forked from bartvdbraak/blender
4e2143f639
Patch provied by gsrb3d bug tracker #7061 Kent
668 lines
18 KiB
Python
668 lines
18 KiB
Python
#!BPY
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"""
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Name: 'Cookie Cut from View'
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Blender: 234
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Group: 'Object'
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Tooltip: 'Cut from the view axis, (Sel 3d Curves and Meshes (only edges) into other meshes with faces)'
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"""
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__author__= "Campbell Barton"
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__url__= ["blender", "blenderartist"]
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__version__= "1.0"
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__bpydoc__= """\
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This script takes the selected mesh objects, devides them into 2 groups
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Cutters and The objects to be cut.
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Cutters are meshes with no faces, just edge loops. and any meshes with faces will be cut.
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Usage:
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Select 2 or more meshes, one with no faces (a closed polyline) and one with faces to cut.
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Align the view on the axis you want to cut.
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For shapes that have overlapping faces (from the view), hide any backfacing faces so they will be ignored during the cut.
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Run the script.
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You can choose to make the cut verts lie on the face that they were cut from or on the edge that cut them.
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This script supports UV coordinates and images.
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"""
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Campbell Barton
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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import Blender
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from math import sqrt
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import BPyMesh
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Vector= Blender.Mathutils.Vector
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LineIntersect2D= Blender.Geometry.LineIntersect2D
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PointInTriangle2D= Blender.Geometry.PointInTriangle2D
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# Auto class
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def auto_class(slots):
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exec('class container_class(object): __slots__=%s' % slots)
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return container_class
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bignum= 1<<30
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def bounds_xy(iter_item):
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'''
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Works with types
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MMesh.verts
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MFace
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MEdge
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'''
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xmin= ymin= bignum
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xmax= ymax= -bignum
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for v in iter_item:
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x= v.co.x
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y= v.co.y
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if x<xmin: xmin= x
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if y<ymin: ymin= y
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if x>xmax: xmax= x
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if y>ymax: ymax= y
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return xmin, ymin, xmax, ymax
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def bounds_intersect(a,b):
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'''
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each tuple is
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xmin, ymin, xmax, ymax
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'''
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if\
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a[0]>b[2] or\
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a[1]>b[3] or\
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a[2]<b[0] or\
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a[3]<b[1]:
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return False
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else:
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return True
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def point_in_bounds(pt, bounds):
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'''
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each tuple is
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xmin, ymin, xmax, ymax
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'''
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if bounds[0] < pt.x < bounds[2] and bounds[1] < pt.y < bounds[3]:
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return True
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else:
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return False
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def point_in_poly2d(pt, fvco):
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if PointInTriangle2D(pt, fvco[0], fvco[1], fvco[2]):
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return True
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if len(fvco) == 4:
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if PointInTriangle2D(pt, fvco[0], fvco[2], fvco[3]):
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return True
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return False
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# reuse me more.
