blender/release/scripts/mesh_wire.py
Campbell Barton 3e1a5ce7a2 PyAPI.
moved bpy into bpy.data and bpy will be eventually replace the root level 'Blender' module.
currently we have bpy.library bpy.config and bpy.data
2007-04-18 14:40:01 +00:00

285 lines
7.8 KiB
Python

#!BPY
"""
Name: 'Solid Wireframe'
Blender: 243
Group: 'Mesh'
Tooltip: 'Make a solid wireframe copy of this mesh'
"""
# --------------------------------------------------------------------------
# Solid Wireframe1.0 by Campbell Barton (AKA Ideasman42)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
from Blender import Scene, Mesh, Window, sys
from Blender.Mathutils import AngleBetweenVecs, TriangleNormal
from BPyMesh import faceAngles # get angles for face cornders
#import BPyMesh
#reload(BPyMesh)
#faceAngles = BPyMesh.faceAngles
# works out the distanbce to inset the corners based on angles
from BPyMathutils import angleToLength
#import BPyMathutils
#reload(BPyMathutils)
#angleToLength = BPyMathutils.angleToLength
import mesh_solidify
import BPyMessages
import bpy
def solid_wire(ob_orig, me_orig, sce, PREF_THICKNESS, PREF_SOLID, PREF_SHARP, PREF_XSHARP):
if not PREF_SHARP and PREF_XSHARP:
PREF_XSHARP = False
# This function runs out of editmode with a mesh
# error cases are alredy checked for
inset_half = PREF_THICKNESS / 2
del PREF_THICKNESS
ob = ob_orig.copy()
me = me_orig.copy()
ob.link(me)
sce.objects.selected = []
sce.objects.link(ob)
ob.sel = True
sce.objects.active = ob
# Modify the object, should be a set
FGON= Mesh.EdgeFlags.FGON
edges_fgon = dict([(ed.key,None) for ed in me.edges if ed.flag & FGON])
# edges_fgon.fromkeys([ed.key for ed in me.edges if ed.flag & FGON])
del FGON
# each face needs its own verts
# orig_vert_count =len(me.verts)
new_vert_count = len(me.faces) * 4
for f in me.faces:
if len(f) == 3:
new_vert_count -= 1
if PREF_SHARP == 0:
new_faces_edge= {}
def add_edge(i1,i2, ni1, ni2):
if i1>i2:
i1,i2 = i2,i1
flip = True
else:
flip = False
new_faces_edge.setdefault((i1,i2), []).append((ni1, ni2, flip))
new_verts = []
new_faces = []
vert_index = len(me.verts)
for f in me.faces:
f_v_co = [v.co for v in f]
angles = faceAngles(f_v_co)
f_v_idx = [v.index for v in f]
def new_vert(fi):
co = f_v_co[fi]
a = angles[fi]
if a > 180:
vert_inset = 1 * inset_half
else:
vert_inset = inset_half * angleToLength( abs((180-a) / 2) )
# Calculate the inset direction
co1 = f_v_co[fi-1]
co2 = fi+1 # Wrap this index back to the start
if co2 == len(f_v_co): co2 = 0
co2 = f_v_co[co2]
co1 = co1 - co
co2 = co2 - co
co1.normalize()
co2.normalize()
d = co1+co2
# Done with inset direction
d.length = vert_inset
return co+d
new_verts.extend([new_vert(i) for i in xrange(len(f_v_co))])
if len(f_v_idx) == 4:
faces = [\
(f_v_idx[1], f_v_idx[0], vert_index, vert_index+1),\
(f_v_idx[2], f_v_idx[1], vert_index+1, vert_index+2),\
(f_v_idx[3], f_v_idx[2], vert_index+2, vert_index+3),\
(f_v_idx[0], f_v_idx[3], vert_index+3, vert_index),\
]
else:
faces = [\
(f_v_idx[1], f_v_idx[0], vert_index, vert_index+1),\
(f_v_idx[2], f_v_idx[1], vert_index+1, vert_index+2),\
(f_v_idx[0], f_v_idx[2], vert_index+2, vert_index),\
]
if PREF_SHARP == 1:
if not edges_fgon:
new_faces.extend(faces)
else:
for nf in faces:
i1,i2 = nf[0], nf[1]
if i1>i2: i1,i2 = i2,i1
if edges_fgon and (i1,i2) not in edges_fgon:
new_faces.append(nf)
elif PREF_SHARP == 0:
for nf in faces:
add_edge(*nf)
vert_index += len(f_v_co)
me.verts.extend(new_verts)
if PREF_SHARP == 0:
def add_tri_flipped(i1,i2,i3):
try:
if AngleBetweenVecs(me.verts[i1].no, TriangleNormal(me.verts[i1].co, me.verts[i2].co, me.verts[i3].co)) < 90:
return i3,i2,i1
else:
return i1,i2,i3
except:
