blender/release/scripts/unweld.py
Willian Padovani Germano d65fc84a68 Note: this commit includes new functionality to save and restore scripts configure options. This is ongoing work, scripts still have to be updated to use this feature and more tests are needed, though many have been performed. The new Scripts Config Editor script is the main part of this. If anyone wants to check it, only the AC3D importer and exporter have already been updated to use it: simply open them (you can then cancel with ESC) to have the data created, then try the config editor.
Scripts:
- Thanks Jean-Michel Soler (jms) for updated versions of dispaint, fixfromarmature and unweld (also renamed to remove version part).
- Thanks Bart for the upgraded VRML exporter (great doc webpage!).  It is available as VRML 97 and the original VRML 2 is for now still there, to help users testing the new version.  For the next release the old one should be removed, of course.
- New script: Scripts Config Editor (Scripts win -> Scripts -> System).  Scripts with config options (simple data that is to be set according to user needs or preferences) can use this facility instead of providing a gui and writing config files to disk themselves.
- Added new menu: System, available in the Scripts win.
- Updated sys_info.py, help_browse.py and the AC3D importer and exporter.
- Removed use of the Scrollbar and added arrow keys and mouse wheel support instead in Daniel Dunbar's old doc_browser.py. The scrollbar events handling doesn't exist, Ton suggested removing the scrollbar from the API months ago.  For now its ref doc is gone and no bundled script uses it, until we get time to implement it properly.
- Added module BPyRegistry.py with functions to handle reading / writing config files automatically to the scripts/bpydata/config dir.
- Removing dir release/bpydata and its contents (moved earlier to release/scripts/bpydata/)
- Bug #2379: made small changes to bevel_center's ui to fix a problem reported by Alexander Ewering (intrr):
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2379&group_id=9

BPython:
- Thanks Campbell Barton for new functionality: Blender.Get() now can also return all the paths from the user prefs -> file paths win and there is a new function: Blender.sys.expandpath() to transform Blender paths (those starting with '//' and ending with '#') to absolute paths.
- Added function Blender.ShowHelp(), to open the Scripts Help Browser with a given help page -- just a time saver for scripts.
- Improved function Blender.Run() to also work with gui and file select scripts.
- Found a (new?) crash related to NMesh.PutRaw when creating a new object while in edit mode.  Leaving / entering edit mode fixes the problem, so a check for obj created, edit mode and leaving / re-entering it were added to the code for now (gdb didn't help much, no backtrace)
- doc updates, including splitting intro page in two, with bpython related stuff (registering / documenting / configuring scripts and command line mode (thanks Chris Want for "use system variables to pass parameters to scripts" idea).
- Registry: functions have been updated to support writing to / reading from disk, for the config editor -- only simple config data supported, for large amounts coders should write to a file themselves.  This is done with a new parameter: Registry.GetKey(keyname, True) will also search for the key on the config dir, if not already loaded; equiv. for Registry.SetKey(keyname, dict, True).  Data is only written to / read from disk when needed and only scripts already used (assuming they support this functionality) will have config data saved.
2005-04-16 05:25:42 +00:00

440 lines
16 KiB
Python

#!BPY
""" Registration info for Blender menus: <- these words are ignored
Name: 'Unweld'
Blender: 234
Group: 'Mesh'
Tip: 'Unweld all faces from a (or several) selected and common vertex. Made vertex bevelling'
"""
__author__ = "Jean-Michel Soler (jms)"
__url__ = ("blender", "elysiun",
"Script's homepage, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_faces2vertex.htm#exemple",
"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
__version__ = "0.4.5 beta"
__bpydoc__ = """\
This script unwelds faces from a selected vertex.
There's also experimental support for static or dynamic (move mouse in the
Scripts window) vertex bevel.
