blender/release/scripts/mesh_solidify.py

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#!BPY
"""
Name: 'Solidify Selection'
Blender: 243
Group: 'Mesh'
Tooltip: 'Makes the mesh solid by creating a second skin.'
"""
__author__ = "Campbell Barton"
__url__ = ("www.blender.org", "blenderartists.org")
__version__ = "1.1"
__bpydoc__ = """\
This script makes a skin from the selected faces.
Optionaly you can skin between the original and new faces to make a watertight solid object
"""
# --------------------------------------------------------------------------
# Solidify Selection 1.0 by Campbell Barton (AKA Ideasman42)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
from Blender import *
import bpy
import BPyMesh
# reload(BPyMesh)
import BPyMessages
# reload(BPyMessages)
from BPyMathutils import angleToLength
# python 2.3 has no reversed() iterator. this will only work on lists and tuples
try:
reversed
except:
def reversed(l): return l[::-1]
def copy_facedata_multilayer(me, from_faces, to_faces):
'''
Tkes 2 lists of faces and copies multilayer data from 1 to another
make sure they are aligned, cant copy from a quad to a tri, used for solidify selection.
'''
def copy_default_face(data):
face_from, face_to = data
face_to.mat = face_from.mat
face_to.smooth = face_from.smooth
face_to.sel = True
face_from.sel = False
def copy_tex_face(data):
face_from, face_to = data
face_to.uv = [c for c in reversed(face_from.uv)]
face_to.mode = face_from.mode
face_to.flag = face_from.flag
face_to.image = face_from.image
def copy_col_face(data):
face_from, face_to = data
face_to.col = [c for c in reversed(face_from.col)]
# make a list of face_from, face_to pairs
#face_pairs = zip(faces_sel, [me_faces[len_faces + i] for i in xrange(len(faces_sel))])
face_pairs = zip(from_faces, to_faces)
# Copy properties from 1 set of faces to another.
map(copy_default_face, face_pairs)
for uvlayer in me.getUVLayerNames():
me.activeUVLayer = uvlayer
map(copy_tex_face, face_pairs)
for collayer in me.getColorLayerNames():
me.activeColorLayer = collayer
map(copy_col_face, face_pairs)
# Now add quads between if we wants
Ang= Mathutils.AngleBetweenVecs
SMALL_NUM=0.00001
def solidify(me, PREF_THICK, PREF_SKIN_SIDES=True, PREF_REM_ORIG=False, PREF_COLLAPSE_SIDES=False):
# Main code function
me_faces = me.faces
faces_sel= [f for f in me_faces if f.sel]
BPyMesh.meshCalcNormals(me)
normals= [v.no for v in me.verts]
vertFaces= [[] for i in xrange(len(me.verts))]
for f in me_faces:
no=f.no
for v in f:
vertFaces[v.index].append(no)
# Scale the normals by the face angles from the vertex Normals.
for i in xrange(len(me.verts)):
length=0.0
if vertFaces[i]:
for fno in vertFaces[i]:
try:
a= Ang(fno, normals[i])
except:
a= 0
if a>=90:
length+=1
elif a < SMALL_NUM:
length+= 1
else:
length+= angleToLength(a)
length= length/len(vertFaces[i])
#print 'LENGTH %.6f' % length
# normals[i]= (normals[i] * length) * PREF_THICK
normals[i] *= length * PREF_THICK
len_verts = len( me.verts )
len_faces = len( me_faces )
vert_mapping= [-1] * len(me.verts)
verts= []
for f in faces_sel:
for v in f:
i= v.index
if vert_mapping[i]==-1:
vert_mapping[i]= len_verts + len(verts)
verts.append(v.co + normals[i])
#verts= [v.co + normals[v.index] for v in me.verts]
me.verts.extend( verts )
#faces= [tuple([ me.verts[v.index+len_verts] for v in reversed(f.v)]) for f in me_faces ]
faces= [ tuple([vert_mapping[v.index] for v in reversed(f.v)]) for f in faces_sel ]
me_faces.extend( faces )
# Old method before multi UVs
"""
has_uv = me.faceUV
has_vcol = me.vertexColors
for i, orig_f in enumerate(faces_sel):
new_f= me_faces[len_faces + i]
new_f.mat = orig_f.mat
new_f.smooth = orig_f.smooth
orig_f.sel=False
new_f.sel= True
new_f = me_faces[i+len_faces]
if has_uv:
new_f.uv = [c for c in reversed(orig_f.uv)]
new_f.mode = orig_f.mode
new_f.flag = orig_f.flag
if orig_f.image:
new_f.image = orig_f.image
if has_vcol:
new_f.col = [c for c in reversed(orig_f.col)]
"""
copy_facedata_multilayer(me, faces_sel, [me_faces[len_faces + i] for i in xrange(len(faces_sel))])
if PREF_SKIN_SIDES or PREF_COLLAPSE_SIDES:
skin_side_faces= []
skin_side_faces_orig= []