return i1,i2,i3
# This stores new verts that use this vert
# used for re-averaging this verts location
# based on surrounding verts. looks better but not needed.
vert_users = [set() for i in xrange(vert_index)]
for (i1,i2), nf in new_faces_edge.iteritems():
if len(nf) == 2:
# Add the main face
if edges_fgon and (i1,i2) not in edges_fgon:
new_faces.append((nf[0][0], nf[0][1], nf[1][0], nf[1][1]))
if nf[0][2]: key1 = nf[0][1],nf[0][0]
else: key1 = nf[0][0],nf[0][1]
if nf[1][2]: key2 = nf[1][1],nf[1][0]
else: key2 = nf[1][0],nf[1][1]
# CRAP, cont work out which way to flip so make it oppisite the verts normal.
###new_faces.append((i2, key1[0], key2[0])) # NO FLIPPING, WORKS THOUGH
###new_faces.append((i1, key1[1], key2[1]))
new_faces.append(add_tri_flipped(i2, key1[0], key2[0]))
new_faces.append(add_tri_flipped(i1, key1[1], key2[1]))
# Average vert loction so its not tooo pointy
# not realy needed but looks better
vert_users[i2].update((key1[0], key2[0]))
vert_users[i1].update((key1[1], key2[1]))
if len(nf) == 1:
if nf[0][2]: new_faces.append((nf[0][0], nf[0][1], i2, i1)) # flipped
else: new_faces.append((i1,i2, nf[0][0], nf[0][1]))
# average points now.
for i, vusers in enumerate(vert_users):
if vusers:
co = me.verts[i].co
co.zero()
for ii in vusers:
co += me.verts[ii].co
co /= len(vusers)
me.faces.delete(1, range(len(me.faces)))
me.faces.extend(new_faces)
# External function, solidify
me.sel = True
if PREF_SOLID:
mesh_solidify.solidify(me, -inset_half*2, True, False, PREF_XSHARP)
def main():
# Gets the current scene, there can be many scenes in 1 blend file.
sce = bpy.data.scenes.active
# Get the active object, there can only ever be 1
# and the active object is always the editmode object.
ob_act = sce.objects.active
if not ob_act or ob_act.type != 'Mesh':
BPyMessages.Error_NoMeshActive()
return
# Create the variables.
PREF_THICK = Blender.Draw.Create(0.005)
PREF_SOLID = Blender.Draw.Create(1)
PREF_SHARP = Blender.Draw.Create(1)
PREF_XSHARP = Blender.Draw.Create(0)
pup_block = [\
('Thick:', PREF_THICK, 0.0001, 2.0, 'Skin thickness in mesh space.'),\
('Solid Wire', PREF_SOLID, 'If Disabled, will use 6 sided wire segments'),\
('Sharp Wire', PREF_SHARP, 'Use the original mesh topology for more accurate sharp wire.'),\
('Extra Sharp', PREF_XSHARP, 'Use less geometry to create a sharper looking wire'),\
]
if not Blender.Draw.PupBlock('Solid Wireframe', pup_block):
return
# Saves the editmode state and go's out of
# editmode if its enabled, we cant make
# changes to the mesh data while in editmode.
is_editmode = Window.EditMode()
Window.EditMode(0)
Window.WaitCursor(1)
me = ob_act.getData(mesh=1) # old NMesh api is default
t = sys.time()
# Run the mesh editing function
solid_wire(ob_act, me, sce, PREF_THICK.val, PREF_SOLID.val, PREF_SHARP.val, PREF_XSHARP.val)
# Timing the script is a good way to be aware on any speed hits when scripting
print 'Solid Wireframe finished in %.2f seconds' % (sys.time()-t)
Window.WaitCursor(0)
if is_editmode: Window.EditMode(1)
# This lets you can import the script without running it
if __name__ == '__main__':
main()