forked from bartvdbraak/blender
removing this script because editmode select group replaces it.
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@ -1,398 +0,0 @@
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#!BPY
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"""
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Name: 'Similar to Active'
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Blender: 234
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Group: 'FaceSelect'
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Tooltip: 'Select faces that match a given attribute of the active face'
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"""
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__author__ = "Campbell Barton"
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__url__ = ["blender", "elysiun"]
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__version__ = "1.0"
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__bpydoc__ = """\
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This script selects faces matching a given attribute of the currently
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active face.
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Usage:
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Enter "UV Face Select" mode and make the desired face active. Then run this
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script and choose the selection rule: by same (or similar for some itens):
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- material;<br>
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- texture image;<br>
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- mode;<br>
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- vertex colors;<br>
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- uv coordinates;<br>
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- area;<br>
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- proportions;<br>
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- normal vector;<br>
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- coplanar.
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Another menu will ask if the script should add, subtract, overwrite or
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overwrite inverse of current current selection. For some choices like vcolors,
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area, etc., a pop-up will ask for a maximum threshold value.
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Notes:<br>
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Again, to select / deselect faces, enter "UV Face Select" mode. This is not
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the same as selecting faces in edit mode (new feature in Blender 2.35).
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"""
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# $Id$
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#
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#===============================================#
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# Sel Same script 1.0 by Campbell Barton #
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# email me ideasman@linuxmail.org #
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#===============================================#
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# --------------------------------------------------------------------------
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# Sel Same Face 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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from Blender import *
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from Blender.Mathutils import DotVecs, Vector
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from math import sqrt
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#====================================#
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# Sanity checks #
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#====================================#
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def error(str):
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Draw.PupMenu('ERROR: '+str)
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af = None
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selection = Object.GetSelected()
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if len(selection) == 0:
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error('No object selected')
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else:
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object = Object.GetSelected()[0]
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if object.getType() != 'Mesh':
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error('Active object must be a mesh')
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else:
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mesh = object.getData()
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# We have a mesh so find AF.
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af = mesh.getActiveFace()
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if af: af = mesh.faces[af]
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if af == None:
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error('No active face')
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else: # Okay everything seems sane
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#=====================================
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# Popup menu to select the functions #
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#====================================#
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method = Draw.PupMenu(\
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'Selection Attribute%t|\
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Material|\
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UV Image|\
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Face Mode|\
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Vertex Colours|\
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UV Coordinates|\
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Area|\
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Edge Proportions|\
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Normal Vector|\
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Coplanar|')
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if method != -1:
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#================================================#
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# Do we add, seb or set to the existing face sel #
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#================================================#
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faceOp = Draw.PupMenu(\
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'Active Face Match%t|\
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Add to Selection|\
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Subtract From Selection |\
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Overwrite Selection|\
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Overwrite Selection Inverse|')
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if faceOp != -1:
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def setFSel(f):
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if faceOp == 1 or faceOp == 3:
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f.flag |= NMesh.FaceFlags['SELECT'] # will set selection
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elif faceOp == 2 or faceOp ==4:
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f.flag &=~NMesh.FaceFlags['SELECT'] # will unselect, note the '~' to invert bitflags
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def setFUnSel(f):
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if faceOp == 3:
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f.flag &=~NMesh.FaceFlags['SELECT'] # will unselect, note the '~' to invert bitflags
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elif faceOp == 4:
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f.flag |= NMesh.FaceFlags['SELECT'] # will set selection
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#================#
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# Math functions #
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#================#
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def compare(f1, f2, limit):
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if f1 + limit > f2 and f1 - limit < f2:
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return 1
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return 0
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def compare2(v1, v2, limit):
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if v1[0] + limit > v2[0] and v1[0] - limit < v2[0]:
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if v1[1] + limit > v2[1] and v1[1] - limit < v2[1]:
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return 1
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return 0
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def compare3(v1, v2, limit):
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if v1[0] + limit > v2[0] and v1[0] - limit < v2[0]:
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if v1[1] + limit > v2[1] and v1[1] - limit < v2[1]:
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if v1[2] + limit > v2[2] and v1[2] - limit < v2[2]:
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return 1
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return 0
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def colCompare(v1, v2, limit):
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# Simple test first
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if v1.r == v2.r:
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if v1.g == v2.g:
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if v1.b == v2.b:
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return 1
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# Now a test that uses the limit.
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limit = int(limit * 255)
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if v1.r + limit >= v2.r and v1.r - limit <= v2.r:
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if v1.g + limit >= v2.g and v1.g - limit <= v2.g:
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if v1.b + limit >= v2.b and v1.b - limit <= v2.b:
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return 1
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return 0
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# Makes sure face 2 has all the colours of face 1
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def faceColCompare(f1, f2, limit):
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avcolIdx = 0
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while avcolIdx < len(f1.col):
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match = 0
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vcolIdx = 0
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while vcolIdx < len(f2.col):
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if colCompare(f1.col[avcolIdx], f2.col[vcolIdx], limit):
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match = 1
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break
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vcolIdx += 1
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if match == 0: # premature exit if a motch not found
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return 0
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avcolIdx += 1
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return 1
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# Makes sure face 2 has matching UVs within the limit.
