forked from bartvdbraak/blender
9c322c7e86
Exporter free's mesh vertex data each run (was causing memory errors when exporting fluidsim meshes... poke ken for Mesh.Unlink() since many meshes are still created) Exporter had an indentation error also. Added an NMesh wrapper around Mesh for importers to use, so as to work around slow 1 by 1 adding of data. used in upcoming flt_importer update. Mesh cleanup now has the dangerous option to perform a cleanup on ALL mesh data. (needed it for a project)
366 lines
9.0 KiB
Python
366 lines
9.0 KiB
Python
import Blender
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def meshWeight2Dict(me):
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''' Takes a mesh and return its group names and a list of dicts, one dict per vertex.
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using the group as a key and a float value for the weight.
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These 2 lists can be modified and then used with dict2MeshWeight to apply the changes.
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'''
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vWeightDict= [dict() for i in xrange(len(me.verts))] # Sync with vertlist.
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# Clear the vert group.
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groupNames= me.getVertGroupNames()
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for group in groupNames:
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for index, weight in me.getVertsFromGroup(group, 1): # (i,w) tuples.
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vWeightDict[index][group]= weight
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# removed this because me may be copying teh vertex groups.
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#for group in groupNames:
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# me.removeVertGroup(group)
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return groupNames, vWeightDict
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def dict2MeshWeight(me, groupNames, vWeightDict):
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''' Takes a list of groups and a list of vertex Weight dicts as created by meshWeight2Dict
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and applys it to the mesh.'''
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if len(vWeightDict) != len(me.verts):
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raise 'Error, Lists Differ in size, do not modify your mesh.verts before updating the weights'
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# Clear the vert group.
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currentGroupNames= me.getVertGroupNames()
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for group in currentGroupNames:
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if group not in groupNames:
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me.removeVertGroup(group) # messes up the active group.
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else:
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me.removeVertsFromGroup(group)
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# Add clean unused vert groupNames back
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currentGroupNames= me.getVertGroupNames()
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for group in groupNames:
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if group not in currentGroupNames:
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me.addVertGroup(group)
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add_ = Blender.Mesh.AssignModes.ADD
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vertList= [None]
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for i, v in enumerate(me.verts):
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vertList[0]= i
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for group, weight in vWeightDict[i].iteritems():
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try:
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me.assignVertsToGroup(group, vertList, min(1, max(0, weight)), add_)
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except:
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pass # vert group is not used anymore.
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me.update()
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def getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None):
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'''
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ob - the object that you want to get the mesh from
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container_mesh - a Blender.Mesh type mesh that is reused to avoid a new datablock per call to getMeshFromObject
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apply_modifiers - if enabled, subsurf bones etc. will be applied to the returned mesh. disable to get a copy of the mesh.
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vgroup - For mesh objects only, apply the vgroup to the the copied mesh. (slower)
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scn - Scene type. avoids getting the current scene each time getMeshFromObject is called.
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Returns Mesh or None
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'''
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if not scn:
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scn= Blender.Scene.GetCurrent()
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if not container_mesh:
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mesh = Blender.Mesh.New()
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else:
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mesh= container_mesh
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mesh.verts= None
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type = ob.getType()
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dataname = ob.getData(1)
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tempob= None
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if apply_modifiers or type != 'Mesh':
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try:
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mesh.getFromObject(ob.name)
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except:
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return None
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else:
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'''
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Dont apply modifiers, copy the mesh.
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So we can transform the data. its easiest just to get a copy of the mesh.
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'''
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tempob= Blender.Object.New('Mesh')
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tempob.shareFrom(ob)
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scn.link(tempob)
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mesh.getFromObject(tempob.name)
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scn.unlink(tempob)
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if type == 'Mesh':
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tempMe = ob.getData(mesh=1)
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mesh.materials = tempMe.materials
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mesh.degr = tempMe.degr
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try: mesh.mode = tempMe.mode # Mesh module needs fixing.
