forked from bartvdbraak/blender
298 lines
8.4 KiB
Python
298 lines
8.4 KiB
Python
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import Blender
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Vector= Blender.Mathutils.Vector
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Ang= Blender.Mathutils.AngleBetweenVecs
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LineIntersect= Blender.Mathutils.LineIntersect
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import BPyMesh
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def uv_key(uv):
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return round(uv.x, 5), round(uv.y, 5)
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def ed_key(ed):
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i1= ed.v1.index
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i2= ed.v2.index
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if i1<i2: return i1,i2
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return i2,i1
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def redux(ob, factor=0.5):
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me= ob.getData(mesh=1)
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# BUG MUST REMOVE GROUPS
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if factor>1.0 or factor<0.0 or len(me.faces)<4:
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return
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OLD_MESH_MODE= Blender.Mesh.Mode()
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Blender.Mesh.Mode(Blender.Mesh.SelectModes.VERTEX)
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target_face_count= int(len(me.faces) * factor)
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# % of the collapseable faces to collapse per pass.
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collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
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while target_face_count <= len(me.faces):
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BPyMesh.meshCalcNormals(me)
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#groupNames, vWeightDict= meshWeight2Dict(act_me)
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# Select all verts, de-select as you collapse.
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for v in me.verts:
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v.sel=0
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# Store new locations for collapsed edges here
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edge_new_locations= [None] * len(me.edges)
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# For collapsing uv coords, we need to store the uv coords of edges as used by face users.
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# each dict key is min/max edge vert indicies
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# each value is a tuple of 2 lists, v1 uv's and v2 uvs. and the last list is for faces.
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# VALUE
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# edge_key : [faces, v1uvs, v2uvs]
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# faces, v1uvs, v2uvs - are all in synk.
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edge_faces_and_uvs= dict([ (ed_key(ed), ([], [], [])) for ed in me.edges])
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# Store verts edges.
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vert_ed_users= [[] for i in xrange(len(me.verts))]
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for ed in me.edges:
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vert_ed_users[ed.v1.index].append(ed)
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vert_ed_users[ed.v2.index].append(ed)
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# Store face users
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vert_face_users= [[] for i in xrange(len(me.verts))]
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for f in me.faces:
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#f.uvSel= uvs
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for i, v1 in enumerate(f.v):
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vert_face_users[v1.index].append( (i,f) )
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# add the uv coord to the vert
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v2 = f.v[i-1]
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i1= v1.index
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i2= v2.index
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if i1>i2:
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edge_face_list, edge_v2_uvs, edge_v1_uvs= edge_faces_and_uvs[i2,i1]
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else:
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edge_face_list, edge_v1_uvs, edge_v2_uvs= edge_faces_and_uvs[i1,i2]
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edge_face_list.append(f)
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if me.faceUV:
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edge_v1_uvs.append( uv_key(f.uv[i ]) )
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edge_v2_uvs.append( uv_key(f.uv[i-1]) )
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'''
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face_normals= [f.no for f in me.faces]
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face_areas= [f.area for f in me.faces]
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# Best method, no quick hacks here
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def ed_test_collapse_error(ed):
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i1= ed.v1.index
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i2= ed.v1.index
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test_faces= set()
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for i in (i1,i2):
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test_faces.union( set([f[1].index for f in vert_face_users[i]]) )
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#
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test_faces= test_faces - set( [ f.index for f in edge_faces_and_uvs[ed_key(ed)][0] ] )
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# test_faces is now faces used by ed.v1 and ed.v2 that will not be removed in the collapse.
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orig_nos= [face_normals.normal for i in test_faces]
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v1_orig= Vector(ed.v1.co)
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v2_orig= Vector(ed.v2.co)
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ed.v1.co= ed.v2.co= (v1_orig+v2_orig) * 0.5
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new_nos= [face_normals.normal for i in test_faces]
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ed.v1.co= v1_orig
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ed.v2.co= v2_orig
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# now see how bad the normals are effected
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angle_diff= 0
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for i in test_faces:
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try:
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angle_diff+= (Ang(orig_nos[i], new_nos[i])/180) * face_areas[i]
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except:
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pass
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# This is very arbirary, feel free to modify
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return angle_diff * ((ed.v1.no - ed.v2.no).length * ed.length)
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'''
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# Store egde lengths - Used
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# edge_lengths= [ed.length for ed in me.edges]
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# Better method of weighting - edge length * normal difference.
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edge_lengths= [ed.length * (1 + ((ed.v1.no-ed.v2.no).length**2) ) for ed in me.edges]
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# tricky but somehow looks crap!!
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#edge_lengths= [ed_test_collapse_error(ed) for ed in me.edges]
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# Wont use the function again.
