forked from bartvdbraak/blender
873d4a3f05
- mathutils.Color.hsv attribute. eg. material.diffuse_color.hsv = 0.2, 0.8, 0.4 - Vector/Euler/Quaternion/Color now only take a single seq arg. - internal function for parsing arrays. (cleanup messy internal list/vector/tuple/seq parsing) - didnt update rigify yet.
533 lines
19 KiB
Python
533 lines
19 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.props import *
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class SelectPattern(bpy.types.Operator):
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'''Select object matching a naming pattern'''
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bl_idname = "object.select_pattern"
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bl_label = "Select Pattern"
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bl_options = {'REGISTER', 'UNDO'}
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pattern = StringProperty(name="Pattern", description="Name filter using '*' and '?' wildcard chars", maxlen=32, default="*")
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case_sensitive = BoolProperty(name="Case Sensitive", description="Do a case sensitive compare", default=False)
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extend = BoolProperty(name="Extend", description="Extend the existing selection", default=True)
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def execute(self, context):
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import fnmatch
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if self.properties.case_sensitive:
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pattern_match = fnmatch.fnmatchcase
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else:
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pattern_match = lambda a, b: fnmatch.fnmatchcase(a.upper(), b.upper())
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obj = context.object
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if obj and obj.mode == 'POSE':
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items = obj.data.bones
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elif obj and obj.type == 'ARMATURE' and obj.mode == 'EDIT':
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items = obj.data.edit_bones
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else:
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items = context.visible_objects
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# Can be pose bones or objects
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for item in items:
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if pattern_match(item.name, self.properties.pattern):
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item.selected = True
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elif not self.properties.extend:
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item.selected = False
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return {'FINISHED'}
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def invoke(self, context, event):
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wm = context.manager
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# return wm.invoke_props_popup(self, event)
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wm.invoke_props_popup(self, event)
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return {'RUNNING_MODAL'}
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def draw(self, context):
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layout = self.layout
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props = self.properties
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layout.prop(props, "pattern")
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row = layout.row()
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row.prop(props, "case_sensitive")
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row.prop(props, "extend")
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class SelectCamera(bpy.types.Operator):
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'''Select object matching a naming pattern'''
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bl_idname = "object.select_camera"
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bl_label = "Select Camera"
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bl_options = {'REGISTER', 'UNDO'}
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def poll(self, context):
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return context.scene.camera is not None
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def execute(self, context):
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scene = context.scene
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camera = scene.camera
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if camera.name not in scene.objects:
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self.report({'WARNING'}, "Active camera is not in this scene")
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context.scene.objects.active = camera
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camera.selected = True
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return {'FINISHED'}
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class SelectHierarchy(bpy.types.Operator):
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'''Select object relative to the active objects position in the hierarchy'''
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bl_idname = "object.select_hierarchy"
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bl_label = "Select Hierarchy"
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bl_options = {'REGISTER', 'UNDO'}
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direction = EnumProperty(items=(
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('PARENT', "Parent", ""),
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('CHILD', "Child", "")),
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name="Direction",
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description="Direction to select in the hierarchy",
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default='PARENT')
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extend = BoolProperty(name="Extend", description="Extend the existing selection", default=False)
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def poll(self, context):
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return context.object
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def execute(self, context):
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obj = context.object
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if self.properties.direction == 'PARENT':
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parent = obj.parent
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if not parent:
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return {'CANCELLED'}
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obj_act = parent
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else:
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children = obj.children
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if len(children) != 1:
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return {'CANCELLED'}
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obj_act = children[0]
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if not self.properties.extend:
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# obj.selected = False
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bpy.ops.object.select_all(action='DESELECT')
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obj_act.selected = True
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context.scene.objects.active = obj_act
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return {'FINISHED'}
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class SubdivisionSet(bpy.types.Operator):
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'''Sets a Subdivision Surface Level (1-5)'''
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bl_idname = "object.subdivision_set"
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bl_label = "Subdivision Set"