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def sorted_edge_indicies(ed):
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i1= ed.v1.index
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i2= ed.v2.index
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if i1>i2:
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i1,i2= i2,i1
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return i1, i2
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def sorted_indicies(i1, i2):
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if i1>i2:
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i1,i2= i2,i1
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return i1, i2
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def fake_length2d(pt1, pt2):
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'''
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Only used for comparison so dont sqrt
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'''
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#return math.sqrt(abs(pow(x1-x2, 2)+ pow(y1-y2, 2)))
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return pow(pt1[0]-pt2[0], 2) + pow(pt1[1]- pt2[1], 2)
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def length2d(pt1, pt2):
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'''
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Only used for comparison so dont sqrt
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'''
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#return math.sqrt(abs(pow(x1-x2, 2)+ pow(y1-y2, 2)))
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return sqrt(pow(pt1[0]-pt2[0], 2) + pow(pt1[1]- pt2[1], 2))
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def tri_area_2d(v1, v2, v3):
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e1 = length2d(v1, v2)
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e2 = length2d(v2, v3)
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e3 = length2d(v3, v1)
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p = e1+e2+e3
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return 0.25 * sqrt(abs(p*(p-2*e1)*(p-2*e2)*(p-2*e3)))
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def tri_pt_find_z_2d(pt, tri):
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""" Takes a face and 3d vector and assigns teh vectors Z to its on the face"""
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l1= tri_area_2d(tri[1], tri[2], pt)
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l2= tri_area_2d(tri[0], tri[2], pt)
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l3= tri_area_2d(tri[0], tri[1], pt)
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tot= l1+l2+l3
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# Normalize
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l1=l1/tot
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l2=l2/tot
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l3=l3/tot
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z1= tri[0].z*l1
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z2= tri[1].z*l2
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z3= tri[2].z*l3
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return z1+z2+z3
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def tri_pt_find_uv_2d(pt, tri, uvs):
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""" Takes a face and 3d vector and assigns teh vectors Z to its on the face"""
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l1= tri_area_2d(tri[1], tri[2], pt)
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l2= tri_area_2d(tri[0], tri[2], pt)
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l3= tri_area_2d(tri[0], tri[1], pt)
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tot= l1+l2+l3
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if not tot: # No area, just return the first uv
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return Vector(uvs[0])
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# Normalize
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l1=l1/tot
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l2=l2/tot
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l3=l3/tot
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uv1= uvs[0]*l1
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uv2= uvs[1]*l2
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uv3= uvs[2]*l3
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return uv1+uv2+uv3
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def mesh_edge_dict(me):
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ed_dict= {}
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for f in me.faces:
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if not f.hide:
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for edkey in f.edge_keys:
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ed_dict.setdefault(edkey, []).append(f)
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return ed_dict
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def terrain_cut_2d(t, c, PREF_Z_LOC):
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'''
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t is the terrain
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c is the cutter
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PREF_Z_LOC: 0 - from terrain face
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1 - from cutter edge
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returns nothing
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'''
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# do we have a 2d intersection
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if not bounds_intersect(t.bounds, c.bounds):
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return
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# Local vars
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me_t= t.mesh
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me_c= c.mesh
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has_uv= me_t.faceUV
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Blender.Mesh.Mode(Blender.Mesh.SelectModes['VERTEX'])
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'''
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first assign a face terrain face for each cutter verticie
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'''
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cut_verts_temp= list(me_c.verts)
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cut_vert_terrain_faces= [None] * len(me_c.verts)
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vert_z_level= [-10.0] * len(me_c.verts)
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for v in me_c.verts:
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v_index= v.index
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v_co= v.co
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for fidx, f in enumerate(me_t.faces):
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if not f.hide:
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if point_in_bounds(v_co, t.face_bounds[fidx]):
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f_v= [vv.co for vv in f]
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if point_in_poly2d(v_co, f_v):
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if PREF_Z_LOC==0:
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'''
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Get the z location from the face.
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'''
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if len(f_v)==3:
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vert_z_level[v_index]= tri_pt_find_z_2d(v_co, (f_v[0], f_v[1], f_v[2]) )
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else:
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# Quad, which side are we on?
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a1= tri_area_2d(f_v[0], f_v[1], v_co)
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a2= tri_area_2d(f_v[1], f_v[2], v_co)
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a3= tri_area_2d(f_v[0], f_v[1], f_v[2])
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if a1+a2<a3:
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vert_z_level[v_index]= tri_pt_find_z_2d(v_co, (f_v[0], f_v[1], f_v[2]) )
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else:
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vert_z_level[v_index]= tri_pt_find_z_2d(v_co, (f_v[0], f_v[2], f_v[3]) )
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else: # PREF_Z_LOC==1
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'''
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Get the z location from the vert
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'''
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vert_z_level[v_index]= v_co.z
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# Non overlapping faces in terrain mean we can break
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cut_vert_terrain_faces[v_index]= f
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break
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del cut_verts_temp
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edge_intersections= []
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edge_isect_type= auto_class(['point', 'ed_terrain', 'ed_cut'])
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# intersect cutter faces with terrain edges.
