#!BPY
""" Registration info for Blender menus: <- these words are ignored
Name: 'Unweld'
Blender: 239
Group: 'Mesh'
Tip: 'Unweld all faces from a (or several) selected and common vertex.
Made vertex bevelling'
"""
__author__ = "Jean-Michel Soler (jms)"
__url__ = ("blender", "elysiun",
"Script's homepage, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_faces2vertex.htm#exemple",
"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
__version__ = "0.4.6 beta"
__bpydoc__ = """\
This script unwelds faces from a selected vertex.
There's also experimental support for static or dynamic (move mouse
in the
Scripts window) vertex bevel.
Usage:
Select a vertex, then run this script. Its options are:
- unbind points;<br>
- with noise;<br>
- middle face;<br>
- static bevel vertex;<br>
- moving bevel vertex;
"""
# ------------------------------------------
# Un-Weld script 0.4.6 beta
name="UnWeld"
Tip= 'Unweld all faces from a selected and common vertex. Made vertex
bevelling'
#
# split all faces from one selected vertex
# (c) 2004-2005 J-M Soler released under Blender Artistic License
#----------------------------------------------
# Official Page :
website = 'http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_faces2vertex.htm#Unweld'
# Communicate problems and errors on:
community = 'http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender'
#----------------------------------------------
# Blender Artistic License
# http://download.blender.org/documentation/html/x21254.html
#---------------------------------------------
# Changelog
#----------------------------------------------
# 25/05 :
# -- separate choise, normal (same place) or spread at random, middle
of the face
# -- works on several vertices too
# -- Quite vertex bevelling on <<lone>> vertex : create hole
in faces around this
# vertex
# 03/06 :
# -- a sort of "bevelled vertex" extrusion controled by horizontal
mouse
# displacement. just a beta test to the mouse control.
# 08/08 :
# -- minor correction to completely disconnect face.
#----------------------------------------------
# Page officielle :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_faces2vertex.htm#exemple
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
# Blender Artistic License
# http://download.blender.org/documentation/html/x21254.html
#---------------------------------------------
# Changelog
#----------------------------------------------
# 25/05 :
# -- separation
du choix, normal ou dispersion hasardeuse,
#
milieu de face
# -- sommets
multiples /
# -- presque
unvertex bevelling sur un vertex solitaire : cree
#
un trou dans la facette autour du sommet
# 03/06 :
# -- une
sorte de vertex extruder en biseau, controle par
#
deplacement horizontal de la souris
# 08/08 :
# -- correction
mineure pour s'assurer que les faces soient
#
entierment deconnectees
#----------------------------------------------
import Blender
from Blender import Noise
from Blender.Draw import *
from Blender.BGL import *
# $Id: unweld.py,v 1.1 2005/04/16 05:25:42 ianwill Exp $
Blender.Window.EditMode(0)
Nr=Noise.random
decal=0.03
t=[0.0,0.0,0.0]
pl=[]
orig=[]
DEBUG = 0
SUBSURF=0
DIM=Create(1.0)
def Tampon(v,t):
for n in range(len(v)): t[n]=t[n]+v[n]