Usage:
Select a vertex, then run this script. Its options are:
- unbind points;<br>
- with noise;<br>
- middle face;<br>
- static bevel vertex;<br>
- moving bevel vertex;
"""
# ------------------------------------------
# Un-Weld script 0.4.5 beta
name="UnWeld"
Tip= 'Unweld all faces from a selected and common vertex. Made vertex bevelling'
#
# split all faces from one selected vertex
# (c) 2004 J-M Soler released under Blender Artistic License
#----------------------------------------------
# Official Page :
website = 'http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_faces2vertex.htm#exemple'
# Communicate problems and errors on:
community = 'http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender'
#----------------------------------------------
# Blender Artistic License
# http://download.blender.org/documentation/html/x21254.html
#---------------------------------------------
# Changelog
#----------------------------------------------
# 25/05 :
# -- separate choise, normal (same place) or spread at random, middle of the face
# -- works on several vertices too
# -- Quite vertex bevelling on <<lone>> vertex : create hole in faces around this
# vertex
# 03/06 :
# -- a sort of "bevelled vertex" extrusion controled by horizontal mouse
# displacement. just a beta test to the mouse control.
# 08/08 :
# -- minor correction to completely disconnect face.
#----------------------------------------------
# Page officielle :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_faces2vertex.htm#exemple
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
# Blender Artistic License
# http://download.blender.org/documentation/html/x21254.html
#---------------------------------------------
# Changelog
#----------------------------------------------
# 25/05 :
# -- separation du choix, normal ou dispersion hasardeuse,
# milieu de face
# -- sommets multiples /
# -- presque unvertex bevelling sur un vertex solitaire : cree
# un trou dans la facette autour du sommet
# 03/06 :
# -- une sorte de vertex extruder en biseau, controle par
# deplacement horizontal de la souris
# 08/08 :
# -- correction mineure pour s'assurer que les faces soient
# entierment deconnectees
#----------------------------------------------
import Blender
from Blender import Noise
from Blender.Draw import *
from Blender.BGL import *
# $Id$
Blender.Window.EditMode(0)
def autoDocHelp_script(name,Tip,website):
try:
dir = Blender.Get('datadir')
scriptdir=dir[:dir.find(dir.split(Blender.sys.sep)[-2])]+'scripts'+Blender.sys.sep
ttt="""#!BPY\n\"\"\"\nName: '%s'\nBlender: 234
Group: 'HelpWebsites'\nTooltip: '%s'\n\"\"\"
import Blender, webbrowser\nwebbrowser.open('%s')\n"""%(name,Tip,website)
fil=open(scriptdir+'Help_%s.py'%name.replace(' ','_'),'w')
fil.write(ttt)
fil.close()
ttt="""#!BPY\n\"\"\"\nName: 'A french speaking users community'\nBlender: 234\nGroup: 'HelpWebsites'\nTooltip: 'aA french community News Portal, zoo-Blender.'\n\"\"\"
import Blender,webbrowser
webbrowser.open('http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender')\n"""
fil=open(scriptdir+'Help_frenchusers.py','w')
fil.write(ttt)
fil.close()
except:
pass
autoDocHelp_script(name,Tip,website)
Nr=Noise.random
decal=0.03
t=[0.0,0.0,0.0]
pl=[]
orig=[]
DEBUG = 0
SUBSURF=0
DIM=Create(1.0)
