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| class CoordinateSystem: """ A class to create and manage a highly polished 3D coordinate system in Blender.
This version is optimized for performance by using direct mesh creation and combining all geometry into a single object. """
def __init__( self, size=10.0, subdivisions=10, show_labels=True, axis_thickness=0.05, label_offset=0.5, ): """ Initializes the coordinate system with given parameters.
Args: size (float): The length of each axis. subdivisions (int): The number of divisions for the axes. show_labels (bool): Whether to create text labels for the axes and ticks. axis_thickness (float): The thickness of the axes lines. label_offset (float): The distance of the tick labels from the axis. """ self.size = size self.subdivisions = subdivisions self.show_labels = show_labels self.axis_thickness = axis_thickness self.label_offset = label_offset
self.collection = None self.materials = {} self.base_text_obj = None
def create(self): """ Main method to create the coordinate system in the Blender scene. """ self._clear_scene() self._create_collection() self._create_materials()
self._create_combined_geometry()
if self.show_labels: self._create_labels()
print( f"Created a polished coordinate system with size={self.size} and {self.subdivisions} subdivisions." )
def _clear_scene(self): """Helper method to clear all objects from the scene.""" bpy.ops.object.select_all(action="SELECT") bpy.ops.object.delete()
def _create_collection(self): """Helper method to create a new collection for the system.""" self.collection = bpy.data.collections.new("Coordinate System") bpy.context.scene.collection.children.link(self.collection)
def _create_materials(self): """Helper method to create and store all necessary materials."""
def create_color_material(name, color): mat = bpy.data.materials.new(name=name) mat.use_nodes = True bsdf = mat.node_tree.nodes.get("Principled BSDF") if bsdf: bsdf.inputs["Base Color"].default_value = color return mat
self.materials["X"] = create_color_material("Red_Axis", (1.0, 0.0, 0.0, 1.0)) self.materials["Y"] = create_color_material("Green_Axis", (0.0, 1.0, 0.0, 1.0)) self.materials["Z"] = create_color_material("Blue_Axis", (0.0, 0.0, 1.0, 1.0)) self.materials["Ticks"] = create_color_material( "Tick_Mat", (0.8, 0.8, 0.8, 1.0) ) self.materials["Labels"] = create_color_material( "Label_Mat", (0.9, 0.9, 0.9, 1.0) )
def _create_polished_mesh_cylinder(self, bm, matrix, radius, depth): """ Helper to create a cylinder directly in a bmesh object with a transform.
Note: The bmesh module uses create_cone with equal radii to create a cylinder. """ geom = bmesh.ops.create_cone( bm, cap_ends=True, radius1=radius, radius2=radius, depth=depth, segments=8, ) bmesh.ops.transform(bm, verts=geom["verts"], matrix=matrix)
def _create_combined_geometry(self): """ Creates all axes, ticks, and arrows as a single, optimized mesh object. """ bm = bmesh.new()
axes_data = [ ( "X", self.materials["X"], (1, 0, 0), Matrix.Rotation(math.radians(90), 4, "Y"), ), ( "Y", self.materials["Y"], (0, 1, 0), Matrix.Rotation(math.radians(-90), 4, "X"), ), ("Z", self.materials["Z"], (0, 0, 1), Matrix.Identity(4)), ]
for axis_label, mat, vec, mat_rot in axes_data: depth = self.size if axis_label == "Z": mat_trans = Matrix.Translation((0, 0, depth / 2)) else: mat_trans = Matrix.Translation(tuple(v * depth / 2 for v in vec))
cone_radius = self.axis_thickness * 2.5 cone_depth = self.axis_thickness * 10 cone_trans = Matrix.Translation( tuple(v * (depth + cone_depth / 2) for v in vec) )
self._create_polished_mesh_cylinder( bm, mat_trans @ mat_rot, self.axis_thickness, depth ) bmesh.ops.create_cone( bm, cap_ends=True, radius1=cone_radius, radius2=0, depth=cone_depth, segments=8, matrix=cone_trans @ mat_rot, )
for i in range(1, self.subdivisions + 1): val = self.size / self.subdivisions * i tick_loc = tuple(v * val for v in vec) tick_matrix = Matrix.Translation(tick_loc) @ mat_rot self._create_polished_mesh_cylinder(bm, tick_matrix, 0.01, 0.2)
mesh = bpy.data.meshes.new("CoordinateSystem_Mesh") bm.to_mesh(mesh) bm.free()
obj = bpy.data.objects.new("CoordinateSystem", mesh) self.collection.objects.link(obj)
obj = bpy.data.objects.new("CoordinateSystem", mesh) self.collection.objects.link(obj)
if bpy.context.view_layer is not None: try: bpy.context.view_layer.objects.active = obj obj.select_set(True) except AttributeError: scene = bpy.context.scene if scene is not None and scene.collection is not None: scene.collection.objects.link(obj) if bpy.context.view_layer is not None: bpy.context.view_layer.update()
if obj.data: obj.data.materials.append(self.materials["X"]) obj.data.materials.append(self.materials["Y"]) obj.data.materials.append(self.materials["Z"]) obj.data.materials.append(self.materials["Ticks"])
def _create_labels(self): """Helper method to create all text labels for the axes.""" bpy.ops.object.text_add(enter_editmode=False) self.base_text_obj = bpy.context.active_object self.base_text_obj.data.materials.append(self.materials["Labels"]) self.base_text_obj.data.size = 0.5 bpy.context.collection.objects.unlink(self.base_text_obj)
axes_data = [ ("X", (1, 0, 0), (0, -self.label_offset, 0)), ("Y", (0, 1, 0), (-self.label_offset, 0, 0)), ("Z", (0, 0, 1), (0, -self.label_offset, self.label_offset)), ]
for axis_label, tick_loc_vec, label_offset_vec in axes_data: for i in range(1, self.subdivisions + 1): val = round(self.size / self.subdivisions * i, 2)
label_obj = self.base_text_obj.copy() label_obj.data = self.base_text_obj.data.copy() label_obj.data.body = str(val) label_obj.location = tuple( v * val + o for v, o in zip(tick_loc_vec, label_offset_vec) ) label_obj.name = f"Label_{axis_label}_{val}" self.collection.objects.link(label_obj)
bpy.data.objects.remove(self.base_text_obj) self.base_text_obj = None
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