'}
- def menu_func(self, context):
- self.layout.operator(AddBox.bl_idname, icon='MESH_CUBE')
- def register():
- bpy.utils.register_class(AddBox)
- bpy.types.VIEW3D_MT_mesh_add.append(menu_func)
- def unregister():
- bpy.utils.unregister_class(AddBox)
- bpy.types.VIEW3D_MT_mesh_add.remove(menu_func)
- if __name__ == "__main__":
- register()
- # test call
- bpy.ops.mesh.primitive_box_add()
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