# Get edges of faces that only have 1 user - so we can make walls
edges = {}
# So we can reference indicies that wrap back to the start.
ROT_TRI_INDEX = 0,1,2,0
ROT_QUAD_INDEX = 0,1,2,3,0
for f in faces_sel:
f_v= f.v
for i, edgekey in enumerate(f.edge_keys):
if edges.has_key(edgekey):
edges[edgekey]= None
else:
if len(f_v) == 3:
edges[edgekey] = f, f_v, i, ROT_TRI_INDEX[i+1]
else:
edges[edgekey] = f, f_v, i, ROT_QUAD_INDEX[i+1]
del ROT_QUAD_INDEX, ROT_TRI_INDEX
# So we can remove doubles with edges only.
if PREF_COLLAPSE_SIDES:
me.sel = False
# Edges are done. extrude the single user edges.
for edge_face_data in edges.itervalues():
if edge_face_data: # != None
f, f_v, i1, i2 = edge_face_data
v1i,v2i= f_v[i1].index, f_v[i2].index
if PREF_COLLAPSE_SIDES:
# Collapse
cv1 = me.verts[v1i]
cv2 = me.verts[vert_mapping[v1i]]
cv3 = me.verts[v2i]
cv4 = me.verts[vert_mapping[v2i]]
cv1.co = cv2.co = (cv1.co+cv2.co)/2
cv3.co = cv4.co = (cv3.co+cv4.co)/2
cv1.sel=cv2.sel=cv3.sel=cv4.sel=True
else:
# Now make a new Face
# skin_side_faces.append( (v1i, v2i, vert_mapping[v2i], vert_mapping[v1i]) )
skin_side_faces.append( (v2i, v1i, vert_mapping[v1i], vert_mapping[v2i]) )
skin_side_faces_orig.append((f, len(me_faces) + len(skin_side_faces_orig), i1, i2))
if PREF_COLLAPSE_SIDES:
me.remDoubles(0.0001)
else:
me_faces.extend(skin_side_faces)
# Now assign properties.
"""
# Before MultiUVs
for i, origfData in enumerate(skin_side_faces_orig):
orig_f, new_f_idx, i1, i2 = origfData
new_f= me_faces[new_f_idx]
new_f.mat= orig_f.mat
new_f.smooth= orig_f.smooth
if has_uv:
new_f.mode= orig_f.mode
new_f.flag= orig_f.flag
if orig_f.image:
new_f.image= orig_f.image
uv1= orig_f.uv[i1]
uv2= orig_f.uv[i2]
new_f.uv= (uv1, uv2, uv2, uv1)
if has_vcol:
col1= orig_f.col[i1]
col2= orig_f.col[i2]
new_f.col= (col1, col2, col2, col1)
"""
for i, origfData in enumerate(skin_side_faces_orig):
orig_f, new_f_idx, i2, i1 = origfData
new_f= me_faces[new_f_idx]
new_f.mat= orig_f.mat
new_f.smooth= orig_f.smooth
for uvlayer in me.getUVLayerNames():
me.activeUVLayer = uvlayer
for i, origfData in enumerate(skin_side_faces_orig):
orig_f, new_f_idx, i2, i1 = origfData
new_f= me_faces[new_f_idx]
new_f.mode= orig_f.mode
new_f.flag= orig_f.flag
new_f.image= orig_f.image
uv1= orig_f.uv[i1]
uv2= orig_f.uv[i2]
new_f.uv= (uv1, uv2, uv2, uv1)
for collayer in me.getColorLayerNames():
me.activeColorLayer = collayer
for i, origfData in enumerate(skin_side_faces_orig):
orig_f, new_f_idx, i2, i1 = origfData
new_f= me_faces[new_f_idx]
col1= orig_f.col[i1]
col2= orig_f.col[i2]
new_f.col= (col1, col2, col2, col1)
if PREF_REM_ORIG:
me_faces.delete(0, faces_sel)
def main():
scn = bpy.scenes.active
ob = scn.objects.active
if not ob or ob.type != 'Mesh':
BPyMessages.Error_NoMeshActive()
return
me = ob.getData(mesh=1)
if me.multires:
BPyMessages.Error_NoMeshMultiresEdit()
return
# Create the variables.
PREF_THICK = Draw.Create(-0.1)
PREF_SKIN_SIDES= Draw.Create(1)
PREF_COLLAPSE_SIDES= Draw.Create(0)
PREF_REM_ORIG= Draw.Create(0)
pup_block = [\
('Thick:', PREF_THICK, -10, 10, 'Skin thickness in mesh space.'),\
('Skin Sides', PREF_SKIN_SIDES, 'Skin between the original and new faces.'),\
('Collapse Sides', PREF_COLLAPSE_SIDES, 'Skin between the original and new faces.'),\
('Remove Original', PREF_REM_ORIG, 'Remove the selected faces after skinning.'),\
]
if not Draw.PupBlock('Solid Skin Selection', pup_block):
return
is_editmode = Window.EditMode()
if is_editmode: Window.EditMode(0)
Window.WaitCursor(1)
me = ob.getData(mesh=1)
solidify(me, PREF_THICK.val, PREF_SKIN_SIDES.val, PREF_REM_ORIG.val, PREF_COLLAPSE_SIDES.val)
Window.WaitCursor(0)
if is_editmode: Window.EditMode(1)
Window.RedrawAll()
if __name__ == '__main__':
main()