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for ei_t, ed_t in enumerate(me_t.edges):
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eb_t= t.edge_bounds[ei_t]
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if bounds_intersect(eb_t, c.bounds): # face/cutter bounds intersect?
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# Loop through the cutter edges.
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for ei_c, ed_c in enumerate(me_c.edges):
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# If the cutter edge has 2 verts inside the same face then we can ignore it
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# Bothe are different faces or None
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if cut_vert_terrain_faces[ed_c.v1.index] != cut_vert_terrain_faces[ed_c.v2.index] or\
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cut_vert_terrain_faces[ed_c.v1.index] == cut_vert_terrain_faces[ed_c.v2.index] == None:
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eb_c= c.edge_bounds[ei_c]
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if bounds_intersect(eb_t, eb_c): # face/edge bounds intersect?
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# Now we know the 2 edges might intersect, we'll do a propper test
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x= LineIntersect2D(ed_t.v1.co, ed_t.v2.co, ed_c.v1.co, ed_c.v2.co)
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if x:
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ed_isect= edge_isect_type()
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ed_isect.point= x.resize3D() # fake 3d
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# Find the interpolation Z point
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if PREF_Z_LOC==0:
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'''
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Terrains edge
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'''
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l1= length2d(ed_isect.point, ed_t.v1.co)
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l2= length2d(ed_isect.point, ed_t.v2.co)
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ed_isect.point.z= ((l2*ed_t.v1.co.z) + (l1*ed_t.v2.co.z)) / (l1+l2)
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else:
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'''
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Cutters edge
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'''
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l1= length2d(ed_isect.point, ed_c.v1.co)
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l2= length2d(ed_isect.point, ed_c.v2.co)
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ed_isect.point.z= ((l2*ed_c.v1.co.z) + (l1*ed_c.v2.co.z)) / (l1+l2)
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ed_isect.ed_terrain= ed_t
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ed_isect.ed_cut= ed_c
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edge_intersections.append(ed_isect)
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if not edge_intersections:
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return
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# Now we have collected intersections we need to apply them
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# Find faces that have intersections, these faces will need to be cut.
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faces_intersecting= {} # face index as key, list of edges as values
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for ed_isect in edge_intersections:
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try:
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faces= t.edge_dict[ sorted_edge_indicies(ed_isect.ed_terrain) ]
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except:
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# If the faces are hidden then the faces wont exist.
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faces= []
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for f in faces:
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faces_intersecting.setdefault(f.index, []).append(ed_isect)
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# this list is used to store edges that are totaly inside a face ( no intersections with terrain)
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# we can remove these as we
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face_containing_edges= [[] for i in xrange(len(me_t.faces))]
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for ed_c in me_c.edges:
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if cut_vert_terrain_faces[ed_c.v1.index]==cut_vert_terrain_faces[ed_c.v2.index] != None:
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# were inside a face.
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face_containing_edges[cut_vert_terrain_faces[ed_c.v1.index].index].append(ed_c)
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# New Mesh for filling faces only
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new_me= Blender.Mesh.New()
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scn= Blender.Scene.GetCurrent()
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ob= Blender.Object.New('Mesh')
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ob.link(new_me)
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scn.link(ob)
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ob.sel= True
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new_faces= []
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new_faces_props= []
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new_uvs= []
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new_verts= []
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# Loop through inter
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for fidx_t, isect_edges in faces_intersecting.iteritems():
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f= me_t.faces[fidx_t]
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f_v= f.v
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fidxs_s= [v.index for v in f_v]
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# Make new fake edges for each edge, each starts as a list of 2 verts, but more verts can be added
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# This list will then be sorted so the edges are in order from v1 to v2 of the edge.