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except: pass
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if vgroups:
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if tempob==None:
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tempob= Blender.Object.New('Mesh')
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tempob.link(mesh)
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try:
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# Copy the influences if possible.
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groupNames, vWeightDict= meshWeight2Dict(tempMe)
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dict2MeshWeight(mesh, groupNames, vWeightDict)
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except:
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# if the modifier changes the vert count then it messes it up for us.
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pass
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else:
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try:
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# Will only work for curves!!
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# Text- no material access in python interface.
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# Surf- no python interface
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# MBall- no material access in python interface.
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data = ob.getData()
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materials = data.getMaterials()
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mesh.materials = materials
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print 'assigning materials for non mesh'
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except:
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print 'Cant assign materials to', type
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return mesh
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type_tuple= type( (0,) )
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type_list= type( [] )
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def ngon(from_data, indices):
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'''
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takes a polyline of indices (fgon)
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and returns a list of face indicie lists.
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Designed to be used for importers that need indices for an fgon to create from existing verts.
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from_data is either a mesh, or a list/tuple of vectors.
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'''
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Mesh= Blender.Mesh
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Window= Blender.Window
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Scene= Blender.Scene
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Object= Blender.Object
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if len(indices) < 4:
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return [indices]
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temp_mesh_name= '~NGON_TEMP~'
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is_editmode= Window.EditMode()
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if is_editmode:
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Window.EditMode(0)
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try:
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temp_mesh = Mesh.Get(temp_mesh_name)
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if temp_mesh.users!=0:
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temp_mesh = Mesh.New(temp_mesh_name)
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except:
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temp_mesh = Mesh.New(temp_mesh_name)
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if type(from_data) in (type_tuple, type_list):
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# From a list/tuple of vectors
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temp_mesh.verts.extend( [from_data[i] for i in indices] )
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temp_mesh.edges.extend( [(temp_mesh.verts[i], temp_mesh.verts[i-1]) for i in xrange(len(temp_mesh.verts))] )
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else:
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# From a mesh
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temp_mesh.verts.extend( [from_data.verts[i].co for i in indices] )
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temp_mesh.edges.extend( [(temp_mesh.verts[i], temp_mesh.verts[i-1]) for i in xrange(len(temp_mesh.verts))] )
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oldmode = Mesh.Mode()
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Mesh.Mode(Mesh.SelectModes['VERTEX'])
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for v in temp_mesh.verts:
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v.sel= 1
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# Must link to scene
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scn= Scene.GetCurrent()
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temp_ob= Object.New('Mesh')
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temp_ob.link(temp_mesh)
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scn.link(temp_ob)
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temp_mesh.fill()
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scn.unlink(temp_ob)
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Mesh.Mode(oldmode)
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new_indices= [ [v.index for v in f.v] for f in temp_mesh.faces ]
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if not new_indices: # JUST DO A FAN, Cant Scanfill
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print 'Warning Cannot scanfill!- Fallback on a triangle fan.'
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new_indices = [ [indices[0], indices[i-1], indices[i]] for i in xrange(2, len(indices)) ]
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else:
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# Use real scanfill.
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# See if its flipped the wrong way.
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flip= None
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for fi in new_indices:
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if flip != None:
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break
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for i, vi in enumerate(fi):
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if vi==0 and fi[i-1]==1:
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flip= False
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break
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elif vi==1 and fi[i-1]==0:
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flip= True
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break
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if not flip:
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for fi in new_indices:
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fi.reverse()
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if is_editmode:
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Window.EditMode(1)
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# Save some memory and forget about the verts.
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# since we cant unlink the mesh.
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temp_mesh.verts= None
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return new_indices
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# EG
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'''
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scn= Scene.GetCurrent()
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me = scn.getActiveObject().getData(mesh=1)
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ind= [v.index for v in me.verts if v.sel] # Get indices
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indices = ngon(me, ind) # fill the ngon.
