248 lines
7.3 KiB
Python
248 lines
7.3 KiB
Python
#!BPY
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""" Registration info for Blender menus: <- these words are ignored
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Name: 'Unweld vertex/ices'
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Blender: 243
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Group: 'Mesh'
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Tip: 'Unweld all faces from a (or several) selected and common vertex. Made vertex bevelling'
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"""
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__author__ = "Jean-Michel Soler (jms)"
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__url__ = ("blender", "blenderartists.org",
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"Script's homepage, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_faces2vertex.htm#exemple",
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"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
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__version__ = "0.4.6 "
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__bpydoc__ = """\
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This script unwelds faces from one or several selected vertex/vertices.
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Usage:
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In edit mode Select at least one vertex, then run this script.
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The options are:
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- unbind points;<br>
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a new point is added to each face connected to the selected one.
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- with noise;<br>
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the new points location is varied with noise
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- middle face;<br>
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the new point is located at the center of face to which it is connected
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"""
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# ------------------------------------------
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# Un-Weld script 0.4.6
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# name="UnWeld"
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# Tip= 'Unweld all faces from a selected and common vertex.'
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# date='06/08/2006'
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# split all faces from one selected vertex
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# (c) 2004 J-M Soler released under GPL licence
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#----------------------------------------------
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# Official Page :
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# website = 'http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_faces2vertex.htm#exemple'
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# Communicate problems and errors on:
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# community = 'http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender'
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#----------------------------------------------
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# Blender Artistic License
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# http://download.blender.org/documentation/html/x21254.html
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#---------------------------------------------
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# Changelog
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#----------------------------------------------
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# 25/05 :
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# -- separate choice, normal (same place) or spread at random, middle of the face
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# -- works on several vertices too
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# -- Quite vertex bevelling on <<lone>> vertex : create hole in faces around this
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# vertex
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# 03/06 :
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# -- a sort of "bevelled vertex" extrusion controled by horizontal mouse
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# displacement. just a beta test to the mouse control.
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# 08/08 :
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# -- minor correction to completely disconnect face.
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#----------------------------------------------
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# Page officielle :
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# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_faces2vertex.htm#exemple
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# Commsoler les problemes et erreurs sur:
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# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
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# Blender Artistic License
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# http://download.blender.org/documentation/html/x21254.html
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#---------------------------------------------
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# Changelog
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#----------------------------------------------
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# 25/05 :
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# -- separation du choix, normal ou dispersion hasardeuse,
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# milieu de face
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# -- sommets multiples /
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# -- presque unvertex bevelling sur un vertex solitaire : cree
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# un trou dans la facette autour du sommet
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# 03/06 :
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# -- une sorte de vertex extruder en biseau, controle par
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# movement horizontal de la souris
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# 08/08 :
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# -- correction mineure pour s'assurer que les faces soient
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# entierment deconnectees
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#----------------------------------------------
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import Blender
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from Blender import Noise
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from Blender.Draw import *
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from Blender.BGL import *
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import BPyMessages
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# $Id: unweld.py 14530 2008-04-23 14:04:05Z campbellbarton $
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NR=Noise.random
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DECAL=0.03
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t=[0.0,0.0,0.0]
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pl=[]
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orig=[]
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DEBUG = 0
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SUBSURF=0
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DIM=Create(1.0)
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def Buffer(v,t):
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if DEBUG : print dir(v)
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for n in range(len(v)): t[n]=t[n]+v[n]
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return t
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def freeBuffer(t):
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for n in range(3): t[n]=0.0
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return t
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def ModalBuffer(t,f):
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for n in range(3): t[n]/=len(f)
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return t
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def applyModalValue(v,t):
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for n in range(len(v)): v[n]=t[n]
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return v