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bl_options = {'REGISTER', 'UNDO'}
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level = IntProperty(name="Level",
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default=1, min=-100, max=100, soft_min=-6, soft_max=6)
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relative = BoolProperty(name="Relative", description="Apply the subsurf level as an offset relative to the current level", default=False)
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def poll(self, context):
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obs = context.selected_editable_objects
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return (obs is not None)
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def execute(self, context):
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level = self.properties.level
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relative = self.properties.relative
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if relative and level == 0:
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return {'CANCELLED'} # nothing to do
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def set_object_subd(obj):
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for mod in obj.modifiers:
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if mod.type == 'MULTIRES':
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if not relative:
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if level <= mod.total_levels:
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if obj.mode == 'SCULPT':
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if mod.sculpt_levels != level:
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mod.sculpt_levels = level
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elif obj.mode == 'OBJECT':
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if mod.levels != level:
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mod.levels = level
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return
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else:
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if obj.mode == 'SCULPT':
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if mod.sculpt_levels + level <= mod.total_levels:
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mod.sculpt_levels += level
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elif obj.mode == 'OBJECT':
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if mod.levels + level <= mod.total_levels:
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mod.levels += level
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return
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elif mod.type == 'SUBSURF':
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if relative:
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mod.levels += level
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else:
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if mod.levels != level:
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mod.levels = level
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return
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# adda new modifier
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mod = obj.modifiers.new("Subsurf", 'SUBSURF')
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mod.levels = level
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for obj in context.selected_editable_objects:
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set_object_subd(obj)
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return {'FINISHED'}
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class ShapeTransfer(bpy.types.Operator):
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'''Copy another selected objects active shape to this one by applying the relative offsets'''
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bl_idname = "object.shape_key_transfer"
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bl_label = "Transfer Shape Key"
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bl_options = {'REGISTER', 'UNDO'}
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mode = EnumProperty(items=(
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('OFFSET', "Offset", "Apply the relative positional offset"),
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('RELATIVE_FACE', "Relative Face", "Calculate the geometricly relative position (using faces)."),
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('RELATIVE_EDGE', "Relative Edge", "Calculate the geometricly relative position (using edges).")),
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name="Transformation Mode",
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description="Method to apply relative shape positions to the new shape",
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default='OFFSET')
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use_clamp = BoolProperty(name="Clamp Offset",
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description="Clamp the transformation to the distance each vertex moves in the original shape.",
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default=False)
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def _main(self, ob_act, objects, mode='OFFSET', use_clamp=False):
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def me_nos(verts):
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return [v.normal.copy() for v in verts]
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def me_cos(verts):
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return [v.co.copy() for v in verts]
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def ob_add_shape(ob, name):
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me = ob.data
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key = ob.add_shape_key(from_mix=False)
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if len(me.shape_keys.keys) == 1:
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key.name = "Basis"
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key = ob.add_shape_key(from_mix=False) # we need a rest
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key.name = name
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ob.active_shape_key_index = len(me.shape_keys.keys) - 1
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ob.shape_key_lock = True
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from geometry import BarycentricTransform
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from mathutils import Vector
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if use_clamp and mode == 'OFFSET':
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use_clamp = False
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me = ob_act.data
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orig_key_name = ob_act.active_shape_key.name
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orig_shape_coords = me_cos(ob_act.active_shape_key.data)
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orig_normals = me_nos(me.verts)
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# orig_coords = me_cos(me.verts) # the actual mverts location isnt as relyable as the base shape :S
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orig_coords = me_cos(me.shape_keys.keys[0].data)
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for ob_other in objects:
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me_other = ob_other.data
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if len(me_other.verts) != len(me.verts):
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self.report({'WARNING'}, "Skipping '%s', vertex count differs" % ob_other.name)
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continue
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target_normals = me_nos(me_other.verts)
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if me_other.shape_keys:
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target_coords = me_cos(me_other.shape_keys.keys[0].data)
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else:
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target_coords = me_cos(me_other.verts)
