440 lines
12 KiB
Python
440 lines
12 KiB
Python
#!BPY
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""" Registration info for Blender menus
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Name: 'Bevel Center'
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Blender: 240
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Group: 'Mesh'
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Tip: 'Bevel selected faces, edges, and vertices'
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"""
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__author__ = "Loic BERTHE"
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__url__ = ("blender", "elysiun")
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__version__ = "2.0"
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__bpydoc__ = """\
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This script implements vertex and edges bevelling in Blender.
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Usage:
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Select the mesh you want to work on, enter Edit Mode and select the edges
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to bevel. Then run this script from the 3d View's Mesh->Scripts menu.
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You can control the thickness of the bevel with the slider -- redefine the
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end points for bigger or smaller ranges. The thickness can be changed even
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after applying the bevel, as many times as needed.
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For an extra smoothing after or instead of direct bevel, set the level of
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recursiveness and use the "Recursive" button.
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This "Recursive" Button, won't work in face select mode, unless you choose
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"faces" in the select mode menu.
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Notes:<br>
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You can undo and redo your steps just like with normal mesh operations in
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Blender.
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"""
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######################################################################
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# Bevel Center v2.0 for Blender
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# This script lets you bevel the selected vertices or edges and control the
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# thickness of the bevel
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# (c) 2004-2006 Loïc Berthe (loic+blender@lilotux.net)
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# released under Blender Artistic License
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######################################################################
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import Blender
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from Blender import NMesh, Window, Scene
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from Blender.Draw import *
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from Blender.Mathutils import *
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from Blender.BGL import *
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try:
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set()
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except:
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from sets import set
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######################################################################
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# Functions to handle the global structures of the script NF, NE and NC
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# which contain informations about faces and corners to be created
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global E_selected
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E_selected = NMesh.EdgeFlags['SELECT']
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def make_sel_vert(*co):
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v= NMesh.Vert(*co)
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v.sel = 1
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me.verts.append(v)
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return v
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def make_sel_face(verts):
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f = NMesh.Face(verts)
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f.sel = 1
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me.addFace(f)
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def add_to_NV(old,dir,new):
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try:
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NV[old][dir] = new
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except:
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NV[old] = {dir:new}
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def get_v(old, *neighbors):
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# compute the direction of the new vert
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if len(neighbors) == 1: dir = (neighbors[0].co - old.co).normalize()
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#dir
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else: dir = (neighbors[0].co - old.co).normalize() + (neighbors[1].co-old.co).normalize()
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# look in NV if this vert already exists
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key = tuple(dir)
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if old in NV and key in NV[old] : return NV[old][key]
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# else, create it
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new = old.co + dist.val*dir
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v = make_sel_vert(new.x,new.y,new.z)
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add_to_NV(old,key,v)
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return v
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def make_faces():
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""" Analyse the mesh, make the faces corresponding to selected faces and
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fill the structures NE and NC """
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# make the differents flags consistent
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for e in me.edges:
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if e.flag & E_selected :
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e.v1.sel = 1
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e.v2.sel = 1
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NF =[] # NF : New faces
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for f in me.faces:
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V = f.v
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nV = len(V)
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enumV = range(nV)
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E = [me.findEdge(V[i],V[(i+1) % nV]) for i in enumV]
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Esel = [x.flag & E_selected for x in E]
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# look for selected vertices and creates a list containing the new vertices
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newV = V[:]
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changes = False
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for (i,v) in enumerate(V):
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if v.sel :
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changes = True
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if Esel[i-1] == 0 and Esel[i] == 1 : newV[i] = get_v(v,V[i-1])
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elif Esel[i-1] == 1 and Esel[i] == 0 : newV[i] = get_v(v,V[(i+1) % nV])
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elif Esel[i-1] == 1 and Esel[i] == 1 : newV[i] = get_v(v,V[i-1],V[(i+1) % nV])
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else : newV[i] = [get_v(v,V[i-1]),get_v(v,V[(i+1) % nV])]
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if changes:
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# determine and store the face to be created
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lenV = [len(x) for x in newV]
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if 2 not in lenV :
