forked from bartvdbraak/blender
cbe7471905
- added submenu "Scripts" in both View3D->Object and Mesh menus. Put them on top (it's better to follow some guideline, so users don't have to search for "Scripts" submenu in a different position in each menu), feel free to change. - added button 'previous win' to SpaceScript, makes accessing buttons win, for example, much faster. Maybe all spaces could have this button. BPython: - added Window.EditMode(), to check, enter and leave edit mode. Scripts that change mesh data need this to leave edit mode before making changes to the active (G.obedit) mesh, of course. - updated script bevel_center to use the above function and also popup an error msg if the active obj is not a mesh. - doc updates, minor fixes. Forgot to mention in my previous commit that I also updated the "-P" command-line option (for running script files) to be able to run already loaded Blender Texts, too. So, if you have a script called 'Text' in foo.blend, you can run it with blender foo.blend -P Text .
469 lines
11 KiB
Python
469 lines
11 KiB
Python
#!BPY
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""" Registration info for Blender menus
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Name: 'Bevel Center'
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Blender: 232
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Group: 'Mesh'
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Tip: 'Bevel selected vertices.'
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"""
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######################################################################
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# Bevel Center v1 for Blender
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#
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# This script lets you bevel the selected vertices and control the
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# thickness of the bevel
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#
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# (c) 2004 Loïc Berthe (loic.berthe@lilotux.net)
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# released under Blender Artistic License
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#
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######################################################################
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import Blender
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from Blender import NMesh, Window
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from Blender.Draw import *
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from Blender.BGL import *
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from math import pi, sin, sqrt
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######################################################################
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# Functions to handle the global structures of the script NV, NE and NC
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# which contain informations about the vertices, faces and corners to be
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# created
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class Dir:
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def __init__(self, co):
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self.co = co
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def add_to_NV(old,co,new):
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dir = Dir(co)
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#
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if old in NV.keys():
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NV[old][dir] = new
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else:
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NV[old] = {dir:new}
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def is_in_NV(old,co):
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if old in NV.keys():
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for dir in NV[old]:
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if dir.co == co : return NV[old][dir]
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#
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return False
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def add_to_NE(old, new):
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ind1 = old[0].index
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ind2 = old[1].index
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if ind1 > ind2:
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new.reverse()
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ind1,ind2 = ind2,ind1
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id = str(ind1)+"_"+str(ind2)
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if id in NE.keys():
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[NE[id].append(v) for v in new]
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else:
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NE[id] = new
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def add_to_NC(old,edge):
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if old in NC.keys():
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NC[old].append(edge)
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else:
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NC[old] = [edge]
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######################################################################
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# Geometric functions
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def norm(vec):
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n = sqrt(vec[0]**2+vec[1]**2+vec[2]**2)
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return [vec[0]/n,vec[1]/n,vec[2]/n]
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def parall_coord(old, dir):
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co = old.co
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vec = [0.0,0.0,0.0]
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nco = [0.0,0.0,0.0]
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#
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if len(dir) == 1:
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for i in range(3): vec[i] = dir[0].co[i] - co[i]
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vec = norm(vec)
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#
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elif len(dir) == 2:
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vec1 = [0.0,0.0,0.0]
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vec2 = [0.0,0.0,0.0]
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for i in range(3):
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vec1[i] = dir[0].co[i] - co[i]
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vec2[i] = dir[1].co[i] - co[i]
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vec1 = norm(vec1)
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vec2 = norm(vec2)
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for i in range(3) : vec[i] = vec1[i]+vec2[i]
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#
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for i in range(3): nco[i] = co[i] + dist.val*vec[i]
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return (nco,vec)
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def get_vert(old, dir):
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""" Look in NV if a vertice corresponding to the vertex old and the
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direction dir already exists, and create one otherwise"""
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(nco, vec) = parall_coord(old, dir)
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v = is_in_NV(old,vec)
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if v: return v
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#
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v = NMesh.Vert(nco[0],nco[1],nco[2])
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v.sel = 1
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me.verts.append(v)
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add_to_NV(old,vec,v)
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return v
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######################################################################
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# Functions to create the differents faces
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def make_NF():
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""" Analyse the mesh, sort the faces containing selected vertices and
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create a liste NF : NF = [[flag, vertlist, old_face]]. Flag describes the
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topology of the face."""
