2004-08-04 06:16:46 +00:00
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#!BPY
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"""
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Name: 'Skin Two Vert-loops / Loft Multiple'
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Blender: 234
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Group: 'Mesh'
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Submenu: 'Loft-loop - shortest edge method' A1
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Submenu: 'Loft-loop - even method' A2
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Submenu: 'Loft-segment - shortest edge' B1
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Submenu: 'Loft-segment - even method' B2
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Tooltip: 'Select 2 or more vert loops, then run this script'
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"""
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2004-11-07 16:31:13 +00:00
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__author__ = "Campbell Barton"
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__url__ = ["blender", "elysiun"]
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__version__ = "1.0 2004/04/25"
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__bpydoc__ = """\
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With this script vertex loops can be skinned: faces are created to connect the
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selected loops of vertices.
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Usage:
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In mesh Edit mode select the vertices of the loops (closed paths / curves of
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vertices: circles, for example) that should be skinned, then run this script.
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A pop-up will provide further options, if the results of a method are not adequate try one of the others.
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"""
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2004-08-04 06:16:46 +00:00
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# $Id$
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#
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# --------------------------------------------------------------------------
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# Skin Selected edges 1.0 By Campbell Barton (AKA Ideasman)
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# --------------------------------------------------------------------------
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# ***** 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., 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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# Made by Ideasman/Campbell 2004/04/25 - ideasman@linuxmail.org
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import Blender
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from Blender import *
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import math
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from math import *
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arg = __script__['arg']
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#================#
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# Math functions #
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#================#
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# Measure 2 points
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def measure(v1, v2):
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return Mathutils.Vector([v1[0]-v2[0], v1[1] - v2[1], v1[2] - v2[2]]).length
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# Clamp
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def clamp(max, number):
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while number >= max:
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number = number - max
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return number
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#=============================================================#
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# List func that takes the last item and adds it to the front #
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#=============================================================#
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def listRotate(ls):
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return [ls[-1]] + ls[:-1]
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#=================================================================#
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# Recieve a list of locs: [x,y,z] and return the average location #
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#=================================================================#
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def averageLocation(locList):
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avLoc = [0,0,0]
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# Loop through x/y/z
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for coordIdx in [0,1,2]:
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# Add all the values from 1 of the 3 coords at the avLoc.
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for loc in locList:
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avLoc[coordIdx] += loc[coordIdx]
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avLoc[coordIdx] = avLoc[coordIdx] / len(locList)
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return avLoc
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#=============================#
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# Blender functions/shortcuts #
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#=============================#
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def error(str):
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Draw.PupMenu('ERROR%t|'+str)
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# Returns a new face that has the same properties as the origional face
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# With no verts though
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def copyFace(face):
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newFace = NMesh.Face()
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# Copy some generic properties
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newFace.mode = face.mode
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if face.image != None:
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newFace.image = face.image
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newFace.flag = face.flag
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newFace.mat = face.mat
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newFace.smooth = face.smooth
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return newFace
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#=============================================#
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# Find a selected vert that 2 faces share. #
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#=============================================#
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def selVertBetween2Faces(face1, face2):
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for v1 in face1.v:
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if v1.sel:
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for v2 in face2.v:
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if v1 == v2:
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return v1
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#=======================================================#
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# Measure the total distance between all the edges in #
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# 2 vertex loops #
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#=======================================================#
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def measureVloop(mesh, v1loop, v2loop, surplusFaces):
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totalDist = 0
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# Rotate the vertloops to cycle through each pair.
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# of faces to compate the distance between the 2 poins
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for ii in range(len(v1loop)):
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if ii not in surplusFaces:
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V1 = selVertBetween2Faces(mesh.faces[v1loop[0]], mesh.faces[v1loop[1]])
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V2 = selVertBetween2Faces(mesh.faces[v2loop[0]], mesh.faces[v2loop[1]])
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P1 = (V1[0],V1[1],V1[2])
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P2 = (V2[0],V2[1],V2[2])
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totalDist += measure(P1,P2)
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v1loop = listRotate(v1loop)
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v2loop = listRotate(v2loop)
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#selVertBetween2Faces(mesh.faces[v2loop[0]], mesh.faces[v2loop[1]])
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return totalDist
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# Remove the shortest edge from a vert loop
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def removeSmallestFace(mesh, vloop):
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bestDistSoFar = None
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bestFIdxSoFar = None
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for fIdx in vloop:
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vSelLs = []
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for v in mesh.faces[fIdx].v:
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if v.sel:
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vSelLs.append(v)
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dist = measure(vSelLs[0].co, vSelLs[1].co)
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if bestDistSoFar == None:
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bestDistSoFar = dist
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bestFIdxSoFar = fIdx
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elif dist < bestDistSoFar:
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bestDistSoFar = dist
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bestFIdxSoFar = fIdx
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# Return the smallest face index of the vloop that was sent
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return bestFIdxSoFar
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#=============================================#
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# Take 2 vert loops and skin them #
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#=============================================#
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def skinVertLoops(mesh, v1loop, v2loop):
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#=============================================#
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# Handle uneven vert loops, this is tricky #
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#=============================================#
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# Reorder so v1loop is always the biggest
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if len(v1loop) < len(v2loop):
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v1loop, v2loop = v2loop, v1loop
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# Work out if the vert loops are equel or not, if not remove the extra faces from the larger
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surplusFaces = []
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tempv1loop = eval(str(v1loop)) # strip faces off this one, use it to keep track of which we have taken faces from.