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face_new_verts= [ (f_v[i], [], f_v[i-1]) for i in xrange(len(f_v)) ]
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# if len(face_new_verts) < 3: raise 'weirdo'
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face_edge_dict = dict( [(sorted_indicies(fidxs_s[i], fidxs_s[i-1]), i) for i in xrange(len(f_v))] )
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for ed_isect in isect_edges:
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edge_index_in_face = face_edge_dict[ sorted_edge_indicies(ed_isect.ed_terrain) ]
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# Add this intersection to the face
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face_new_verts[edge_index_in_face][1].append(ed_isect)
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# Now sort the intersections
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for new_edge in face_new_verts:
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if len(new_edge[1]) > 1:
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# We have 2+ verts to sort
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edv1= tuple(new_edge[0].co) # 3d but well only use the 2d part
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new_edge[1].sort(lambda a,b: cmp(fake_length2d(a.point, edv1), fake_length2d(b.point, edv1) ))
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# now build up a new face by getting edges
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random_face_edges= []
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unique_verts= [] # store vert
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rem_double_edges= {}
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def add_edge(p1, p2):
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k1= tuple(p1)
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k2= tuple(p2)
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# Adds new verts where needed
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try:
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i1= rem_double_edges[k1]
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except:
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i1= rem_double_edges[k1]= len(rem_double_edges)
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unique_verts.append(k1)
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try:
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i2= rem_double_edges[k2]
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except:
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i2= rem_double_edges[k2]= len(rem_double_edges)
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unique_verts.append(k2)
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random_face_edges.append( (i1, i2) )
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# edges that dont have a vert in the face have to span between to intersection points
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# since we dont know the other point at any 1 time we need to remember edges that
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# span a face and add them once we'v collected both
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# first add outline edges
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edge_span_face= {}
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for new_edge in face_new_verts:
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new_edge_subdiv= len(new_edge[1])
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if new_edge_subdiv==0:
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# no subdiv edges, just add
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add_edge(new_edge[0].co, new_edge[2].co)
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elif new_edge_subdiv==1:
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add_edge(new_edge[0].co, new_edge[1][0].point)
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add_edge(new_edge[1][0].point, new_edge[2].co)
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else:
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# 2 or more edges
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add_edge(new_edge[0].co, new_edge[1][0].point)
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add_edge(new_edge[1][-1].point, new_edge[2].co)
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# now add multiple
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for i in xrange(new_edge_subdiv-1):
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add_edge(new_edge[1][i].point, new_edge[1][i+1].point)
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# done adding outline
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# while looping through the edge subdivs, add the edges that intersect
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for ed_isect in new_edge[1]:
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ed_cut= ed_isect.ed_cut
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if cut_vert_terrain_faces[ed_cut.v1.index]==f:
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# our first vert is inside the face
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point= Vector(ed_cut.v1.co)
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point.z= vert_z_level[ed_cut.v1.index]
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add_edge(point, ed_isect.point)
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elif cut_vert_terrain_faces[ed_cut.v2.index]==f:
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# assume second vert is inside the face
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point= Vector(ed_cut.v2.co)
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point.z= vert_z_level[ed_cut.v2.index]
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add_edge(point, ed_isect.point)
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else:
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# this edge has no verts in the face so it will need to be clipped in 2 places
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try:
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point= edge_span_face[ed_cut]
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# if were here it worked ;)
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add_edge(point, ed_isect.point)
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except:
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# add the first intersecting point
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edge_span_face[ed_cut]= ed_isect.point
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# now add all edges that are inside the the face
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for ed_c in face_containing_edges[fidx_t]:
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point1= Vector(ed_c.v1.co)
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point2= Vector(ed_c.v2.co)
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point1.z= vert_z_level[ed_c.v1.index]
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point2.z= vert_z_level[ed_c.v2.index]
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add_edge(point1, point2)
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new_me.verts.extend(unique_verts)
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new_me.edges.extend(random_face_edges)
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new_me.sel= 1
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# backup the z values, fill and restore
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backup_z= [v.co.z for v in new_me.verts]
|
|
for v in new_me.verts: v.co.z= 0
|
|
#raise 'as'
|
|
new_me.fill()
|
|
for i, v in enumerate(new_me.verts): v.co.z= backup_z[i]
|
|
|
|
|
|
# ASSIGN UV's
|
|
if has_uv:
|
|
f_uv= f_uv_mod= f.uv
|
|
f_vco= f_vco_mod= [v.co for v in f]
