-
Notifications
You must be signed in to change notification settings - Fork 0
/
mesh_f2.py
411 lines (362 loc) · 13.9 KB
/
mesh_f2.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
bl_info = {
"name": "F2",
"author": "Bart Crouch, Alexander Nedovizin, Paul Kotelevets "
"(concept design)",
"version": (1, 7, 2),
"blender": (2, 70, 0),
"location": "Editmode > F",
"warning": "",
"description": "Extends the 'Make Edge/Face' functionality",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Modeling/F2",
"category": "Mesh",
}
import bmesh
import bpy
import itertools
import mathutils
from bpy_extras import view3d_utils
# returns a custom data layer of the UV map, or None
def get_uv_layer(ob, bm, mat_index):
uv = None
uv_layer = None
if not ob.material_slots:
me = ob.data
if me.uv_textures:
uv = me.uv_textures.active.name
else:
mat = ob.material_slots[mat_index].material
if mat is not None:
slot = mat.texture_slots[mat.active_texture_index]
if slot and slot.uv_layer:
uv = slot.uv_layer
else:
for tex_slot in mat.texture_slots:
if tex_slot and tex_slot.uv_layer:
uv = tex_slot.uv_layer
break
if uv:
uv_layer = bm.loops.layers.uv.get(uv)
return(uv_layer)
# create a face from a single selected edge
def quad_from_edge(bm, edge_sel, context, event):
ob = context.active_object
region = context.region
region_3d = context.space_data.region_3d
# find linked edges that are open (<2 faces connected) and not part of
# the face the selected edge belongs to
all_edges = [[edge for edge in edge_sel.verts[i].link_edges if \
len(edge.link_faces) < 2 and edge != edge_sel and \
sum([face in edge_sel.link_faces for face in edge.link_faces]) == 0] \
for i in range(2)]
if not all_edges[0] or not all_edges[1]:
return
# determine which edges to use, based on mouse cursor position
mouse_pos = mathutils.Vector([event.mouse_region_x, event.mouse_region_y])
optimal_edges = []
for edges in all_edges:
min_dist = False
for edge in edges:
vert = [vert for vert in edge.verts if not vert.select][0]
world_pos = ob.matrix_world * vert.co.copy()
screen_pos = view3d_utils.location_3d_to_region_2d(region,
region_3d, world_pos)
dist = (mouse_pos - screen_pos).length
if not min_dist or dist < min_dist[0]:
min_dist = (dist, edge, vert)
optimal_edges.append(min_dist)
# determine the vertices, which make up the quad
v1 = edge_sel.verts[0]
v2 = edge_sel.verts[1]
edge_1 = optimal_edges[0][1]
edge_2 = optimal_edges[1][1]
v3 = optimal_edges[0][2]
v4 = optimal_edges[1][2]
# normal detection
flip_align = True
normal_edge = edge_1
if not normal_edge.link_faces:
normal_edge = edge_2
if not normal_edge.link_faces:
normal_edge = edge_sel
if not normal_edge.link_faces:
# no connected faces, so no need to flip the face normal
flip_align = False
if flip_align: # there is a face to which the normal can be aligned
ref_verts = [v for v in normal_edge.link_faces[0].verts]
if v3 in ref_verts:
va_1 = v3
va_2 = v1
elif normal_edge == edge_sel:
va_1 = v1
va_2 = v2
else:
va_1 = v2
va_2 = v4
if (va_1 == ref_verts[0] and va_2 == ref_verts[-1]) or \
(va_2 == ref_verts[0] and va_1 == ref_verts[-1]):
# reference verts are at start and end of the list -> shift list
ref_verts = ref_verts[1:] + [ref_verts[0]]
if ref_verts.index(va_1) > ref_verts.index(va_2):
# connected face has same normal direction, so don't flip
flip_align = False
# material index detection
ref_faces = edge_sel.link_faces
if not ref_faces:
ref_faces = edge_sel.verts[0].link_faces
if not ref_faces:
ref_faces = edge_sel.verts[1].link_faces