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if len(v1loop) > len(v2loop):
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# Even face method.
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if arg[1] == '2':
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remIdx = 0
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faceStepping = len( v1loop) / len(v2loop)
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while len(v1loop) - len(surplusFaces) > len(v2loop):
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remIdx += faceStepping
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surplusFaces.append(tempv1loop[ clamp(len(tempv1loop),remIdx) ])
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tempv1loop.remove(surplusFaces[-1])
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# Shortest face
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elif arg[1] == '1':
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while len(v1loop) - len(surplusFaces) > len(v2loop):
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surplusFaces.append(removeSmallestFace(mesh, tempv1loop))
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tempv1loop.remove(surplusFaces[-1])
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tempv1loop = None
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v2loop = optimizeLoopOrdedShortEdge(mesh, v1loop, v2loop, surplusFaces)
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# make Faces from
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lenVloop = len(v1loop)
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lenSupFaces = len(surplusFaces)
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fIdx = 0
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offset = 0
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while fIdx < lenVloop:
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face = copyFace( mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]] )
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if v1loop[fIdx] in surplusFaces:
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# Draw a try, this face does not catch with an edge.
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# So we must draw a tri and wedge it in.
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# Copy old faces properties
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face.v.append( selVertBetween2Faces(\
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mesh.faces[v1loop[clamp(lenVloop, fIdx)]],\
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mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]]) )
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face.v.append( selVertBetween2Faces(\
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mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]],\
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mesh.faces[v1loop[clamp(lenVloop, fIdx+2)]]) )
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#face.v.append( selVertBetween2Faces(\
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#mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset +1 ))]],\
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#mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset + 2))]]) )
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face.v.append( selVertBetween2Faces(\
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mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset))]],\
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mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, fIdx - offset + 1)]]) )
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mesh.faces.append(face)
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# We need offset to work out how much smaller v2loop is at this current index.
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offset+=1
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else:
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# Draw a normal quad between the 2 edges/faces
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face.v.append( selVertBetween2Faces(\
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mesh.faces[v1loop[clamp(lenVloop, fIdx)]],\
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mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]]) )
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face.v.append( selVertBetween2Faces(\
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mesh.faces[v1loop[clamp(lenVloop, fIdx+1)]],\
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mesh.faces[v1loop[clamp(lenVloop, fIdx+2)]]) )
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face.v.append( selVertBetween2Faces(\
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mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset +1 ))]],\
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mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset + 2))]]) )
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face.v.append( selVertBetween2Faces(\
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mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, (fIdx - offset))]],\
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mesh.faces[v2loop[clamp(lenVloop - lenSupFaces, fIdx - offset + 1)]]) )
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mesh.faces.append(face)
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fIdx +=1
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return mesh
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#=======================================================#
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# Takes a face and returns the number of selected verts #
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#=======================================================#
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def faceVSel(face):
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vSel = 0
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for v in face.v:
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if v.sel:
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vSel +=1
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return vSel
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#================================================================#
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# This function takes a face and returns its selected vert loop #
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# it returns a list of face indicies
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#================================================================#
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def vertLoop(mesh, startFaceIdx, fIgLs): # fIgLs is a list of faces to ignore.
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# Here we store the faces indicies that
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# are a part of the first vertex loop
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vertLoopLs = [startFaceIdx]
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restart = 0
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while restart == 0:
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# this keeps the face loop going until its told to stop,
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# If the face loop does not find an adjacent face then the vert loop has been compleated
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restart = 1
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# Get my selected verts for the active face/edge.
