forked from bartvdbraak/blender
50bce31dbb
- mesh.add_geometry(v, e, f) --> mesh.vertices.add(tot), mesh.edges.add(tot), mesh.faces.add(tot) - mesh.add_material(mat) --> mesh.materials.link(mat) changed material.link so it always adds a material even if it exists in the list, this behavior is good for users but not scripts since it can mess up indicies (some formats may have the same material set twice).
576 lines
21 KiB
Python
576 lines
21 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.select = True
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elif not self.properties.extend:
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item.select = 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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@classmethod
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def poll(cls, 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.select = 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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@classmethod
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def poll(cls, context):
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return context.object
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def execute(self, context):
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select_new = []
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act_new = None
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selected_objects = context.selected_objects
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obj_act = context.object
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if context.object not in selected_objects:
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selected_objects.append(context.object)
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if self.properties.direction == 'PARENT':
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for obj in selected_objects:
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parent = obj.parent
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if parent:
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if obj_act == obj:
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act_new = parent
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select_new.append(parent)
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else:
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for obj in selected_objects:
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select_new.extend(obj.children)
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if select_new:
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select_new.sort(key=lambda obj_iter: obj_iter.name)
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act_new = select_new[0]
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# dont edit any object settings above this
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if select_new:
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if not self.properties.extend:
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bpy.ops.object.select_all(action='DESELECT')
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for obj in select_new:
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obj.select = True
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context.scene.objects.active = act_new
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return {'FINISHED'}
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return {'CANCELLED'}
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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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@classmethod
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def poll(cls, 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.show_shape_key = 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.vertices)
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# orig_coords = me_cos(me.vertices) # 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.vertices) != len(me.vertices):
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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.vertices)
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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.vertices)
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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.vertices))]
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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.vertices_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.vertices
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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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@classmethod
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def poll(cls, 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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@classmethod
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def poll(cls, 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.uv_textures:
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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.uv_textures.active.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.uv_textures.active
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if not uv_other:
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uv_other = mesh_other.uv_textures.new() # should return the texture it adds
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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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@classmethod
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def poll(cls, 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:
|
|
data = obj.data
|
|
if data:
|
|
linked.setdefault(data, []).append(obj)
|
|
|
|
for data, objects in linked.items():
|
|
face_verts = [axis for obj in objects for v in matrix_to_quat(obj.matrix_world) for axis in v]
|
|
faces = list(range(len(face_verts) // 3))
|
|
|
|
mesh = bpy.data.meshes.new(data.name + "_dupli")
|
|
|
|
mesh.vertices.add(len(face_verts) // 3)
|
|
mesh.faces.add(len(face_verts) // 12)
|
|
|
|
mesh.vertices.foreach_set("co", face_verts)
|
|
mesh.faces.foreach_set("vertices_raw", faces)
|
|
mesh.update() # generates edge data
|
|
|
|
# pick an object to use
|
|
obj = objects[0]
|
|
|
|
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'}
|
|
|
|
|
|
class IsolateTypeRender(bpy.types.Operator):
|
|
'''Hide unselected render objects of same type as active by setting the hide render flag'''
|
|
bl_idname = "object.isolate_type_render"
|
|
bl_label = "Restrict Render Unselected"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
def execute(self, context):
|
|
act_type = context.object.type
|
|
|
|
for obj in context.visible_objects:
|
|
|
|
if obj.select:
|
|
obj.hide_render = False
|
|
else:
|
|
if obj.type == act_type:
|
|
obj.hide_render = True
|
|
|
|
return {'FINISHED'}
|
|
|
|
class ClearAllRestrictRender(bpy.types.Operator):
|
|
'''Reveal all render objects by setting the hide render flag'''
|
|
bl_idname = "object.hide_render_clear_all"
|
|
bl_label = "Clear All Restrict Render"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
def execute(self, context):
|
|
for obj in context.scene.objects:
|
|
obj.hide_render = False
|
|
return {'FINISHED'}
|
|
|
|
|
|
def register():
|
|
pass
|
|
|
|
|
|
def unregister():
|
|
pass
|
|
|
|
if __name__ == "__main__":
|
|
register() |