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#
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for f in me.faces:
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V = f.v
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v_sel = [x.sel for x in V]
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nb_sel = sum(v_sel)
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if nb_sel == 0 :
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pass
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else:
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nb_v = len(V)
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#
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if nb_v == 4:
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#
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if nb_sel == 4:
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NF.append([1,V,f])
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#
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elif nb_sel == 3:
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if v_sel == [0,1,1,1]: V = [V[1],V[2],V[3],V[0]]
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elif v_sel == [1,0,1,1]: V = [V[2],V[3],V[0],V[1]]
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elif v_sel == [1,1,0,1]: V = [V[3],V[0],V[1],V[2]]
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NF.append([2,V,f])
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#
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elif nb_sel == 2:
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if v_sel == [1,0,1,0] or v_sel == [0,1,0,1]:
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if v_sel == [0,1,0,1]: V = [V[1],V[2],V[3],V[0]]
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NF.append([5,[V[0],V[1],V[3]],f])
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NF.append([5,[V[2],V[1],V[3]]])
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else:
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if v_sel == [0,1,1,0]: V = [V[1],V[2],V[3],V[0]]
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elif v_sel == [0,0,1,1]: V = [V[2],V[3],V[0],V[1]]
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elif v_sel == [1,0,0,1]: V = [V[3],V[0],V[1],V[2]]
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NF.append([3,V,f])
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#
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else:
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if v_sel == [0,1,0,0]: V = [V[1],V[2],V[3],V[0]]
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elif v_sel == [0,0,1,0]: V = [V[2],V[3],V[0],V[1]]
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elif v_sel == [0,0,0,1]: V = [V[3],V[0],V[1],V[2]]
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NF.append([4,V,f])
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#
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elif nb_v == 3:
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#
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if nb_sel == 3:
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NF.append([6,V,f])
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#
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elif nb_sel == 2:
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if v_sel == [0,1,1]: V = [V[1],V[2],V[0]]
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elif v_sel == [1,0,1]: V = [V[2],V[0],V[1]]
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NF.append([7,V,f])
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#
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else:
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if v_sel == [0,1,0]: V = [V[1],V[2],V[0]]
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elif v_sel == [0,0,1]: V = [V[2],V[0],V[1]]
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NF.append([5,V,f])
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def make_faces():
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""" Make the new faces according to NF """
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#
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for N in NF:
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cas = N[0]
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V = N[1]
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#
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if cas < 6:
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new_v = [0,0,0,0]
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if cas == 1: # v_sel = [1,1,1,1]
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for i in range(-1,3):
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new_v[i] = get_vert(V[i],[V[i-1],V[i+1]])
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new_f = NMesh.Face(new_v)
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me.faces.append(new_f)
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for i in range(-1,3):
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add_to_NE([V[i],V[i+1]],[new_v[i],new_v[i+1]])
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#
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elif cas == 2: # v_sel = [1,1,1,0]
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new_v[0] = get_vert(V[0],[V[3]])
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new_v[1] = get_vert(V[1],[V[0],V[2]])
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new_v[2] = get_vert(V[2],[V[3]])
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new_v[3] = V[3]
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#
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new_f = NMesh.Face(new_v)
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me.faces.append(new_f)
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#
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add_to_NE([V[0],V[1]],[new_v[0],new_v[1]])
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add_to_NE([V[1],V[2]],[new_v[1],new_v[2]])
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#
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elif cas == 3: # v_sel = [1,1,0,0]
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new_v[0] = get_vert(V[0],[V[3]])
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new_v[1] = get_vert(V[1],[V[2]])
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new_v[2] = V[2]
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new_v[3] = V[3]
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#
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new_f = NMesh.Face(new_v)
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me.faces.append(new_f)
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#
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add_to_NE([V[0],V[1]],[new_v[0],new_v[1]])
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#
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elif cas == 4: # v_sel = [1,0,0,0]
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new_v[0] = get_vert(V[0],[V[3]])
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new_v[1] = get_vert(V[0],[V[1]])
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new_v[2] = V[1]
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new_v[3] = V[3]
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#
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new_f = NMesh.Face(new_v)
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me.faces.append(new_f)
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#
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add_to_NC(V[0], new_v[0:2])
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#
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new_v[0] = V[1]
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new_v[1] = V[2]
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new_v[2] = V[3]
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#
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new_f = NMesh.Face(new_v[:3])
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me.faces.append(new_f)
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#
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else: # v_sel = [1,0,0]
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new_v[0] = get_vert(V[0],[V[2]])
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new_v[1] = get_vert(V[0],[V[1]])
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new_v[2] = V[1]
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new_v[3] = V[2]
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#
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new_f = NMesh.Face(new_v)
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me.faces.append(new_f)
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#
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add_to_NC(V[0], new_v[0:2])
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#
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else:
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new_v = [0,0,0]
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#
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if cas == 6: # v_sel = [1,1,1]
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for i in range(-1,2):
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new_v[i] = get_vert(V[i],[V[i-1],V[i+1]])
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new_f = NMesh.Face(new_v)
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me.faces.append(new_f)
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for i in range(-1,2):
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add_to_NE([V[i],V[i+1]],[new_v[i],new_v[i+1]])
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#
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elif cas == 7: # v_sel = [1,1,0]
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new_v[0] = get_vert(V[0],[V[2]])
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new_v[1] = get_vert(V[1],[V[2]])
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new_v[2] = V[2]
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#
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new_f = NMesh.Face(new_v)
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me.faces.append(new_f)
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add_to_NE([V[0],V[1]],[new_v[0],new_v[1]])
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def make_edges():
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""" Make the faces corresponding to selected edges """