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selVerts = []
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for v in mesh.faces[vertLoopLs[-1]].v:
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selVerts.append(v)
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fIdx = 0
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while fIdx < len(mesh.faces) and restart:
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# Not already added to the vert list
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if fIdx not in fIgLs + vertLoopLs:
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# Has 2 verts selected
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if faceVSel(mesh.faces[fIdx]) > 1:
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# Now we need to find if any of the selected verts
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# are shared with our active face. (are we next to ActiveFace)
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for v in mesh.faces[fIdx].v:
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if v in selVerts:
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vertLoopLs.append(fIdx)
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restart = 0 # restart the face loop.
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break
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fIdx +=1
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return vertLoopLs
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#================================================================#
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# Now we work out the optimum order to 'skin' the 2 vert loops #
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# by measuring the total distance of all edges created, #
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# test this for every possible series of joins #
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# and find the shortest, Once this is done the #
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# shortest dist can be skinned. #
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# returns only the 2nd-reordered vert loop #
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#================================================================#
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def optimizeLoopOrded(mesh, v1loop, v2loop):
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bestSoFar = None
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# Measure the dist, ii is just a counter
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for ii in range(len(v1loop)):
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# Loop twice , Once for the forward test, and another for the revearsed
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for iii in [0, 0]:
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dist = measureVloop(mesh, v1loop, v2loop)
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# Initialize the Best distance recorded
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if bestSoFar == None:
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bestSoFar = dist
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bestv2Loop = eval(str(v2loop))
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elif dist < bestSoFar: # Update the info if a better vloop rotation is found.
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bestSoFar = dist
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bestv2Loop = eval(str(v2loop))
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# We might have got the vert loop backwards, try the other way
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v2loop.reverse()
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v2loop = listRotate(v2loop)
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return bestv2Loop
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#================================================================#
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# Now we work out the optimum order to 'skin' the 2 vert loops #
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# by measuring the total distance of all edges created, #
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# test this for every possible series of joins #
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# and find the shortest, Once this is done the #
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# shortest dist can be skinned. #
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# returns only the 2nd-reordered vert loop #
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#================================================================#
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def optimizeLoopOrdedShortEdge(mesh, v1loop, v2loop, surplusFaces):
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bestSoFar = None
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# Measure the dist, ii is just a counter
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for ii in range(len(v2loop)):
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# Loop twice , Once for the forward test, and another for the revearsed
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for iii in [0, 0]:
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dist = measureVloop(mesh, v1loop, v2loop, surplusFaces)
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print 'dist', dist
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# Initialize the Best distance recorded
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if bestSoFar == None:
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bestSoFar = dist
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bestv2Loop = eval(str(v2loop))
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elif dist < bestSoFar: # Update the info if a better vloop rotation is found.
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bestSoFar = dist
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bestv2Loop = eval(str(v2loop))
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# We might have got the vert loop backwards, try the other way
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v2loop.reverse()
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v2loop = listRotate(v2loop)
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print 'best so far ', bestSoFar
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return bestv2Loop
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#==============================#
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# Find our vert loop list #
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#==============================#
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# Find a face with 2 verts selected,
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#this will be the first face in out vert loop
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def findVertLoop(mesh, fIgLs): # fIgLs is a list of faces to ignore.
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startFaceIdx = None
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fIdx = 0
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while fIdx < len(mesh.faces):
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if fIdx not in fIgLs:
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# Do we have an edge?
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if faceVSel(mesh.faces[fIdx]) > 1:
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# THIS IS THE STARTING FACE.
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startFaceIdx = fIdx
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break
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fIdx+=1
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# Here we access the function that generates the real vert loop
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if startFaceIdx != None:
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return vertLoop(mesh, startFaceIdx, fIgLs)
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else:
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# We are out'a vert loops, return a None,
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return None
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#===================================#
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# Get the average loc of a vertloop #
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# This is used when working out the #
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# order to loft an object #
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#===================================#
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def vLoopAverageLoc(mesh, vertLoop):
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locList = [] # List of vert locations
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fIdx = 0
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while fIdx < len(mesh.faces):
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if fIdx in vertLoop:
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for v in mesh.faces[fIdx].v:
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if v.sel:
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locList.append(v.co)
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fIdx+=1
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return averageLocation(locList)
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#=================================================#
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# Vert loop group functions
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def getAllVertLoops(mesh):
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# Make a chain of vert loops.
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fIgLs = [] # List of faces to ignore
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allVLoops = [findVertLoop(mesh, fIgLs)]
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while allVLoops[-1] != None:
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# In future ignore all faces in this vert loop
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fIgLs += allVLoops[-1]
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# Add the new vert loop to the list
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allVLoops.append( findVertLoop(mesh, fIgLs) )
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return allVLoops[:-1] # Remove the last Value- None.
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def reorderCircularVLoops(mesh, allVLoops):
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# Now get a location for each vert loop.