|
|
|
|
# f is the face, get the uv's from that.
|
|
|
|
uvs= [None] * len(new_me.verts)
|
|
for i, v in enumerate(new_me.verts):
|
|
v_co= v.co
|
|
f_uv_mod= f_uv
|
|
f_vco_mod= f_vco
|
|
|
|
if len(f_v)==4:
|
|
# Quad, which side are we on?
|
|
a1= tri_area_2d(f_vco[0], f_vco[1], v_co)
|
|
a2= tri_area_2d(f_vco[1], f_vco[2], v_co)
|
|
|
|
a3= tri_area_2d(f_vco[0], f_vco[1], f_vco[2])
|
|
if a1+a2 > a3:
|
|
# 0,2,3
|
|
f_uv_mod= f_uv[0], f_uv[2], f_uv[3]
|
|
f_vco_mod= f_vco[0], f_vco[2], f_vco[3]
|
|
# else - side of 0,1,2 - dont modify the quad
|
|
|
|
uvs[i]= tri_pt_find_uv_2d(v_co, f_vco_mod, f_uv_mod)
|
|
|
|
new_uvs.extend(uvs)
|
|
new_faces_props.extend( [f.image] * len(new_me.faces) )
|
|
|
|
# collect the fill results
|
|
new_verts_len= len(new_verts) + len(me_t.verts)
|
|
new_faces.extend( [[v.index+new_verts_len for v in ff] for ff in new_me.faces] )
|
|
|
|
|
|
|
|
new_verts.extend(unique_verts)
|
|
|
|
new_me.verts= None
|
|
#raise 'error'
|
|
|
|
# Finished filling
|
|
scn.unlink(ob)
|
|
|
|
|
|
# Remove faces
|
|
face_len = len(me_t.faces)
|
|
verts_len = len(me_t.verts)
|
|
me_t.verts.extend(new_verts)
|
|
me_t.faces.extend(new_faces)
|
|
|
|
for i in xrange(len(new_faces)):
|
|
f= me_t.faces[face_len+i]
|
|
|
|
if has_uv:
|
|
img= new_faces_props[i]
|
|
if img: f.image= img
|
|
|
|
f_uv= f.uv
|
|
for ii, v in enumerate(f):
|
|
v_index= v.index-verts_len
|
|
new_uv= new_uvs[v_index]
|
|
uv= f_uv[ii]
|
|
uv.x= new_uv.x
|
|
uv.y= new_uv.y
|
|
|
|
me_t.faces.delete(1, faces_intersecting.keys())
|
|
me_t.sel= 1
|
|
me_t.remDoubles(0.0000001)
|
|
|
|
|
|
def main():
|
|
PREF_Z_LOC= Blender.Draw.PupMenu('Cut Z Location%t|Original Faces|Cutting Polyline')
|
|
|
|
if PREF_Z_LOC==-1:
|
|
return
|
|
PREF_Z_LOC-=1
|
|
|
|
Blender.Window.WaitCursor(1)
|
|
|
|
print '\nRunning Cookie Cutter'
|
|
time= Blender.sys.time()
|
|
scn = Blender.Scene.GetCurrent()
|
|
obs= [ob for ob in scn.objects.context if ob.type in ('Mesh', 'Curve')]
|
|
MULTIRES_ERROR = False
|
|
|
|
# Divide into 2 lists- 1 with faces, one with only edges
|
|
terrains= [] #[me for me in mes if me.faces]
|
|
cutters= [] #[me for me in mes if not me.faces]
|
|
|
|
terrain_type= auto_class(['mesh', 'bounds', 'face_bounds', 'edge_bounds', 'edge_dict', 'cutters', 'matrix'])
|
|
|
|
for ob in obs:
|
|
if ob.type == 'Mesh':
|
|
me= ob.getData(mesh=1)
|
|
elif ob.data.flag & 1: # Is the curve 3D? else dont use.