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new_f = NMesh.Face(newV)
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if sum(Esel) == nV : new_f.sel = 1
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NF.append(new_f)
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else :
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nb2 = lenV.count(2)
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if nV == 4 : # f is a quad
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if nb2 == 1 :
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ind2 = lenV.index(2)
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NF.append(NMesh.Face([newV[ind2-1],newV[ind2][0],newV[ind2][1],newV[ind2-3]]))
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NF.append(NMesh.Face([newV[ind2-1],newV[ind2-2],newV[ind2-3]]))
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elif nb2 == 2 :
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# We must know if the tuples are neighbours
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ind2 = ''.join([str(x) for x in lenV+lenV[:1]]).find('22')
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if ind2 != -1 : # They are
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NF.append(NMesh.Face([newV[ind2][0],newV[ind2][1],newV[ind2-3][0],newV[ind2-3][1]]))
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NF.append(NMesh.Face([newV[ind2][0],newV[ind2-1],newV[ind2-2],newV[ind2-3][1]]))
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else: # They aren't
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ind2 = lenV.index(2)
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NF.append(NMesh.Face([newV[ind2][0],newV[ind2][1],newV[ind2-2][0],newV[ind2-2][1]]))
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NF.append(NMesh.Face([newV[ind2][1],newV[ind2-3],newV[ind2-2][0]]))
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NF.append(NMesh.Face([newV[ind2][0],newV[ind2-1],newV[ind2-2][1]]))
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elif nb2 == 3 :
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ind2 = lenV.index(3)
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NF.append(NMesh.Face([newV[ind2-1][1],newV[ind2],newV[ind2-3][0]]))
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NF.append(NMesh.Face([newV[ind2-1][0],newV[ind2-1][1],newV[ind2-3][0],newV[ind2-3][1]]))
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NF.append(NMesh.Face([newV[ind2-3][1],newV[ind2-2][0],newV[ind2-2][1],newV[ind2-1][0]]))
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else:
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if (newV[0][1].co-newV[3][0].co).length + (newV[1][0].co-newV[2][1].co).length \
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< (newV[0][0].co-newV[1][1].co).length + (newV[2][0].co-newV[3][1].co).length :
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ind2 = 0
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else :
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ind2 = 1
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NF.append(NMesh.Face([newV[ind2-1][0],newV[ind2-1][1],newV[ind2][0],newV[ind2][1]]))
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NF.append(NMesh.Face([newV[ind2][1],newV[ind2-3][0],newV[ind2-2][1],newV[ind2-1][0]]))
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NF.append(NMesh.Face([newV[ind2-3][0],newV[ind2-3][1],newV[ind2-2][0],newV[ind2-2][1]]))
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else : # f is a tri
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if nb2 == 1:
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ind2 = lenV.index(2)
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NF.append(NMesh.Face([newV[ind2-2],newV[ind2-1],newV[ind2][0],newV[ind2][1]]))
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elif nb2 == 2:
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ind2 = lenV.index(3)
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NF.append(NMesh.Face([newV[ind2-1][1],newV[ind2],newV[ind2-2][0]]))
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NF.append(NMesh.Face([newV[ind2-2][0],newV[ind2-2][1],newV[ind2-1][0],newV[ind2-1][1]]))
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else:
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ind2 = min(((newV[i][1].co-newV[i-1][0].co).length, i) for i in enumV)[1]
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NF.append(NMesh.Face([newV[ind2-1][1],newV[ind2][0],newV[ind2][1],newV[ind2-2][0]]))
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NF.append(NMesh.Face([newV[ind2-2][0],newV[ind2-2][1],newV[ind2-1][0],newV[ind2-1][1]]))
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# Preparing the corners
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for i in enumV:
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if lenV[i] == 2 : NC.setdefault(V[i],[]).append(newV[i])
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old_faces.append(f)
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# Preparing the Edges
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for i in enumV:
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if Esel[i]:
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verts = [newV[i],newV[(i+1) % nV]]
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if V[i].index > V[(i+1) % nV].index : verts.reverse()
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NE.setdefault(E[i],[]).append(verts)
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# Create the faces
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for f in NF: me.addFace(f)
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def make_edges():
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""" Make the faces corresponding to selected edges """
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for old,new in NE.iteritems() :
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if len(new) == 1 : # This edge was on a border
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oldv = [old.v1, old.v2]
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if old.v1.index < old.v2.index : oldv.reverse()
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make_sel_face(oldv+new[0])
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me.findEdge(*oldv).flag |= E_selected
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me.findEdge(*new[0]).flag |= E_selected
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for v in oldv : NV_ext.add(v)
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else:
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make_sel_face(new[0] + new[1][::-1])
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me.findEdge(*new[0]).flag |= E_selected
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me.findEdge(*new[1]).flag |= E_selected
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def make_corners():
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""" Make the faces corresponding to corners """
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for v in NV.iterkeys():
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V = NV[v].values()
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nV = len(V)
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if nV == 1: pass
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elif nV == 2 :
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if v in NV_ext:
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make_sel_face(V+[v])
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me.findEdge(*V).flag |= E_selected
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else:
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if nV == 3 and v not in NV_ext : make_sel_face(V)
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else :
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# We need to know which are the edges around the corner.
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# First, we look for the quads surrounding the corner.
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eed = []
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for old, new in NE.iteritems():
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if v in (old.v1,old.v2) :
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if v.index == min(old.v1.index,old.v2.index) : ind = 0
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else : ind = 1
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if len(new) == 1: eed.append([v,new[0][ind]])
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else : eed.append([new[0][ind],new[1][ind]])
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# We will add the edges coming from faces where only one vertice is selected.
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# They are stored in NC.