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allVertLoopLocs = []
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for vLoop in allVLoops:
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allVertLoopLocs.append( vLoopAverageLoc(mesh, vLoop) )
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# We need to find the longest distance between 2 vert loops so we can
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reorderedVLoopLocs = []
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# Start with this one, then find the next closest.
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# in doing this make a new list called reorderedVloop
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currentVLoop = 0
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reorderedVloopIdx = [currentVLoop]
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newOrderVLoops = [allVLoops[0]] # This is a re-ordered allVLoops
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while len(reorderedVloopIdx) != len(allVLoops):
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bestSoFar = None
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bestVIdxSoFar = None
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for vLoopIdx in range(len(allVLoops)):
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if vLoopIdx not in reorderedVloopIdx + [currentVLoop]:
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if bestSoFar == None:
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bestSoFar = measure( allVertLoopLocs[vLoopIdx], allVertLoopLocs[currentVLoop] )
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bestVIdxSoFar = vLoopIdx
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else:
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newDist = measure( allVertLoopLocs[vLoopIdx], allVertLoopLocs[currentVLoop] )
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if newDist < bestSoFar:
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bestSoFar = newDist
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bestVIdxSoFar = vLoopIdx
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reorderedVloopIdx.append(bestVIdxSoFar)
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reorderedVLoopLocs.append(allVertLoopLocs[bestVIdxSoFar])
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newOrderVLoops.append( allVLoops[bestVIdxSoFar] )
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# Start looking for the next best fit
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currentVLoop = bestVIdxSoFar
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# This is not the locicle place to put this but its convieneint.
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# Here we find the 2 vert loops that are most far apart
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# We use this to work out which 2 vert loops not to skin when making an open loft.
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|
|
vLoopIdx = 0
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# Longest measured so far - 0 dummy.
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bestSoFar = 0
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while vLoopIdx < len(reorderedVLoopLocs):
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# Skin back to the start if needs be, becuase this is a crcular loft
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toSkin2 = vLoopIdx + 1
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if toSkin2 == len(reorderedVLoopLocs):
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toSkin2 = 0
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newDist = measure( reorderedVLoopLocs[vLoopIdx], reorderedVLoopLocs[toSkin2] )
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|
|
if newDist >= bestSoFar:
|
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|
bestSoFar = newDist
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|
|
vLoopIdxNotToSkin = vLoopIdx + 1
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|
|
vLoopIdx +=1
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|
return newOrderVLoops, vLoopIdxNotToSkin
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|
|
is_editmode = Window.EditMode()
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|
|
if is_editmode: Window.EditMode(0)
|
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|
|
|
|
|
|
# Get a mesh and raise errors if we cant
|
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|
|
mesh = None
|
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|
|
if len(Object.GetSelected()) > 0:
|
|
|
|
if Object.GetSelected()[0].getType() == 'Mesh':
|
|
|
|
mesh = Object.GetSelected()[0].getData()
|
|
|
|
else:
|
|
|
|
error('please select a mesh')
|
|
|
|
else:
|
|
|
|
error('no mesh object selected')
|
|
|
|
|
|
|
|
|
|
|
|
if mesh != None:
|
|
|
|
allVLoops = getAllVertLoops(mesh)
|
|
|
|
|
|
|
|
# Re order the vert loops
|
|
|
|
allVLoops, vLoopIdxNotToSkin = reorderCircularVLoops(mesh, allVLoops)
|
|
|
|
|
|
|
|
vloopIdx = 0
|
|
|
|
while vloopIdx < len(allVLoops):
|
|
|
|
#print range(len(allVLoops) )
|
|
|
|
#print vloopIdx
|
|
|
|
#print allVLoops[vloopIdx]
|
|
|
|
|
|
|
|
# Skin back to the start if needs be, becuase this is a crcular loft
|
|
|
|
toSkin2 = vloopIdx + 1
|
|
|
|
if toSkin2 == len(allVLoops):
|
|
|
|
toSkin2 = 0
|
|
|
|
|
|
|
|
# Circular loft or not?
|
|
|
|
if arg[0] == 'B': # B for open
|
|
|
|
if vloopIdx != vLoopIdxNotToSkin:
|
|
|
|
mesh = skinVertLoops(mesh, allVLoops[vloopIdx], allVLoops[toSkin2])
|
|
|
|
elif arg[0] == 'A': # A for closed
|
|
|
|
mesh = skinVertLoops(mesh, allVLoops[vloopIdx], allVLoops[toSkin2])
|
|
|
|
|
|
|
|
vloopIdx +=1
|
|
|
|
|
|
|
|
mesh.update()
|
|
|
|
|
|
|
|
if is_editmode: Window.EditMode(1)
|