blender/release/scripts/mesh_solidify.py

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#!BPY
"""
Name: 'Solidify Selection'
Blender: 240
Group: 'Mesh'
Tooltip: 'Makes the mesh solid by creating a second skin.'
"""
__author__ = "Campbell Barton"
__url__ = ("www.blender.org", "blenderartists.org")
__version__ = "1.0"
__bpydoc__ = """\
This script makes a skin from the selected faces.
Optionaly you can skin between the original and new faces to make a watertight solid object
"""
from Blender import *
import BPyMesh
Ang= Mathutils.AngleBetweenVecs
SMALL_NUM=0.00001
# returns a length from an angle
# Imaging a 2d space.
# there is a hoz line at Y1 going to inf on both X ends, never moves (LINEA)
# down at Y0 is a unit length line point up at (angle) from X0,Y0 (LINEB)
# This function returns the length of LINEB at the point it would intersect LINEA
# - Use this for working out how long to make the vector - differencing it from surrounding faces,
import math
def lengthFromAngle(angle):
if angle < SMALL_NUM:
return 1.0
angle = 2*math.pi*angle/360
x,y = math.cos(angle), math.sin(angle)
# print "YX", x,y
# 0 d is hoz to the right.
# 90d is vert upward.
fac=1/x
x=x*fac
y=y*fac
return math.sqrt((x*x)+(y*y))
def main():
scn = Scene.GetCurrent()
ob = scn.getActiveObject()
if not ob or ob.type != 'Mesh':
Draw.PupMenu('ERROR: Active object is not a mesh, aborting.')
return
is_editmode = Window.EditMode()
if is_editmode:
Window.EditMode(0)
# Create the variables.
PREF_THICK = Draw.Create(-0.1)
PREF_SKIN_SIDES= Draw.Create(1)
PREF_REM_ORIG= Draw.Create(0)
pup_block = [\
('Thick:', PREF_THICK, -10, 10, 'Skin thickness in mesh space.'),\
('Skin Sides', PREF_SKIN_SIDES, 'Skin between the original and new faces.'),\
('Remove Original', PREF_REM_ORIG, 'Remove the selected faces after skinning.'),\
]
if not Draw.PupBlock('Solid Skin Selection', pup_block):
return
PREF_THICK= PREF_THICK.val
PREF_SKIN_SIDES= PREF_SKIN_SIDES.val
PREF_REM_ORIG= PREF_REM_ORIG.val
Window.WaitCursor(1)
# Main code function
me = ob.getData(mesh=1)
faces_sel= [f for f in me.faces if f.sel]
BPyMesh.meshCalcNormals(me)
normals= [v.no for v in me.verts]
vertFaces= [[] for i in xrange(len(me.verts))]
for f in me.faces:
no=f.no
for v in f:
vertFaces[v.index].append(no)
# Scale the normals by the face angles from the vertex Normals.
for i in xrange(len(me.verts)):
length=0.0
if vertFaces[i]:
for fno in vertFaces[i]:
try:
a= Ang(fno, normals[i])
except:
a= 0
if a>=90:
length+=1
elif a < SMALL_NUM:
length+= 1
else:
length+= lengthFromAngle(a)
length= length/len(vertFaces[i])
#print 'LENGTH %.6f' % length
normals[i]= (normals[i] * length) * PREF_THICK
len_verts = len( me.verts )
len_faces = len( me.faces )
vert_mapping= [-1] * len(me.verts)
verts= []
for f in faces_sel:
for v in f:
i= v.index
if vert_mapping[i]==-1:
vert_mapping[i]= len_verts + len(verts)
verts.append(v.co + normals[i])
#verts= [v.co + normals[v.index] for v in me.verts]
me.verts.extend( verts )
#faces= [tuple([ me.verts[v.index+len_verts] for v in reversed(f.v)]) for f in me.faces ]
faces= [ tuple([vert_mapping[v.index] for v in reversed(f.v)]) for f in faces_sel ]
me.faces.extend( faces )
has_uv = me.faceUV
has_vcol = me.vertexColors
for i, orig_f in enumerate(faces_sel):
new_f= me.faces[len_faces + i]
new_f.mat = orig_f.mat
new_f.smooth = orig_f.smooth
orig_f.sel=False
new_f.sel= True
new_f = me.faces[i+len_faces]
if has_uv:
new_f.uv = [c for c in reversed(orig_f.uv)]
new_f.mode = orig_f.mode
new_f.flag = orig_f.flag
if orig_f.image:
new_f.image = orig_f.image
if has_vcol:
new_f.col = [c for c in reversed(orig_f.col)]
# Now add quads between if we wants
if PREF_SKIN_SIDES:
skin_side_faces= []
skin_side_faces_orig= []
# Get edges of faces that only have 1 user - so we can make walls
edges = {}
for f in faces_sel:
f_v= f.v
for i in xrange(len(f_v)):
i1=f_v[i].index
i2=f_v[i-1].index
if i1>i2: edge_key= i2, i1
else: edge_key= i1, i2
if edges.has_key(edge_key):
edges[edge_key]= None
else:
edges[edge_key] = f, f_v, i, i-1
# Edges are done. extrude the single user edges.
for edge_face_data in edges.itervalues():
if edge_face_data: # != None
f, f_v, i1, i2 = edge_face_data
v1i,v2i= f_v[i1].index, f_v[i2].index
# Now make a new Face
skin_side_faces.append( (v1i, v2i, vert_mapping[v2i], vert_mapping[v1i]) )
skin_side_faces_orig.append((f, len(me.faces) + len(skin_side_faces_orig), i1, i2))
me.faces.extend(skin_side_faces)
# Now assign properties.
for i, origfData in enumerate(skin_side_faces_orig):
orig_f, new_f_idx, i1, i2 = origfData
new_f= me.faces[new_f_idx]
new_f.mat= orig_f.mat
new_f.smooth= orig_f.smooth
if has_uv:
new_f.mode= orig_f.mode
new_f.flag= orig_f.flag
if orig_f.image:
new_f.image= orig_f.image
uv1= orig_f.uv[i1]
uv2= orig_f.uv[i2]
new_f.uv= (uv1, uv2, uv2, uv1)
if has_vcol:
col1= orig_f.col[i1]
col2= orig_f.col[i2]
new_f.col= (col1, col2, col2, col1)
if PREF_REM_ORIG:
me.faces.delete(0, faces_sel)
Window.WaitCursor(0)
if is_editmode:
Window.EditMode(1)
Window.RedrawAll()
if __name__ == '__main__':
main()