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# Extand the faces to show what the scanfill looked like.
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print len(indices)
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me.faces.extend([[me.verts[ii] for ii in i] for i in indices])
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'''
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# NMesh wrapper
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Vector= Blender.Mathutils.Vector
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class NMesh(object):
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__slots__= 'verts', 'faces', 'edges', 'faceUV', 'materials', 'realmesh'
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def __init__(self, mesh):
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'''
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This is an NMesh wrapper that
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mesh is an Mesh as returned by Blender.Mesh.New()
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This class wraps NMesh like access into Mesh
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Running NMesh.update() - with this wrapper,
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Will update the realmesh.
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'''
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self.verts= []
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self.faces= []
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self.edges= []
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self.faceUV= False
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self.materials= []
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self.realmesh= mesh
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def addFace(self, nmf):
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self.faces.append(nmf)
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def Face(self, v=[]):
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return NMFace(v)
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def Vert(self, x,y,z):
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return NMVert(x,y,z)
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def hasFaceUV(self, flag):
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if flag:
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self.faceUV= True
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else:
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self.faceUV= False
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def addMaterial(self, mat):
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self.materials.append(mat)
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def update(self, recalc_normals=False): # recalc_normals is dummy
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mesh= self.realmesh
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mesh.verts= None # Clears the
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# Add in any verts from faces we may have not added.
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for nmf in self.faces:
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for nmv in nmf.v:
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if nmv.index==-1:
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nmv.index= len(self.verts)
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self.verts.append(nmv)
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mesh.verts.extend([nmv.co for nmv in self.verts])
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for i, nmv in enumerate(self.verts):
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nmv.index= i
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mv= mesh.verts[i]
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mv.sel= nmv.sel
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good_faces= [nmf for nmf in self.faces if len(nmf.v) in (3,4)]
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#print len(good_faces), 'AAA'
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#mesh.faces.extend([nmf.v for nmf in self.faces])
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mesh.faces.extend([[mesh.verts[nmv.index] for nmv in nmf.v] for nmf in good_faces])
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if len(mesh.faces):
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if self.faceUV:
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mesh.faceUV= 1
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#for i, nmf in enumerate(self.faces):
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for i, nmf in enumerate(good_faces):
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mf= mesh.faces[i]
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if self.faceUV:
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if len(nmf.uv) == len(mf.v):
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mf.uv= [Vector(uv[0], uv[1]) for uv in nmf.uv]
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if len(nmf.col) == len(mf.v):
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for c, i in enumerate(mf.col):
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c.r, c.g, c.b= nmf.col[i].r, nmf.col[i].g, nmf.col[i].b
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if nmf.image:
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mf.image= nmf.image
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mesh.materials= self.materials[:16]
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class NMVert(object):
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__slots__= 'co', 'index', 'no', 'sel', 'uvco'
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def __init__(self, x,y,z):
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self.co= Vector(x,y,z)
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self.index= None # set on appending.
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self.no= Vector(0,0,1) # dummy
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self.sel= 0
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self.uvco= None
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class NMFace(object):
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__slots__= 'col', 'flag', 'hide', 'image', 'mat', 'materialIndex', 'mode', 'normal',\
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'sel', 'smooth', 'transp', 'uv', 'v'
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def __init__(self, v=[]):
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self.col= []
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self.flag= 0
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self.hide= 0
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self.image= None
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self.mat= 0 # materialIndex needs support too.
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self.mode= 0
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self.normal= Vector(0,0,1)
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self.uv= []
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self.sel= 0
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self.smooth= 0
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self.transp= 0
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self.uv= []
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self.v= [] # a list of nmverts.
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class NMCol(object):
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__slots__ = 'r', 'g', 'b', 'a'
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def __init__(self):
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self.r= 255
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self.g= 255
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self.b= 255
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self.a= 255
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