Added some shortcuts to Mesh

MFace.area
 MFace.cent
 MEdge.length

Updated some scripts that used these.
This commit is contained in:
Campbell Barton 2006-05-11 10:06:15 +00:00
parent 7bb1c768d1
commit a3783d32e0
5 changed files with 136 additions and 20 deletions

@ -413,15 +413,6 @@ def pointInsideMesh(ob, pt):
return len([None for f in me.faces if ptInFaceXYBounds(f, obSpacePt) if faceIntersect(f)]) % 2
# Get face center
def faceCent(f):
cent= Blender.Mathutils.Vector()
l= len(f.v)
for v in f.v:
cent+=v.co
return cent*(1.0/l)
# NMesh wrapper
Vector= Blender.Mathutils.Vector
class NMesh(object):

@ -57,22 +57,20 @@ def vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_SCALE, PREF_CLAMP_CONCAVE,
ed_face_users = [ [] for i in xrange(len(me.edges)) ]
fcent= [BPyMesh.faceCent(f) for f in me.faces]
fcent= [f.cent for f in me.faces]
min_tone=0
max_tone=0
for i, f in enumerate(me.faces):
c= fcent[i]
fno = f.no*0.0001
fno = f.no
for v in f.v:
#vno=v.no*0.001 # get a scaled down normal.
vno=v.no # get a scaled down normal.
l1= (c-(v.co-vno)).length
l2= (c-(v.co+vno)).length
#l2= ((c+fno) - (v.co+vno)).length
vert_tone_count[v.index]+=1
if abs(l1-l2) < 0.0000001:
pass

@ -68,7 +68,7 @@ def actWeightNormalize(me, PREF_MODE, PREF_MAX_DIST, PREF_STRENGTH, PREF_ITERATI
op= min
for ed in me.edges:
if not PREF_MAX_DIST or (ed.v1.co-ed.v2.co).length < PREF_MAX_DIST:
if not PREF_MAX_DIST or ed.length < PREF_MAX_DIST:
i1= ed.v1.index
i2= ed.v2.index

@ -2377,6 +2377,32 @@ static PyObject *MEdge_getMFlagBits( BPy_MEdge * self, void * type )
return EXPP_getBitfield( &edge->flag, (int)((long)type & 0xff), 'b' );
}
/*
* get an edge's select state
*/
static PyObject *MEdge_getLength( BPy_MEdge * self, void * type )
{
MEdge *edge = MEdge_get_pointer( self );
double dot = 0.0f;
float tmpf;
int i;
float *v1, *v2;
/* get the 2 edges vert locations */
v1= (&((Mesh *)self->mesh)->mvert[edge->v1])->co;
v2= (&((Mesh *)self->mesh)->mvert[edge->v2])->co;
if( !edge )
return NULL;
for(i = 0; i < 3; i++){
tmpf= v1[i] - v2[i];
dot += tmpf*tmpf;
}
return PyFloat_FromDouble(sqrt(dot));
}
/*
* set an edge's select state
*/
@ -2439,6 +2465,10 @@ static PyGetSetDef BPy_MEdge_getseters[] = {
(getter)MEdge_getMFlagBits, (setter)MEdge_setSel,
"edge selected in edit mode",
(void *)SELECT},
{"length",
(getter)MEdge_getLength, (setter)NULL,
"edge's length, read only",
NULL},
{NULL,NULL,NULL,NULL,NULL} /* Sentinel */
};
@ -3608,15 +3638,85 @@ static PyObject *MFace_getNormal( BPy_MFace * self )
vert[0] = self->mesh->mvert[face->v1].co;
vert[1] = self->mesh->mvert[face->v2].co;
vert[2] = self->mesh->mvert[face->v3].co;
vert[3] = self->mesh->mvert[face->v4].co;
if( face->v4 )
if( face->v4 ) {
vert[3] = self->mesh->mvert[face->v4].co;
CalcNormFloat4( vert[0], vert[1], vert[2], vert[3], no );
else
} else
CalcNormFloat( vert[0], vert[1], vert[2], no );
return newVectorObject( no, 3, Py_NEW );
}
/*
* get face's center location
*/
static PyObject *MFace_getCent( BPy_MFace * self )
{
float *vert[4];
float cent[3]= {0,0,0};
int i=3, j, k;
MFace *face = MFace_get_pointer( self );
if( !face )
return NULL;
if( (int)face->v1 >= self->mesh->totvert ||
(int)face->v2 >= self->mesh->totvert ||
(int)face->v3 >= self->mesh->totvert ||
(int)face->v4 >= self->mesh->totvert )
return EXPP_ReturnPyObjError( PyExc_RuntimeError,
"one or more MFace vertices are no longer valid" );
vert[0] = self->mesh->mvert[face->v1].co;
vert[1] = self->mesh->mvert[face->v2].co;
vert[2] = self->mesh->mvert[face->v3].co;
if( face->v4 ) {
vert[3] = self->mesh->mvert[face->v4].co;
i=4;
}
for (j=0;j<i;j++) {
for (k=0;k<3;k++) {
cent[k]+=vert[j][k];
}
}
for (j=0;j<3;j++) {
cent[j]=cent[j]/i;
}
return newVectorObject( cent, 3, Py_NEW );
}
/*
* get face's area
*/
static PyObject *MFace_getArea( BPy_MFace * self )
{
float *v1,*v2,*v3,*v4;
MFace *face = MFace_get_pointer( self );
if( !face )
return NULL;
if( (int)face->v1 >= self->mesh->totvert ||
(int)face->v2 >= self->mesh->totvert ||
(int)face->v3 >= self->mesh->totvert ||
(int)face->v4 >= self->mesh->totvert )
return EXPP_ReturnPyObjError( PyExc_RuntimeError,
"one or more MFace vertices are no longer valid" );
v1 = self->mesh->mvert[face->v1].co;
v2 = self->mesh->mvert[face->v2].co;
v3 = self->mesh->mvert[face->v3].co;
if( face->v4 ) {
v4 = self->mesh->mvert[face->v4].co;
return PyFloat_FromDouble( AreaQ3Dfl(v1, v2, v3, v4));
} else
return PyFloat_FromDouble( AreaT3Dfl(v1, v2, v3));
}
/*
* get one of a face's mface flag bits
*/
@ -4189,6 +4289,14 @@ static PyGetSetDef BPy_MFace_getseters[] = {
(getter)MFace_getNormal, (setter)NULL,
"face's normal",
NULL},
{"cent",
(getter)MFace_getCent, (setter)NULL,
"face's center",
NULL},
{"area",
(getter)MFace_getArea, (setter)NULL,
"face's 3D area",
NULL},
{"hide",
(getter)MFace_getMFlagBits, (setter)MFace_setMFlagBits,