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#del ed_test_collapse_error
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# BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
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# Now we know how many faces link to an edge. lets get all the boundry verts
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verts_boundry= [0]*len(me.verts)
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for ed_idxs, faces_and_uvs in edge_faces_and_uvs.iteritems():
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if len(faces_and_uvs[0]) < 2:
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verts_boundry[ed_idxs[0]]= 1
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verts_boundry[ed_idxs[1]]= 1
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for i, ed in enumerate(me.edges):
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if verts_boundry[ed.v1.index] != verts_boundry[ed.v2.index]:
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# Edge has 1 boundry and 1 non boundry vert. weight higher
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edge_lengths[i]*=2
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del verts_boundry
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# END BOUNDRY. Can remove
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# sort by edge length
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# sorted edge lengths
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edge_container_list= [ (edge_lengths[i], ed) for i, ed in enumerate(me.edges) ]
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edge_container_list.sort() # edges will be used for sorting
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# Make a list of the first half edges we can collapse,
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# these will better edges to remove.
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edge_container_list_collapse= []
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for length, ed in edge_container_list:
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#print 'Heho', len(me.faces)- current_removed_faces, target_face_count
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i= ed.index
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v1= ed.v1
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v2= ed.v2
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# Use vert selections
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if v1.sel or v2.sel:
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pass
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else:
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# Now we know the verts havnyt been collapsed.
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v1.sel= v2.sel= 1 # Dont collapse again.
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edge_container_list_collapse.append((length, ed))
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# Get a subset of the entire list- the first "collapse_per_pass", that are best to collapse.
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if len(edge_container_list_collapse) > 4:
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edge_container_list_collapse = edge_container_list_collapse[:int(len(edge_container_list_collapse)*collapse_per_pass)]
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# We know edge_container_list_collapse can be removed.
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for length, ed in edge_container_list_collapse:
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#print 'Heho', len(me.faces)- current_removed_faces, target_face_count
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i= ed.index
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v1= ed.v1
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v2= ed.v2
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edge_face_list, edge_v2_uvs, edge_v1_uvs= edge_faces_and_uvs[ed_key(ed)]
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#current_removed_faces += len(edge_face_list) # dosent work for quads.
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if me.faceUV:
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for v, edge_my_uvs, edge_other_uvs in ((v2, edge_v1_uvs, edge_v2_uvs),(v1, edge_v2_uvs, edge_v1_uvs)):
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for face_vert_index, f in vert_face_users[v.index]:
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# we have a face and
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uvk= uv_key(f.uv[face_vert_index])
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uv_index= None
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try:
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uv_index= edge_my_uvs.index(uvk)
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except ValueError:
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pass
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if uv_index != None:
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# This face uses a uv in the collapsing face. - do a merge
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other_uv= edge_other_uvs[uv_index]
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uv_vec= f.uv[face_vert_index]
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uv_vec.x= (uvk[0] + other_uv[0])*0.5
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uv_vec.y= (uvk[1] + other_uv[1])*0.5
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# Collapse
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between= (v1.co + v2.co) * 0.5
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# new_location = between # Replace tricky code below
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# Collect edges from the faces that use this edge- dont use these in the new collapsed ver locatioin calc
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exclude_edges= set()
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for f in edge_face_list:
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for ii, v in enumerate(f.v):
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i1= v.index
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i2= f.v[ii-1].index
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if i1>i2:
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i1,i2= i2,i1
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exclude_edges.add((i1,i2))
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# move allong the combine normal of both
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# make a normal thats no longer then the edge length
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nor= v1.no + v2.no
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nor.normalize()
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nor= nor*length
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new_location= Vector()
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new_location_count =0
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# make a line we can do intersection with.
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for v in (ed.v1, ed.v2):
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for ed_user in vert_ed_users[v.index]:
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if ed_user != ed and ed_key(ed_user) not in exclude_edges:
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ed_between= (ed_user.v1.co+ed_user.v2.co) * 0.5
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v1_scale= ed_between + ((ed_user.v1.co-ed_between) * 100)
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v2_scale= ed_between + ((ed_user.v2.co-ed_between) * 100)
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line1x, line2x= LineIntersect(between-nor, between+nor, v1_scale, v2_scale)
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new_location_count += 1
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new_location+= line1x
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if not new_location_count:
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new_location= between
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else:
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new_location= new_location * (1.0/new_location_count)
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new_location = (new_location + between) * 0.5
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if new_location.x!=new_location.x:
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# NAN
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new_location= between
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# NEW NEW LOCATUON
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# Store the collapse location to apply later
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edge_new_locations[i] = new_location
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# Execute the collapse
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for i , ed in enumerate(me.edges):
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loc= edge_new_locations[i]
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if loc:
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v1= ed.v1
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v2= ed.v2
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v1.co= v2.co= loc
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me.remDoubles(0.0001)
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me= ob.getData(mesh=1)
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# Cleanup.
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vert_face_user_count= [0]*len(me.verts)
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for f in me.faces:
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for v in f.v:
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vert_face_user_count[v.index] +=1
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del_verts= [i for i in xrange(len(me.verts)) if not vert_face_user_count[i]]
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me.verts.delete( del_verts )
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me.update()
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Blender.Mesh.Mode(OLD_MESH_MODE)
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# Example usage
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def main():
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Blender.Window.EditMode(0)
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scn= Blender.Scene.GetCurrent()
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active_ob= scn.getActiveObject()
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redux(active_ob, 0.5)
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if __name__=='__main__':
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main()
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