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F2_164.py
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F2_164.py
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# ##### 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",
'version': (1, 6, 4),
'blender': (2, 68, 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",
'tracker_url': "http://projects.blender.org/tracker/index.php?"\
"func=detail&aid=33979",
'category': 'Mesh'}
import bmesh
import bpy
import itertools
import mathutils
from bpy_extras import view3d_utils
from bpy.props import StringProperty, BoolProperty
from bpy.types import AddonPreferences
class F2AddonPreferences(AddonPreferences):
bl_idname = __name__
boolean = BoolProperty(
name="Auto Grab",
default=False,
)
def draw(self, context):
layout = self.layout
layout.label(text="Settings")
layout.prop(self, "boolean")
# 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:
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
# toggle mode, to force correct drawing
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
def decorator_grab(func):
#decorate function invoke of class MeshF2
def bm_vert_active_get(ob):
bm = bmesh.from_edit_mesh(ob.data)
for elem in reversed(bm.select_history):
if isinstance(elem, bmesh.types.BMVert):
return elem.index
return -1
def wrapper(self, context, event):
obj = bpy.context.active_object
bm = bmesh.from_edit_mesh(obj.data)
sel = [v for v in bm.verts if v.select]
if len(sel) == 1 and bm_vert_active_get(obj)==-1:
return {'CANCELLED'}
res = func(self, context, event)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
user_preferences = context.user_preferences
addon_prefs = user_preferences.addons[__name__].preferences
obj = bpy.context.active_object
selected_verts = [i.index for i in obj.data.vertices if i.select]
if len(selected_verts) == 1 and addon_prefs.boolean:
bpy.ops.transform.translate('INVOKE_DEFAULT')
return res
return wrapper
def quad_from_vertex(bm, vert_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)
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
# toggle mode, to force correct drawing
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
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')
@decorator_grab #!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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)
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
km = bpy.context.window_manager.keyconfigs.addon.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)
#bpy.context.window_manager.keyconfigs.addon.keymaps.remove(km)
addon_keymaps.clear()
# remove operator
for c in reversed(classes):
bpy.utils.unregister_class(c)
if __name__ == "__main__":
register()