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ob_add_shape(ob_other, orig_key_name)
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# editing the final coords, only list that stores wrapped coords
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target_shape_coords = [v.co for v in ob_other.active_shape_key.data]
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median_coords = [[] for i in range(len(me.verts))]
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# Method 1, edge
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if mode == 'OFFSET':
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for i, vert_cos in enumerate(median_coords):
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vert_cos.append(target_coords[i] + (orig_shape_coords[i] - orig_coords[i]))
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elif mode == 'RELATIVE_FACE':
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for face in me.faces:
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i1, i2, i3, i4 = face.verts_raw
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if i4 != 0:
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pt = BarycentricTransform(orig_shape_coords[i1],
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orig_coords[i4], orig_coords[i1], orig_coords[i2],
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target_coords[i4], target_coords[i1], target_coords[i2])
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median_coords[i1].append(pt)
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pt = BarycentricTransform(orig_shape_coords[i2],
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orig_coords[i1], orig_coords[i2], orig_coords[i3],
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target_coords[i1], target_coords[i2], target_coords[i3])
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median_coords[i2].append(pt)
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pt = BarycentricTransform(orig_shape_coords[i3],
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orig_coords[i2], orig_coords[i3], orig_coords[i4],
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target_coords[i2], target_coords[i3], target_coords[i4])
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median_coords[i3].append(pt)
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pt = BarycentricTransform(orig_shape_coords[i4],
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orig_coords[i3], orig_coords[i4], orig_coords[i1],
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target_coords[i3], target_coords[i4], target_coords[i1])
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median_coords[i4].append(pt)
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else:
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pt = BarycentricTransform(orig_shape_coords[i1],
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orig_coords[i3], orig_coords[i1], orig_coords[i2],
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target_coords[i3], target_coords[i1], target_coords[i2])
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median_coords[i1].append(pt)
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pt = BarycentricTransform(orig_shape_coords[i2],
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orig_coords[i1], orig_coords[i2], orig_coords[i3],
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target_coords[i1], target_coords[i2], target_coords[i3])
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median_coords[i2].append(pt)
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pt = BarycentricTransform(orig_shape_coords[i3],
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orig_coords[i2], orig_coords[i3], orig_coords[i1],
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target_coords[i2], target_coords[i3], target_coords[i1])
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median_coords[i3].append(pt)
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elif mode == 'RELATIVE_EDGE':
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for ed in me.edges:
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i1, i2 = ed.verts
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v1, v2 = orig_coords[i1], orig_coords[i2]
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edge_length = (v1 - v2).length
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n1loc = v1 + orig_normals[i1] * edge_length
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n2loc = v2 + orig_normals[i2] * edge_length
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# now get the target nloc's
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v1_to, v2_to = target_coords[i1], target_coords[i2]
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edlen_to = (v1_to - v2_to).length
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n1loc_to = v1_to + target_normals[i1] * edlen_to
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n2loc_to = v2_to + target_normals[i2] * edlen_to
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pt = BarycentricTransform(orig_shape_coords[i1],
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v2, v1, n1loc,
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v2_to, v1_to, n1loc_to)
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median_coords[i1].append(pt)
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pt = BarycentricTransform(orig_shape_coords[i2],
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v1, v2, n2loc,
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v1_to, v2_to, n2loc_to)
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median_coords[i2].append(pt)
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# apply the offsets to the new shape
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from functools import reduce
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VectorAdd = Vector.__add__
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for i, vert_cos in enumerate(median_coords):
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if vert_cos:
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co = reduce(VectorAdd, vert_cos) / len(vert_cos)
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if use_clamp:
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# clamp to the same movement as the original
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# breaks copy between different scaled meshes.
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len_from = (orig_shape_coords[i] - orig_coords[i]).length
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ofs = co - target_coords[i]
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ofs.length = len_from
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co = target_coords[i] + ofs
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target_shape_coords[i][:] = co
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return {'FINISHED'}
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def poll(self, context):
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obj = context.active_object
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return (obj and obj.mode != 'EDIT')
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def execute(self, context):
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C = bpy.context
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ob_act = C.active_object
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objects = [ob for ob in C.selected_editable_objects if ob != ob_act]
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if 1: # swap from/to, means we cant copy to many at once.
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if len(objects) != 1:
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self.report({'ERROR'}, "Expected one other selected mesh object to copy from")
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return {'CANCELLED'}
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ob_act, objects = objects[0], [ob_act]
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if ob_act.type != 'MESH':
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self.report({'ERROR'}, "Other object is not a mesh.")