@ -169,9 +169,22 @@ class MVert:
This object holds mesh vertex data.
@ivar co: The vertex coordinates (x, y, z).
@type co: vector (WRAPPED DATA)
@ivar no: The vertex's unit normal vector (x, y, z). Read-only. B{Note}:
if vertex coordinates are changed, it may be necessary to use
@ivar no: The vertex's unit normal vector (x, y, z).
B{Note}: if vertex coordinates are changed, it may be necessary to use
L{Mesh.calcNormals()} to update the vertex normals.
B{Note}: Vertex normals can be set, but arnt wrapped so modifying a normal
vector will not effect the verts normal. The result is only visible
when faces have the smooth option enabled.
Example::
# This wont work.
for v in me.verts:
v.no.x= 0
v.no.y= 0
v.no.z= 1
# This will work
no= Blender.Mathutils.Vector(0,0,1)
for v in me.verts:
v.no= no
@type no: vector
@ivar uvco: (MVerts only). The vertex texture "sticky" coordinates (x, y),
if present.
@ -322,6 +335,8 @@ class MEdge:
@type v1: MVert
@ivar v2: The second vertex of the edge.
@type v2: MVert
@ivar length: The length of the edge, same as (ed.v1.co-ed.v2.co).length where "ed" is an MEdge.
@type length: float
@ivar crease: The crease value of the edge. It is in the range [0,255].
@type crease: int
@ivar flag: The bitfield describing edge properties. See L{EdgeFlags}.
@ -501,9 +516,13 @@ class MFace:
Setting this attribute will create UV faces if they do not exist.
Getting this attribute throw an exception if the mesh does not have
UV faces; use L{Mesh.faceUV} to test.
@type uvSel: list of ints
@type uvSel: tuple of ints
@ivar no: The face's normal vector (x, y, z). Read-only.
@type no: vector
@ivar cent: The center of the face. Read-only.
@type cent: vector
@ivar area: The area of the face. Read-only.
@type area: float
@note: there are regular faces and textured faces in Blender, both currently
with their own selection and visibility states, due to a mix of old and new
code. To (un)select or (un)hide regular faces (visible in EditMode), use