return t
def freeTampon(t):
for n in range(3): t[n]=0.0
return t
def TamponMoyen(t,f):
for n in range(3): t[n]/=len(f)
return t
def appliqueMoyenne(v,t):
for n in range(len(v)): v[n]=t[n]
return v
def docF(f0,f):
try:
f0.mat=f.mat
f0.uv=f.uv
f0.col=f.col
f0.image=f.image
f0.smooth=f.smooth
f0.mode=f.mode
f0.flag=f.flag
return f0
except:
pass
def listConnecterFace(me,lebon):
listf2v={}
#tri des faces connectees aux sommets selectionnes
for f in me.faces:
for v in f.v:
if v==lebon:
if v.index not in listf2v.keys():
listf2v[me.verts.index(v)]=[f]
elif f not in listf2v[me.verts.index(v)]:
listf2v[me.verts.index(v)].append(f)
return listf2v
def creerFaceSupplementaire(me,lebon,listf2v):
global t
for f in listf2v[lebon.index]:
f0=Blender.NMesh.Face()
if result==3: t=freeTampon(t)
for v in f.v:
if result==3: t=Tampon(v,t)
if v!=lebon:
f0.append(v)
else:
if result==2:
nv=Blender.NMesh.Vert(lebon.co[0]+Nr()*decal,
lebon.co[1]+Nr()*decal,
lebon.co[2]+Nr()*decal)
else:
nv=Blender.NMesh.Vert(lebon.co[0],
lebon.co[1],
lebon.co[2])
nv.sel=1
me.verts.append(nv)
f0.append(me.verts[me.verts.index(nv)])
localise=me.verts.index(nv)
docF(f0,f)
if result==3:
t=TamponMoyen(t,f0.v)
me.verts[localise]=appliqueMoyenne(me.verts[localise],t)
me.faces.append(f0)
del me.verts[me.verts.index(lebon)]
for f in listf2v[lebon.index]:
del me.faces[me.faces.index(f)]
return me
def collecte_edge(listf2v,me,lebon):
back=0
edgelist = []
vertlist = []
if DEBUG : print listf2v
for face in listf2v[lebon.index]:
if len(face.v)
== 4:
vlist = [0,1,2,3,0]
elif len(face.v)
== 3:
vlist = [0,1,2,0]
else:
vlist = [0,1]
for i in range(len(vlist)-1):
vert0 = min(face.v[vlist[i]].index,face.v[vlist[i+1]].index)
vert1 = max(face.v[vlist[i]].index,face.v[vlist[i+1]].index)
edgeinlist = 0
if vert0==lebon.index or vert1==lebon.index:
for edge in edgelist:
if ((edge[0]==vert0) and (edge[1]==vert1)):
edgeinlist = 1
edge[2] = edge[2]+1
edge.append(me.faces.index(face))
break
if edgeinlist==0:
edge = [vert0,vert1,1,me.faces.index(face)]
edgelist.append(edge)
for edge in edgelist:
#print edge
if len(edge)==4:
del edgelist[edgelist.index(edge)]
edges=len(edgelist)
if DEBUG : print 'number of edges :
',edges," Edge list : " ,edgelist
return edges, edgelist
MouseClickG= Blender.Draw.LEFTMOUSE
MouseClickD= Blender.Draw.RIGHTMOUSE
MouseClickM= Blender.Draw.MIDDLEMOUSE
mouse_x=1
mouse_y=1
x=1
y=1
debut=0
def D():
size=Buffer(GL_FLOAT, 4)
glGetFloatv(GL_SCISSOR_BOX, size)
size= size.list
glColor3f(0.1, 0.1, 0.15)
glRasterPos2f(10, size[3]-16)
Text("Quit = Q Key")
glRasterPos2f(10, size[3]-36)
Text("Mouse to the Right = Increase")
glRasterPos2f(10, size[3]-56)
Text("Mouse to the Left = Decrease")
def E(evt,val):
global mouse_x,x,pl,orig,me,debut
global mouse_y,y, MouseClickG,MouseClickD,MouseClickM
if (evt== QKEY or evt==MouseClickG ): Exit()
if (evt == MOUSEX ):
mouse_x = val
pos=x-mouse_x
x=mouse_x
if pos==0:
pos=1
deplace(pl,orig,abs(pos)/pos)
if (evt == MOUSEY): mouse_y = val
def BE(evt):
pass
def deplace(pl,orig,n):
global me, OBJECT
for p in pl:
#print p, orig,len(me.verts)
me.verts[p].co[0]+=n*orig[0]
me.verts[p].co[1]+=n*orig[1]
me.verts[p].co[2]+=n*orig[2]
me.update()
Blender.Redraw()
def VertexBevel(result):