def Tampon(v,t):
for n in range(len(v)): t[n]=t[n]+v[n]
return t
def freeTampon(t):
for n in range(3): t[n]=0.0
return t
def TamponMoyen(t,f):
for n in range(3): t[n]/=len(f)
return t
def appliqueMoyenne(v,t):
for n in range(len(v)): v[n]=t[n]
return v
def docF(f0,f):
try:
f0.mat=f.mat
f0.uv=f.uv
f0.col=f.col
f0.image=f.image
f0.smooth=f.smooth
f0.mode=f.mode
f0.flag=f.flag
return f0
except:
pass
def listConnecterFace(me,lebon):
listf2v={}
#tri des faces connectees aux sommets selectionnes
for f in me.faces:
for v in f.v:
if v==lebon:
if v.index not in listf2v.keys():
listf2v[me.verts.index(v)]=[f]
elif f not in listf2v[me.verts.index(v)]:
listf2v[me.verts.index(v)].append(f)
return listf2v
def creerFaceSupplementaire(me,lebon,listf2v):
global t
for f in listf2v[lebon.index]:
f0=Blender.NMesh.Face()
if result==3: t=freeTampon(t)
for v in f.v:
if result==3: t=Tampon(v,t)
if v!=lebon:
f0.append(v)
else:
if result==2:
nv=Blender.NMesh.Vert(lebon.co[0]+Nr()*decal,
lebon.co[1]+Nr()*decal,
lebon.co[2]+Nr()*decal)
else:
nv=Blender.NMesh.Vert(lebon.co[0],
lebon.co[1],
lebon.co[2])
nv.sel=1
me.verts.append(nv)
f0.append(me.verts[me.verts.index(nv)])
localise=me.verts.index(nv)
docF(f0,f)
if result==3:
t=TamponMoyen(t,f0.v)
me.verts[localise]=appliqueMoyenne(me.verts[localise],t)
me.faces.append(f0)
del me.verts[me.verts.index(lebon)]
for f in listf2v[lebon.index]:
del me.faces[me.faces.index(f)]
return me
def collecte_edge(listf2v,me,lebon):
back=0
edgelist = []
vertlist = []
if DEBUG : print listf2v
for face in listf2v[lebon.index]:
if len(face.v) == 4:
vlist = [0,1,2,3,0]
elif len(face.v) == 3:
vlist = [0,1,2,0]
else:
vlist = [0,1]
for i in range(len(vlist)-1):
vert0 = min(face.v[vlist[i]].index,face.v[vlist[i+1]].index)
vert1 = max(face.v[vlist[i]].index,face.v[vlist[i+1]].index)
edgeinlist = 0
if vert0==lebon.index or vert1==lebon.index:
for edge in edgelist:
if ((edge[0]==vert0) and (edge[1]==vert1)):
edgeinlist = 1
edge[2] = edge[2]+1
edge.append(me.faces.index(face))
break
if edgeinlist==0:
edge = [vert0,vert1,1,me.faces.index(face)]
edgelist.append(edge)
for edge in edgelist:
#print edge
if len(edge)==4:
del edgelist[edgelist.index(edge)]
edges=len(edgelist)
if DEBUG : print 'number of edges : ',edges," Edge list : " ,edgelist
return edges, edgelist
MouseClickG= Blender.Draw.LEFTMOUSE
MouseClickD= Blender.Draw.RIGHTMOUSE
MouseClickM= Blender.Draw.MIDDLEMOUSE
mouse_x=1
mouse_y=1
x=1
y=1
debut=0
def D():
size=Buffer(GL_FLOAT, 4)
glGetFloatv(GL_SCISSOR_BOX, size)
size= size.list
glColor3f(0.1, 0.1, 0.15)
glRasterPos2f(10, size[3]-16)
Text("Quit = Q Key")
glRasterPos2f(10, size[3]-36)
Text("Mouse to the Right = Increase")
glRasterPos2f(10, size[3]-56)
Text("Mouse to the Left = Decrease")
def E(evt,val):
global mouse_x,x,pl,orig,me,debut
global mouse_y,y, MouseClickG,MouseClickD,MouseClickM
if (evt== QKEY): Exit()
if (evt == MOUSEX):
mouse_x = val
pos=x-mouse_x
x=mouse_x
if pos==0:
pos=1
deplace(pl,orig,abs(pos)/pos)
if (evt == MOUSEY): mouse_y = val
def BE(evt):
pass
def deplace(pl,orig,n):
global me, OBJECT
for p in pl:
#print p, orig,len(me.verts)
me.verts[p].co[0]+=n*orig[0]
me.verts[p].co[1]+=n*orig[1]
me.verts[p].co[2]+=n*orig[2]
me.update()
Blender.Redraw()
def VertexBevel(result):
global t,pl, orig,me, SUBSURF
unique=0
for v in me.verts:
if v.sel==1:
lebon=v
unique+=1
if unique==1:
edges=0
edgelist=[]
vertlist=[]
orig=lebon.no[:]
listf2v=listConnecterFace(me,lebon)
edges, edgelist = collecte_edge(listf2v,me,lebon)
for f in listf2v[lebon.index]:
f0=Blender.NMesh.Face()
for v in f.v:
if v!=lebon:
f0.append(v)
else:
nv=Blender.NMesh.Vert(lebon.co[0],lebon.co[1],lebon.co[2])
nv.sel=1
me.verts.append(nv)
f0.append(me.verts[me.verts.index(nv)])
for e in edgelist:
if e[-1]==me.faces.index(f) or e[-2]==me.faces.index(f):
if me.verts.index(nv) not in e:
e.insert(0,me.verts.index(nv))
docF(f0,f)
me.faces.append(f0)
vertlist.append([me.verts.index(nv),me.faces.index(f)])
for e in edgelist :
del e[e.index(lebon.index)]
f0=Blender.NMesh.Face()
for n in range(3):
f0.v.append(me.verts[e[n]])
me.faces.append(f0);
for ve in vertlist:
t=freeTampon(t)
for v in me.faces[ve[1]].v:
t=Tampon(v,t)
t=TamponMoyen(t,me.faces[ve[1]].v)
ve.append(t[:])
me.verts[ve[0]]=appliqueMoyenne(me.verts[ve[0]],t)
def swap(x,y):
return y,x
p=[[edgelist[0][0],edgelist[0][1]]]
while len(p)!=len(edgelist):
for n in range(1,len(edgelist)) :
if p[-1][1]== edgelist[n][0]:
p.append([edgelist[n][0],edgelist[n][1]])
n+=1
elif p[-1][1]== edgelist[n][1]:
edgelist[n][0],edgelist[n][1]=swap(edgelist[n][0],edgelist[n][1])
p.append([edgelist[n][0],edgelist[n][1]])
n+=1
if len(p)%2==0:
P0=p[:(len(p))/2] ; P1=p[len(p)/2:]; P1.reverse()
for s in range(len(P0)-1):
f0=Blender.NMesh.Face()
table=[P0[s][0],P0[s][1],P1[s+1][0],P1[s+1][1]]
for t in table:f0.v.append(me.verts[t])
me.faces.append(f0)
elif len(p) >3 :
P0=p[:(len(p)-1)/2];P1=p[(len(p)-1)/2:-1]; P1.reverse()
for s in range(len(P0)-1):
f0=Blender.NMesh.Face()
table=[P0[s][0],P0[s][1],P1[s+1][0],P1[s+1][1]]
for t in table:f0.v.append(me.verts[t])
me.faces.append(f0)
f0=Blender.NMesh.Face()
table=[p[-1][0],P0[0][0],P1[-1][1]]
for t in table:f0.v.append(me.verts[t])
me.faces.append(f0)
elif len(p) ==3 :
if DEBUG :print P0,P1
f0=Blender.NMesh.Face()
table=[p[0][0],p[0][1],p[1][1]]
for t in table:f0.v.append(me.verts[t])
me.faces.append(f0)
for f in listf2v[lebon.index]:
del me.faces[me.faces.index(f)]
del me.verts[me.verts.index(lebon)]
me.update()
if me.mode&Blender.NMesh.Modes['SUBSURF']:
me.mode-=Blender.NMesh.Modes['SUBSURF']
SUBSURF=1
me.update()
OBJECT[0].makeDisplayList()
if result==5:
pl=[]
for s in me.verts:
if s.sel==1:
pl.append(s.index)
Blender.Draw.Register(D,E,BE)
"""
if SUBSURF==1 :
me.mode+=Blender.NMesh.Modes['SUBSURF']
me.update()
OBJECT[0].makeDisplayList()
"""
else:
name = " It could leave only one selected vertex %t | ok %x1 ?"
result = Blender.Draw.PupMenu(name)
OBJECT=Blender.Object.GetSelected()
if len(OBJECT)!=0:
if OBJECT[0].getType()=='Mesh':
name = "Unweld %t|Unbind Points %x1|With Noise %x2|Middle Face %x3|Static Bevel Vertex %x4|Moving Bevel Vertex %x5|"
result = Blender.Draw.PupMenu(name)
if result:
me=OBJECT[0].getData()
unique=0
if result<4:
vSelection=[]
for v in me.verts:
if v.sel==1:
vSelection.append(v)
for v in vSelection:
lebon=v
if DEBUG : print lebon
listf2v=listConnecterFace(me,lebon)
me=creerFaceSupplementaire(me,lebon,listf2v)
#OBJECT[0].link(me)
me.update()
OBJECT[0].makeDisplayList()
else:
VertexBevel(result)
OBJECT[0].makeDisplayList()
else:
name = "Nothing to do! Are you sure ?"
result = Blender.Draw.PupMenu(name)