if not ref_faces:
mat_index = False
smooth = False
else:
mat_index = ref_faces[0].material_index
smooth = ref_faces[0].smooth
# create quad
try:
if v3 == v4:
# triangle (usually at end of quad-strip
verts = [v3, v1, v2]
else:
# normal face creation
verts = [v3, v1, v2, v4]
if flip_align:
verts.reverse()
face = bm.faces.new(verts)
if mat_index:
face.material_index = mat_index
face.smooth = smooth
except:
# face already exists
return
# change selection
edge_sel.select = False
for vert in edge_sel.verts:
vert.select = False
for edge in face.edges:
if edge.index < 0:
edge.select = True
v3.select = True
v4.select = True
# adjust uv-map
if __name__ != '__main__':
addon_prefs = context.user_preferences.addons[__name__].preferences
if addon_prefs.adjustuv:
uv_layer = get_uv_layer(ob, bm, mat_index)
if uv_layer:
uv_ori = {}
for vert in [v1, v2, v3, v4]:
for loop in vert.link_loops:
if loop.face.index > -1:
uv_ori[loop.vert.index] = loop[uv_layer].uv
if len(uv_ori) == 4 or len(uv_ori) == 3:
for loop in face.loops:
loop[uv_layer].uv = uv_ori[loop.vert.index]
# toggle mode, to force correct drawing
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
# create a face from a single selected vertex, if it is an open vertex
def quad_from_vertex(bm, vert_sel, context, event):
ob = context.active_object
me = ob.data
region = context.region
region_3d = context.space_data.region_3d
# find linked edges that are open (<2 faces connected)
edges = [edge for edge in vert_sel.link_edges if len(edge.link_faces) < 2]
if len(edges) < 2:
return
# determine which edges to use, based on mouse cursor position
min_dist = False
mouse_pos = mathutils.Vector([event.mouse_region_x, event.mouse_region_y])
for a, b in itertools.combinations(edges, 2):
other_verts = [vert for edge in [a, b] for vert in edge.verts \
if not vert.select]
mid_other = (other_verts[0].co.copy() + other_verts[1].co.copy()) \
/ 2
new_pos = 2 * (mid_other - vert_sel.co.copy()) + vert_sel.co.copy()
world_pos = ob.matrix_world * new_pos
screen_pos = view3d_utils.location_3d_to_region_2d(region, region_3d,
world_pos)
dist = (mouse_pos - screen_pos).length
if not min_dist or dist < min_dist[0]:
min_dist = (dist, (a, b), other_verts, new_pos)
# create vertex at location mirrored in the line, connecting the open edges
edges = min_dist[1]
other_verts = min_dist[2]
new_pos = min_dist[3]
vert_new = bm.verts.new(new_pos)
# normal detection
flip_align = True
normal_edge = edges[0]
if not normal_edge.link_faces:
normal_edge = edges[1]
if not normal_edge.link_faces:
# no connected faces, so no need to flip the face normal
flip_align = False
if flip_align: # there is a face to which the normal can be aligned
ref_verts = [v for v in normal_edge.link_faces[0].verts]
if other_verts[0] in ref_verts:
va_1 = other_verts[0]
va_2 = vert_sel
else:
va_1 = vert_sel
va_2 = other_verts[1]
if (va_1 == ref_verts[0] and va_2 == ref_verts[-1]) or \
(va_2 == ref_verts[0] and va_1 == ref_verts[-1]):
# reference verts are at start and end of the list -> shift list
ref_verts = ref_verts[1:] + [ref_verts[0]]
if ref_verts.index(va_1) > ref_verts.index(va_2):
# connected face has same normal direction, so don't flip
flip_align = False
# material index detection
ref_faces = vert_sel.link_faces
if not ref_faces:
mat_index = False
smooth = False
else:
mat_index = ref_faces[0].material_index
smooth = ref_faces[0].smooth
# create face between all 4 vertices involved
verts = [other_verts[0], vert_sel, other_verts[1], vert_new]