|
|
me= BPyMesh.getMeshFromObject(ob) # get the curve
|
|
else:
|
|
continue
|
|
|
|
# a new terrain instance
|
|
if me.multires:
|
|
MULTIRES_ERROR = True
|
|
else:
|
|
t= terrain_type()
|
|
|
|
t.matrix= ob.matrixWorld * Blender.Window.GetViewMatrix()
|
|
|
|
# Transform the object by its matrix
|
|
me.transform(t.matrix)
|
|
|
|
# Set the terrain bounds
|
|
t.bounds= bounds_xy(me.verts)
|
|
t.edge_bounds= [bounds_xy(ed) for ed in me.edges]
|
|
t.mesh= me
|
|
|
|
if me.faces: # Terrain.
|
|
t.edge_dict= mesh_edge_dict(me)
|
|
t.face_bounds= [bounds_xy(f) for f in me.faces]
|
|
t.cutters= [] # Store cutting objects that cut us here
|
|
terrains.append(t)
|
|
elif len(me.edges)>2: # Cutter
|
|
cutters.append(t)
|
|
|
|
totcuts= len(terrains)*len(cutters)
|
|
if not totcuts:
|
|
Blender.Window.WaitCursor(0)
|
|
Blender.Draw.PupMenu('ERROR%t|Select at least 1 closed loop mesh (edges only)|as the cutter...|and 1 or more meshes to cut into')
|
|
|
|
crazy_point= Vector(100000, 100000)
|
|
|
|
for t in terrains:
|
|
for c in cutters:
|
|
# Main curring function
|
|
terrain_cut_2d(t, c, PREF_Z_LOC)
|
|
|
|
# Was the terrain touched?
|
|
if len(t.face_bounds) != len(t.mesh.faces):
|
|
t.edge_dict= mesh_edge_dict(t.mesh)
|
|
# remake the bounds
|
|
t.edge_bounds= [bounds_xy(ed) for ed in t.mesh.edges]
|
|
t.face_bounds= [bounds_xy(f) for f in t.mesh.faces]
|
|
t.cutters.append(c)
|
|
|
|
print '\t%i remaining' % totcuts
|
|
totcuts-=1
|
|
|
|
# SELECT INTERNAL FACES ONCE THIS TERRAIN IS CUT
|
|
Blender.Mesh.Mode(Blender.Mesh.SelectModes['FACE'])
|
|
t.mesh.sel= 0
|
|
for c in t.cutters:
|
|
edge_verts_c= [(ed_c.v1.co, ed_c.v2.co) for ed_c in c.mesh.edges]
|
|
for f in t.mesh.faces:
|
|
# How many edges do we intersect on our way to the faces center
|
|
if not f.hide and not f.sel: # Not alredy selected
|
|
c= f.cent
|
|
if point_in_bounds(c, t.bounds):
|
|
isect_count= 0
|
|
for edv1, edv2 in edge_verts_c:
|
|
isect_count += (LineIntersect2D(c, crazy_point, edv1, edv2) != None)
|
|
|
|
if isect_count%2:
|
|
f.sel= 1
|
|
Blender.Mesh.Mode(Blender.Mesh.SelectModes['FACE'])
|
|
|
|
# Restore the transformation
|
|
for data in (terrains, cutters):
|
|
for t in data:
|
|
if t.mesh.users: # it may have been a temp mesh from a curve.
|
|
t.mesh.transform(t.matrix.copy().invert())
|
|
|
|
Blender.Window.WaitCursor(0)
|
|
|
|
if MULTIRES_ERROR:
|
|
Blender.Draw.PupMenu('Error%t|One or more meshes meshes not cut because they are multires.')
|
|
|
|
print 'terrains:%i cutters %i %.2f secs taken' % (len(terrains), len(cutters), Blender.sys.time()-time)
|
|
|
|
|
|
if __name__=='__main__':
|
|
main()
|