global t,pl, orig,me, SUBSURF
unique=0
for v in me.verts:
if v.sel==1:
lebon=v
unique+=1
if unique==1:
edges=0
edgelist=[]
vertlist=[]
orig=lebon.no[:]
listf2v=listConnecterFace(me,lebon)
edges, edgelist = collecte_edge(listf2v,me,lebon)
for f in listf2v[lebon.index]:
f0=Blender.NMesh.Face()
for v in f.v:
if v!=lebon:
f0.append(v)
else:
nv=Blender.NMesh.Vert(lebon.co[0],lebon.co[1],lebon.co[2])
nv.sel=1
me.verts.append(nv)
f0.append(me.verts[me.verts.index(nv)])
for e in edgelist:
if e[-1]==me.faces.index(f) or e[-2]==me.faces.index(f):
if me.verts.index(nv) not in e:
e.insert(0,me.verts.index(nv))
docF(f0,f)
me.faces.append(f0)
vertlist.append([me.verts.index(nv),me.faces.index(f)])
for e in edgelist :
del e[e.index(lebon.index)]
f0=Blender.NMesh.Face()
for n in range(3):
f0.v.append(me.verts[e[n]])
me.faces.append(f0);
for ve in vertlist:
t=freeTampon(t)
for v in me.faces[ve[1]].v:
t=Tampon(v,t)
t=TamponMoyen(t,me.faces[ve[1]].v)
ve.append(t[:])
me.verts[ve[0]]=appliqueMoyenne(me.verts[ve[0]],t)
def swap(x,y):
return y,x
p=[[edgelist[0][0],edgelist[0][1]]]
while len(p)!=len(edgelist):
for n in range(1,len(edgelist)) :
if p[-1][1]== edgelist[n][0]:
p.append([edgelist[n][0],edgelist[n][1]])
n+=1
elif p[-1][1]== edgelist[n][1]:
edgelist[n][0],edgelist[n][1]=swap(edgelist[n][0],edgelist[n][1])
p.append([edgelist[n][0],edgelist[n][1]])
n+=1
if len(p)%2==0:
P0=p[:(len(p))/2] ; P1=p[len(p)/2:]; P1.reverse()
for s in range(len(P0)-1):
f0=Blender.NMesh.Face()
table=[P0[s][0],P0[s][1],P1[s+1][0],P1[s+1][1]]
for t in table:f0.v.append(me.verts[t])
me.faces.append(f0)
elif len(p) >3 :
P0=p[:(len(p)-1)/2];P1=p[(len(p)-1)/2:-1]; P1.reverse()
for s in range(len(P0)-1):
f0=Blender.NMesh.Face()
table=[P0[s][0],P0[s][1],P1[s+1][0],P1[s+1][1]]
for t in table:f0.v.append(me.verts[t])
me.faces.append(f0)
f0=Blender.NMesh.Face()
table=[p[-1][0],P0[0][0],P1[-1][1]]
for t in table:f0.v.append(me.verts[t])
me.faces.append(f0)
elif len(p) ==3 :
if DEBUG :print P0,P1
f0=Blender.NMesh.Face()
table=[p[0][0],p[0][1],p[1][1]]
for t in table:f0.v.append(me.verts[t])
me.faces.append(f0)
for f in listf2v[lebon.index]:
del me.faces[me.faces.index(f)]
del me.verts[me.verts.index(lebon)]
me.update()
if result==5:
pl=[]
for s in me.verts:
if s.sel==1:
pl.append(s.index)
Blender.Draw.Register(D,E,BE)
"""
if SUBSURF==1 :
me.mode+=Blender.NMesh.Modes['SUBSURF']
me.update()
OBJECT.makeDisplayList()
"""
else:
name = " It should leave at least one selected vertex %t | ok %x1 ?"
result = Blender.Draw.PupMenu(name)
OBJECT=Blender.Scene.GetCurrent().getActiveObject()
if OBJECT and OBJECT.getType()=='Mesh':
name = "Unweld %t|Unbind Points
%x1|"
name += "With Noise %x2|Middle
Face %x3|"
name += "Static Bevel Vertex %x4|Moving
Bevel Vertex %x5|"
result = Blender.Draw.PupMenu(name)
if result:
me=OBJECT.getData()
unique=0
if result<4:
vSelection=[]
for v in me.verts:
if v.sel==1:
vSelection.append(v)
for v in vSelection:
lebon=v
if DEBUG : print lebon
listf2v=listConnecterFace(me,lebon)
me=creerFaceSupplementaire(me,lebon,listf2v)
#OBJECT.link(me)
me.update()
OBJECT.makeDisplayList()
else:
VertexBevel(result)
OBJECT.makeDisplayList()
else:
name = "Nothing to do! Are you
sure ?"
result = Blender.Draw.PupMenu(name)
|