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return {'CANCELLED'}
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if ob_act.active_shape_key is None:
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self.report({'ERROR'}, "Other object has no shape key")
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return {'CANCELLED'}
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return self._main(ob_act, objects, self.properties.mode, self.properties.use_clamp)
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class JoinUVs(bpy.types.Operator):
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'''Copy UV Layout to objects with matching geometry'''
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bl_idname = "object.join_uvs"
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bl_label = "Join as UVs"
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def poll(self, context):
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obj = context.active_object
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return (obj and obj.type == 'MESH')
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def _main(self, context):
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import array
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obj = context.active_object
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mesh = obj.data
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is_editmode = (obj.mode == 'EDIT')
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if is_editmode:
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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if not mesh.active_uv_texture:
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self.report({'WARNING'}, "Object: %s, Mesh: '%s' has no UVs\n" % (obj.name, mesh.name))
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else:
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len_faces = len(mesh.faces)
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uv_array = array.array('f', [0.0] * 8) * len_faces # seems to be the fastest way to create an array
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mesh.active_uv_texture.data.foreach_get("uv_raw", uv_array)
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objects = context.selected_editable_objects[:]
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for obj_other in objects:
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if obj_other.type == 'MESH':
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obj_other.data.tag = False
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for obj_other in objects:
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if obj_other != obj and obj_other.type == 'MESH':
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mesh_other = obj_other.data
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if mesh_other != mesh:
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if mesh_other.tag == False:
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mesh_other.tag = True
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if len(mesh_other.faces) != len_faces:
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self.report({'WARNING'}, "Object: %s, Mesh: '%s' has %d faces, expected %d\n" % (obj_other.name, mesh_other.name, len(mesh_other.faces), len_faces))
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else:
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uv_other = mesh_other.active_uv_texture
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if not uv_other:
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mesh_other.add_uv_texture() # should return the texture it adds
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uv_other = mesh_other.active_uv_texture
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# finally do the copy
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uv_other.data.foreach_set("uv_raw", uv_array)
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if is_editmode:
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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def execute(self, context):
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self._main(context)
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return {'FINISHED'}
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class MakeDupliFace(bpy.types.Operator):
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'''Make linked objects into dupli-faces'''
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bl_idname = "object.make_dupli_face"
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bl_label = "Make DupliFace"
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def poll(self, context):
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obj = context.active_object
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return (obj and obj.type == 'MESH')
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def _main(self, context):
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from mathutils import Vector
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from math import sqrt
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SCALE_FAC = 0.01
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offset = 0.5 * SCALE_FAC
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base_tri = Vector((-offset, -offset, 0.0)), Vector((offset, -offset, 0.0)), Vector((offset, offset, 0.0)), Vector((-offset, offset, 0.0))
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def matrix_to_quat(matrix):
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# scale = matrix.median_scale
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trans = matrix.translation_part()
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rot = matrix.rotation_part() # also contains scale
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return [(rot * b) + trans for b in base_tri]
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scene = bpy.context.scene
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linked = {}
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for obj in bpy.context.selected_objects:
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data = obj.data
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if data:
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linked.setdefault(data, []).append(obj)
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for data, objects in linked.items():
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face_verts = [axis for obj in objects for v in matrix_to_quat(obj.matrix) for axis in v]
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faces = list(range(int(len(face_verts) / 3)))
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mesh = bpy.data.meshes.new(data.name + "_dupli")
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mesh.add_geometry(int(len(face_verts) / 3), 0, int(len(face_verts) / (4 * 3)))
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mesh.verts.foreach_set("co", face_verts)
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mesh.faces.foreach_set("verts_raw", faces)
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mesh.update() # generates edge data
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# pick an object to use
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obj = objects[0]
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ob_new = bpy.data.objects.new(mesh.name, mesh)
|
|
base = scene.objects.link(ob_new)
|
|
base.layers[:] = obj.layers
|
|
|
|
ob_inst = bpy.data.objects.new(data.name, data)
|
|
base = scene.objects.link(ob_inst)
|
|
base.layers[:] = obj.layers
|
|
|
|
for obj in objects:
|
|
scene.objects.unlink(obj)
|
|
|
|
ob_new.dupli_type = 'FACES'
|
|
ob_inst.parent = ob_new
|
|
ob_new.use_dupli_faces_scale = True
|
|
ob_new.dupli_faces_scale = 1.0 / SCALE_FAC
|
|
|
|
def execute(self, context):
|
|
self._main(context)
|
|
return {'FINISHED'}
|
|
|
|
|
|
classes = [
|
|
SelectPattern,
|
|
SelectCamera,
|
|
SelectHierarchy,
|
|
SubdivisionSet,
|
|
ShapeTransfer,
|
|
JoinUVs,
|
|
MakeDupliFace]
|
|
|
|
|
|
def register():
|
|
register = bpy.types.register
|
|
for cls in classes:
|
|
register(cls)
|
|
|
|
|
|
def unregister():
|
|
unregister = bpy.types.unregister
|
|
for cls in classes:
|
|
unregister(cls)
|
|
|
|
if __name__ == "__main__":
|
|
register()
|