if flip_align:
verts.reverse()
face = bm.faces.new(verts)
if mat_index:
face.material_index = mat_index
face.smooth = smooth
# change selection
vert_new.select = True
vert_sel.select = False
# adjust uv-map
if __name__ != '__main__':
addon_prefs = context.user_preferences.addons[__name__].preferences
if addon_prefs.adjustuv:
uv_layer = get_uv_layer(ob, bm, mat_index)
if uv_layer:
uv_others = {}
uv_sel = None
uv_new = None
# get original uv coordinates
for i in range(2):
for loop in other_verts[i].link_loops:
if loop.face.index > -1:
uv_others[loop.vert.index] = loop[uv_layer].uv
break
if len(uv_others) == 2:
mid_other = (list(uv_others.values())[0] +
list(uv_others.values())[1]) / 2
for loop in vert_sel.link_loops:
if loop.face.index > -1:
uv_sel = loop[uv_layer].uv
break
if uv_sel:
uv_new = 2 * (mid_other - uv_sel) + uv_sel
# set uv coordinates for new loops
if uv_new:
for loop in face.loops:
if loop.vert.index == -1:
x, y = uv_new
elif loop.vert.index in uv_others:
x, y = uv_others[loop.vert.index]
else:
x, y = uv_sel
loop[uv_layer].uv = (x, y)
# toggle mode, to force correct drawing
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
# autograb preference in addons panel
class F2AddonPreferences(bpy.types.AddonPreferences):
bl_idname = __name__
adjustuv = bpy.props.BoolProperty(
name = "Adjust UV",
description = "Automatically update UV unwrapping",
default = True)
autograb = bpy.props.BoolProperty(
name = "Auto Grab",
description = "Automatically puts a newly created vertex in grab mode",
default = False)
def draw(self, context):
layout = self.layout
layout.prop(self, "autograb")
layout.prop(self, "adjustuv")
class MeshF2(bpy.types.Operator):
"""Tooltip"""
bl_idname = "mesh.f2"
bl_label = "Make Edge/Face"
bl_description = "Extends the 'Make Edge/Face' functionality"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
# check we are in mesh editmode
ob = context.active_object
return(ob and ob.type == 'MESH' and context.mode == 'EDIT_MESH')
def invoke(self, context, event):
bm = bmesh.from_edit_mesh(context.active_object.data)
sel = [v for v in bm.verts if v.select]
if len(sel) > 2:
# original 'Make Edge/Face' behaviour
try:
bpy.ops.mesh.edge_face_add('INVOKE_DEFAULT')
except:
return {'CANCELLED'}
elif len(sel) == 1:
# single vertex selected -> mirror vertex and create new face
quad_from_vertex(bm, sel[0], context, event)
if __name__ != '__main__':
addon_prefs = context.user_preferences.addons[__name__].\
preferences
if addon_prefs.autograb:
bpy.ops.transform.translate('INVOKE_DEFAULT')
elif len(sel) == 2:
edges_sel = [ed for ed in bm.edges if ed.select]
if len(edges_sel) != 1:
# 2 vertices selected, but not on the same edge
bpy.ops.mesh.edge_face_add()
else:
# single edge selected -> new face from linked open edges
quad_from_edge(bm, edges_sel[0], context, event)
return {'FINISHED'}
# registration
classes = (
MeshF2,
F2AddonPreferences,
)
addon_keymaps = []
def register():
# add operator
for c in classes:
bpy.utils.register_class(c)
# add keymap entry
kcfg = bpy.context.window_manager.keyconfigs.addon
if kcfg:
km = kcfg.keymaps.new(name='Mesh', space_type='EMPTY')
kmi = km.keymap_items.new("mesh.f2", 'F', 'PRESS')
addon_keymaps.append((km, kmi))
def unregister():
# remove keymap entry
for km, kmi in addon_keymaps:
km.keymap_items.remove(kmi)
addon_keymaps.clear()
# remove operator and preferences
for c in reversed(classes):
bpy.utils.unregister_class(c)
if __name__ == "__main__":
register()