[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [4218] Moving F2 from contrib to trunk.

Bart Crouch bartius.crouch at gmail.com
Tue Jan 29 22:42:58 CET 2013


Revision: 4218
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=4218
Author:   crouch
Date:     2013-01-29 21:42:55 +0000 (Tue, 29 Jan 2013)
Log Message:
-----------
Moving F2 from contrib to trunk. Add-on has been approved by a code review.

Added Paths:
-----------
    trunk/py/scripts/addons/mesh_f2.py

Removed Paths:
-------------
    contrib/py/scripts/addons/mesh_f2.py

Deleted: contrib/py/scripts/addons/mesh_f2.py
===================================================================
--- contrib/py/scripts/addons/mesh_f2.py	2013-01-29 03:48:06 UTC (rev 4217)
+++ contrib/py/scripts/addons/mesh_f2.py	2013-01-29 21:42:55 UTC (rev 4218)
@@ -1,298 +0,0 @@
-# ##### 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",
-    'version': (1, 4, 0),
-    'blender': (2, 65, 9),
-    '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
-
-
-# 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')
-
-
-# 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
-    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')
-
-    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
-            bpy.ops.mesh.edge_face_add()
-        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]
-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)
-
-
-def unregister():
-    # remove operator
-    for c in classes:
-        bpy.utils.unregister_class(c)
-
-    # remove keymap entry
-    for km in addon_keymaps:

@@ Diff output truncated at 10240 characters. @@


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