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def docF(f0,f):
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if f0 and f:
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f0.mat=f.mat
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if f.uv :
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f0.uv=f.uv
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if f.col :
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f0.col=f.col
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if f.image :
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f0.image=f.image
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f0.smooth=f.smooth
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f0.mode=f.mode
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f0.flag=f.flag
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return f0
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def connectedFacesList(me,thegood):
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listf2v={}
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#tri des faces connectees aux sommets selectionnes
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for f in me.faces:
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for v in f.v:
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if v==thegood:
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if v.index not in listf2v: # .keys()
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listf2v[me.verts.index(v)]=[f]
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elif f not in listf2v[me.verts.index(v)]:
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listf2v[me.verts.index(v)].append(f)
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return listf2v
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def createAdditionalFace(me,thegood,listf2v):
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global t
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for f in listf2v[thegood.index]:
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f0=Blender.NMesh.Face()
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if result==3: t=freeBuffer(t)
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for v in f.v:
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if result==3: t=Buffer(v,t)
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if v!=thegood:
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f0.append(v)
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else:
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if result==2:
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nv=Blender.NMesh.Vert(thegood.co[0]+NR()*DECAL,
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thegood.co[1]+NR()*DECAL,
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thegood.co[2]+NR()*DECAL)
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else:
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nv=Blender.NMesh.Vert(thegood.co[0],
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thegood.co[1],
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thegood.co[2])
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nv.sel=1
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me.verts.append(nv)
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f0.append(me.verts[me.verts.index(nv)])
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localise=me.verts.index(nv)
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docF(f0,f)
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if result==3:
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t=ModalBuffer(t,f0.v)
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me.verts[localise]=applyModalValue(me.verts[localise],t)
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me.faces.append(f0)
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del me.verts[me.verts.index(thegood)]
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for f in listf2v[thegood.index]:
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del me.faces[me.faces.index(f)]
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return me
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def collecte_edge(listf2v,me,thegood):
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back=0
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edgelist = []
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vertlist = []
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if DEBUG : print listf2v
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for face in listf2v[thegood.index]:
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if len(face.v) == 4:
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vlist = [0,1,2,3,0]
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elif len(face.v) == 3:
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vlist = [0,1,2,0]
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else:
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vlist = [0,1]
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for i in xrange(len(vlist)-1):
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vert0 = min(face.v[vlist[i]].index,face.v[vlist[i+1]].index)
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vert1 = max(face.v[vlist[i]].index,face.v[vlist[i+1]].index)
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edgeinlist = 0
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if vert0==thegood.index or vert1==thegood.index:
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for edge in edgelist:
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if ((edge[0]==vert0) and (edge[1]==vert1)):
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edgeinlist = 1
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edge[2] = edge[2]+1
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edge.append(me.faces.index(face))
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break
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if edgeinlist==0:
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edge = [vert0,vert1,1,me.faces.index(face)]
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edgelist.append(edge)
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for i, edge in enumerate(edgelist):
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#print edge
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if len(edge)==4:
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del edgelist[i]
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edges=len(edgelist)
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if DEBUG : print 'number of edges : ',edges," Edge list : " ,edgelist
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return edges, edgelist
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import bpy
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OBJECT= bpy.data.scenes.active.objects.active
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if OBJECT and OBJECT.type=='Mesh':
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if OBJECT.getData(mesh=1).multires:
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BPyMessages.Error_NoMeshMultiresEdit()
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elif not BPyMessages.Warning_MeshDistroyLayers(OBJECT.getData(mesh=1)):
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pass
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else:
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EDITMODE=Blender.Window.EditMode()
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Blender.Window.EditMode(0)
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name = "Unweld %t|Unbind Points %x1|With Noise %x2|Middle Face %x3"
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result = Blender.Draw.PupMenu(name)
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if result:
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me=OBJECT.getData()
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for v in me.verts:
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if v.sel:
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thegood=v
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if DEBUG : print thegood
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listf2v=connectedFacesList(me,thegood)
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if listf2v:
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me=createAdditionalFace(me,thegood,listf2v)
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#OBJECT.link(me)
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me.update()
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OBJECT.makeDisplayList()
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Blender.Window.EditMode(EDITMODE)
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else:
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BPyMessages.Error_NoMeshActive()
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