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if v in NC: eed = eed+NC[v]
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# Now we have to sort these vertices
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hc = {}
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for (a,b) in eed :
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hc.setdefault(a,[]).append(b)
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hc.setdefault(b,[]).append(a)
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for x0,edges in hc.iteritems():
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if len(edges) == 1 : break
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b = [x0] # b will contain the sorted list of vertices
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for i in range(len(hc)-1):
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for x in hc[x0] :
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if x not in b : break
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b.append(x)
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x0 = x
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b.append(b[0])
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# Now we can create the faces
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if len(b) == 5: make_sel_face(b[:4])
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else:
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New_V = Vector(0.0, 0.0,0.0)
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New_d = [0.0, 0.0,0.0]
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for x in hc.iterkeys(): New_V += x.co
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for dir in NV[v] :
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for i in xrange(3): New_d[i] += dir[i]
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New_V *= 1./len(hc)
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for i in range(3) : New_d[i] /= nV
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center = make_sel_vert(New_V.x,New_V.y,New_V.z)
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add_to_NV(v,tuple(New_d),center)
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for k in range(len(b)-1): make_sel_face([center, b[k], b[k+1]])
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if 2 < nV and v in NC :
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for edge in NC[v] : me.findEdge(*edge).flag |= E_selected
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def clear_old():
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""" Erase old faces and vertices """
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for f in old_faces: me.removeFace(f)
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for v in NV.iterkeys():
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if v not in NV_ext : me.verts.remove(v)
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for e in me.edges:
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if e.flag & E_selected :
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e.v1.sel = 1
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e.v2.sel = 1
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######################################################################
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# Interface
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global dist
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dist = Create(0.2)
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left = Create(0.0)
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right = Create(1.0)
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num = Create(2)
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# Events
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EVENT_NOEVENT = 1
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EVENT_BEVEL = 2
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EVENT_UPDATE = 3
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EVENT_RECURS = 4
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EVENT_EXIT = 5
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def draw():
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global dist, left, right, num
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global EVENT_NOEVENT, EVENT_BEVEL, EVENT_UPDATE, EVENT_RECURS, EVENT_EXIT
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glClear(GL_COLOR_BUFFER_BIT)
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Button("Bevel",EVENT_BEVEL,10,100,280,25)
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left=Number('', EVENT_NOEVENT,10,70,45, 20,left.val,0,right.val,'Set the minimum of the slider')
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right = Number("",EVENT_NOEVENT,245,70,45,20,right.val,left.val,200,"Set the maximum of the slider")
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dist=Slider("Thickness ",EVENT_UPDATE,60,70,180,20,dist.val,left.val,right.val,0, \
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"Thickness of the bevel, can be changed even after bevelling")
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glRasterPos2d(8,40)
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Text('To finish, you can use recursive bevel to smooth it')
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num=Number('', EVENT_NOEVENT,10,10,40, 16,num.val,1,100,'Recursion level')
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Button("Recursive",EVENT_RECURS,55,10,100,16)
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Button("Exit",EVENT_EXIT,210,10,80,20)
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def event(evt, val):
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if ((evt == QKEY or evt == ESCKEY) and not val): Exit()
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def bevent(evt):
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if evt == EVENT_EXIT : Exit()
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elif evt == EVENT_BEVEL : bevel()
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elif evt == EVENT_UPDATE :
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try: bevel_update()
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except NameError : pass
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elif evt == EVENT_RECURS : recursive()
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Register(draw, event, bevent)
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######################################################################
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def bevel():
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""" The main function, which creates the bevel """
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global me,NV,NV_ext,NE,NC, old_faces,old_dist
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t= Blender.sys.time()
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scn = Scene.GetCurrent()
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ob = scn.getActiveObject()
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if ob == None or ob.getType() != 'Mesh':
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Draw.PupMenu('ERROR%t|Select a mesh object.')
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return
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Window.WaitCursor(1) # Change the Cursor
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is_editmode = Window.EditMode()
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if is_editmode: Window.EditMode(0)
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me = ob.getData()
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NV = {}
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NV_ext = set()
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NE = {}
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NC = {}
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old_faces = []
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make_faces()
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make_edges()
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make_corners()
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clear_old()
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old_dist = dist.val
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print '\tbevel in %.6f sec' % (Blender.sys.time()-t)
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me.update(1)
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if is_editmode: Window.EditMode(1)
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Window.WaitCursor(0)
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Blender.Redraw()
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def bevel_update():
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""" Use NV to update the bevel """
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global dist, old_dist
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is_editmode = Window.EditMode()
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if is_editmode: Window.EditMode(0)
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fac = dist.val - old_dist
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old_dist = dist.val
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for old_v in NV.iterkeys():
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for dir in NV[old_v].iterkeys():
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for i in range(3):
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NV[old_v][dir].co[i] += fac*dir[i]
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me.update(1)
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if is_editmode: Window.EditMode(1)
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Blender.Redraw()
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def recursive():
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""" Make a recursive bevel... still experimental """
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global dist
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from math import pi, sin
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if num.val > 1:
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a = pi/4
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ang = []
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for k in range(num.val):
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ang.append(a)
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a = (pi+2*a)/4
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l = [2*(1-sin(x))/sin(2*x) for x in ang]
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R = dist.val/sum(l)
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l = [x*R for x in l]
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dist.val = l[0]
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bevel_update()
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for x in l[1:]:
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dist.val = x
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bevel()
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