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#
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for l in NE.values():
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if len(l) == 4:
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f = NMesh.Face([l[0],l[1],l[3],l[2]])
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me.faces.append(f)
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def make_corners():
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""" Make the faces corresponding to selected corners """
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#
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for v in NV.keys():
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V = NV[v].values()
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nb_v = len(V)
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#
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if nb_v < 3:
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pass
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#
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elif nb_v == 3:
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new_f = NMesh.Face(V)
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me.faces.append(new_f)
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#
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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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q = [NE[id] for id in NE.keys() if str(v.index) in id.split('_')]
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#
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# We will put the associated edges in the list eed
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is_in_v = lambda x:x in V
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eed = [filter(is_in_v, l) for l in q]
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#
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# We will add the edges coming from faces where only one vertice is selected.
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# They are stocked in NC.
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if v in NC.keys():
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eed = eed+NC[v]
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b = eed.pop()
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# b will contain the sorted list of vertices
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#
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while eed:
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for l in eed:
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if l[0] == b[-1]:
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b.append(l[1])
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eed.remove(l)
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break
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elif l[1] == b[-1]:
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b.append(l[0])
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eed.remove(l)
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break
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# Now we can create the faces
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if nb_v == 4:
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new_f = NMesh.Face(b[:4])
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me.faces.append(new_f)
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#
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else:
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co = [0.0, 0.0,0.0]
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vec = [0.0, 0.0,0.0]
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for x in V:
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co[0] += x[0]
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co[1] += x[1]
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co[2] += x[2]
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#
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for dir in NV[v]:
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vec[0] += dir.co[0]
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vec[1] += dir.co[1]
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vec[2] += dir.co[2]
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#
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co = [x/nb_v for x in co]
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vec = [x/nb_v for x in vec]
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center = NMesh.Vert(co[0],co[1],co[2])
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center.sel = 1
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me.verts.append(center)
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add_to_NV(v,vec,center)
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#
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for k in range(nb_v):
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new_f = NMesh.Face([center, b[k], b[k+1]])
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me.faces.append(new_f)
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#
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def clear_old():
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""" Erase old faces and vertices """
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for F in NF:
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if len(F) == 3:
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me.faces.remove(F[2])
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#
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for v in NV.keys():
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me.verts.remove(v)
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######################################################################
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# Interface
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#
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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,"Thickness of the bevel")
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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 and not val):
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Exit()
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def bevent(evt):
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if evt == EVENT_EXIT :
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Exit()
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#
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elif evt == EVENT_BEVEL:
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bevel()
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#
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elif evt == EVENT_UPDATE:
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try:
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bevel_update()
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except NameError:
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pass
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#
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elif evt == EVENT_RECURS:
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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,NF,NV,NE,NC, old_dist
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#
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objects = Blender.Object.GetSelected()
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if objects[0].getType() != "Mesh":
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PupMenu("Error|Active object for bevelling must be a mesh.")
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return
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editmode = Window.EditMode()
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if editmode: Window.EditMode(0)
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me = NMesh.GetRaw(objects[0].data.name)
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#
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NF = []
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NV = {}
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NE = {}
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NC = {}
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#
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make_NF()
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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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#
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old_dist = dist.val
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#
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me.update(1)
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if editmode: Window.EditMode(1)
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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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fac = dist.val - old_dist
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old_dist = dist.val
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#
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for old_v in NV.keys():
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for dir in NV[old_v].keys():
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for i in range(3):
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NV[old_v][dir].co[i] += fac*dir.co[i]
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#
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me.update(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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#
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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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#
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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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#
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dist.val = l[0]
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bevel_update()
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#
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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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# vim:set ts=4 sw=4:
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