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def faceUvCompare(f1, f2, limit):
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for auv in f1.uv:
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match = 0
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for uv in f2.uv:
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if compare2(auv, uv, limit):
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match = 1
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break
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if match == 0: # premature exit if a motch not found
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return 0
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return 1
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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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def triArea2D(v1, v2, v3):
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e1 = measure(v1, v2)
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e2 = measure(v2, v3)
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e3 = measure(v3, v1)
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p = e1+e2+e3
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return 0.25 * sqrt(p*(p-2*e1)*(p-2*e2)*(p-2*e3))
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#====================#
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# End Math Functions #
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#====================#
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#=============================#
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# Blender functions/shortcuts #
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#=============================#
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def getLimit(text):
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return Draw.PupFloatInput(text, 0.1, 0.0, 1.0, 0.1, 3)
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def faceArea(f):
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if len(f.v) == 4:
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return triArea2D(f.v[0].co, f.v[1].co, f.v[2].co) + triArea2D(f.v[0].co, f.v[2].co, f.v[3].co)
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elif len(f.v) == 3:
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return triArea2D(f.v[0].co, f.v[1].co, f.v[2].co)
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def getEdgeLengths(f):
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if len(f.v) == 4:
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return (measure(f.v[0].co, f.v[1].co), measure(f.v[1].co, f.v[2].co), measure(f.v[2].co, f.v[3].co) , measure(f.v[3].co, f.v[0].co) )
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elif len(f.v) == 3:
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return (measure(f.v[0].co, f.v[1].co), measure(f.v[1].co, f.v[2].co), measure(f.v[2].co, f.v[0].co) )
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def faceCent(f):
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x = y = z = 0
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for v in f.v:
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x += v.co[0]
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y += v.co[1]
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z += v.co[2]
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x = x/len(f.v)
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y = y/len(f.v)
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z = z/len(f.v)
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return Vector([x, y, z])
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#========================================#
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# Should we bother computing this faces #
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#========================================#
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def fShouldCompare(f):
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# Only calculate for faces that will be affected.
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if len(f.v) < 3: # cant be an edge
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return 0
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elif faceOp == 1 and f.flag == 1:
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return 0
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elif faceOp == 0 and f.flag == 0:
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return 0
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elif f.flag == 64: # Ignore hidden
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return 0
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return 1
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#=======================================#
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# Sel same funcs as called by the menus #
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#=======================================#
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def get_same_mat():
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for f in mesh.faces:
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if fShouldCompare(f):
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if af.mat == f.mat: setFSel(f)
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else: setFUnSel(f)
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def get_same_image():
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if mesh.hasFaceUV() == 0:
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error('mesh has no uv image')
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else:
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for f in mesh.faces:
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if fShouldCompare(f):
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if af.image == f.image: setFSel(f)
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else: setFUnSel(f)
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def get_same_mode():
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for f in mesh.faces:
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if fShouldCompare(f):
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if af.mode == f.mode: setFSel(f)
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else: setFUnSel(f)
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def get_same_vcol(limit):
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for f in mesh.faces:
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if fShouldCompare(f):
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if faceColCompare(f, af, limit) and faceColCompare(af, f, limit) :
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setFSel(f)
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else:
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setFUnSel(f)
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def get_same_uvco(limit):
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for f in mesh.faces:
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if fShouldCompare(f):
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if faceUvCompare(af, f, limit): setFSel(f)
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else: setFUnSel(f)
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def get_same_area(limit):
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afArea = faceArea(af)
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limit = limit * afArea # Make the lomot proportinal to the
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for f in mesh.faces:
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if fShouldCompare(f):
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if compare(afArea, faceArea(f), limit): setFSel(f)
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else: setFUnSel(f)
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def get_same_prop(limit):
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# Here we get the perimeter and use it for a proportional limit modifier.
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afEdgeLens = getEdgeLengths(af)
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perim = 0
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for e in afEdgeLens:
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perim += e
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limit = limit * perim
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for f in mesh.faces:
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if fShouldCompare(f):
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for ae in afEdgeLens:
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match = 0
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for e in getEdgeLengths(f):
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if compare(ae, e, limit):
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match = 1
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break
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if not match:
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break
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if match: setFSel(f)
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else: setFUnSel(f)
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def get_same_normal(limit):
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limit = limit * 2
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for f in mesh.faces:
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if fShouldCompare(f):
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if compare3(af.no, f.no, limit): setFSel(f)
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else: setFUnSel(f)
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def get_same_coplaner(limit):
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nlimit = limit * 2 # * 1 # limit for normal test
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climit = limit * 3 # limit for coplaner test.
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afCent = faceCent(af)
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for f in mesh.faces:
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if fShouldCompare(f):
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match = 0
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if compare3(af.no, f.no, nlimit):
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fCent = faceCent(f)
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if abs(DotVecs(Vector([af.no[0], af.no[1], af.no[2]]), afCent ) - DotVecs(Vector([af.no[0], af.no[1], af.no[2]]), fCent )) <= climit:
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match = 1
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if match:
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setFSel(f)
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else:
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setFUnSel(f)
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#=====================#
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# End Sel same funcs #
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#=====================#
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limit = 1 # some of these dont use the limit so it needs to be set, to somthing.
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# act on the menu item selected
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if method == 1: # Material
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get_same_mat()
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elif method == 2: # UV Image
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get_same_image()
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elif method == 3: # mode
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get_same_mode()
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elif method == 4: # vertex colours
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limit = getLimit('vert col limit: ')
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if limit != None:
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get_same_vcol(limit)
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elif method == 5: # UV-coords
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limit = getLimit('uv-coord limit: ')
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if limit != None:
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get_same_uvco(limit)
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elif method == 6: # area
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limit = getLimit('area limit: ')
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if limit != None:
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get_same_area(limit)
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elif method == 7: # proportions
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limit = getLimit('proportion limit: ')
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if limit != None:
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get_same_prop(limit)
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elif method == 8: # normal
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limit = getLimit('normal limit: ')
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if limit != None:
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get_same_normal(limit)
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elif method == 9: # coplaner
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limit = getLimit('coplanar limit: ')
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if limit != None:
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get_same_coplaner(limit)
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# If limit is not set then dont bother
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if limit != None:
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mesh.update(0)
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