[Bf-extensions-cvs] [ef5f9c32] master: mesh_f2: update to working version 1, 8, 4: T65867 Thanks ID_Inc
meta-androcto
noreply at git.blender.org
Sun Jun 23 07:44:33 CEST 2019
Commit: ef5f9c3291ffec316e1d0a380ca2357351104a8d
Author: meta-androcto
Date: Sun Jun 23 15:44:10 2019 +1000
Branches: master
https://developer.blender.org/rBAef5f9c3291ffec316e1d0a380ca2357351104a8d
mesh_f2: update to working version 1,8,4: T65867 Thanks ID_Inc
===================================================================
M mesh_f2.py
===================================================================
diff --git a/mesh_f2.py b/mesh_f2.py
index ae246f47..672ba886 100644
--- a/mesh_f2.py
+++ b/mesh_f2.py
@@ -1,3 +1,5 @@
+# Updated for 2.8 jan 5 2019
+
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
@@ -21,8 +23,8 @@
bl_info = {
"name": "F2",
"author": "Bart Crouch, Alexander Nedovizin, Paul Kotelevets "
- "(concept design)",
- "version": (1, 7, 3),
+ "(concept design), Adrian Rutkowski",
+ "version": (1, 8, 4),
"blender": (2, 80, 0),
"location": "Editmode > F",
"warning": "",
@@ -32,16 +34,46 @@ bl_info = {
"category": "Mesh",
}
+# ref: https://github.com/Cfyzzz/Other-scripts/blob/master/f2.py
import bmesh
import bpy
import itertools
import mathutils
+import math
+from mathutils import Vector
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 ob.material_slots:
+ me = ob.data
+ if me.uv_layers:
+ uv = me.uv_layers.active.name
+ # 'material_slots' is deprecated (Blender Internal)
+ # 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):
+ addon_prefs = context.preferences.addons[__name__].preferences
ob = context.active_object
region = context.region
region_3d = context.space_data.region_3d
@@ -49,9 +81,9 @@ def quad_from_edge(bm, edge_sel, context, event):
# 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)]
+ 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
@@ -64,7 +96,7 @@ def quad_from_edge(bm, edge_sel, context, event):
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)
+ region_3d, world_pos)
dist = (mouse_pos - screen_pos).length
if not min_dist or dist < min_dist[0]:
min_dist = (dist, edge, vert)
@@ -88,7 +120,7 @@ def quad_from_edge(bm, edge_sel, context, event):
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
+ 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
@@ -100,7 +132,7 @@ def quad_from_edge(bm, edge_sel, context, event):
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]):
+ (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):
@@ -120,6 +152,9 @@ def quad_from_edge(bm, edge_sel, context, event):
mat_index = ref_faces[0].material_index
smooth = ref_faces[0].smooth
+ if addon_prefs.quad_from_e_mat:
+ mat_index = bpy.context.object.active_material_index
+
# create quad
try:
if v3 == v4:
@@ -150,9 +185,9 @@ def quad_from_edge(bm, edge_sel, context, event):
# adjust uv-map
if __name__ != '__main__':
- addon_prefs = context.preferences.addons[__name__].preferences
if addon_prefs.adjustuv:
- for (key, uv_layer) in bm.loops.layers.uv.items():
+ 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:
@@ -170,6 +205,7 @@ def quad_from_edge(bm, edge_sel, context, event):
# create a face from a single selected vertex, if it is an open vertex
def quad_from_vertex(bm, vert_sel, context, event):
+ addon_prefs = context.preferences.addons[__name__].preferences
ob = context.active_object
me = ob.data
region = context.region
@@ -185,13 +221,13 @@ def quad_from_vertex(bm, vert_sel, context, event):
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]
+ if not vert.select]
mid_other = (other_verts[0].co.copy() + other_verts[1].co.copy()) \
- / 2
+ / 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)
+ 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)
@@ -209,8 +245,8 @@ def quad_from_vertex(bm, vert_sel, context, event):
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
+ 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]
@@ -219,7 +255,7 @@ def quad_from_vertex(bm, vert_sel, context, event):
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]):
+ (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):
@@ -235,6 +271,9 @@ def quad_from_vertex(bm, vert_sel, context, event):
mat_index = ref_faces[0].material_index
smooth = ref_faces[0].smooth
+ if addon_prefs.quad_from_v_mat:
+ mat_index = bpy.context.object.active_material_index
+
# create face between all 4 vertices involved
verts = [other_verts[0], vert_sel, other_verts[1], vert_new]
if flip_align:
@@ -250,9 +289,9 @@ def quad_from_vertex(bm, vert_sel, context, event):
# adjust uv-map
if __name__ != '__main__':
- addon_prefs = context.preferences.addons[__name__].preferences
if addon_prefs.adjustuv:
- for (key, uv_layer) in bm.loops.layers.uv.items():
+ uv_layer = get_uv_layer(ob, bm, mat_index)
+ if uv_layer:
uv_others = {}
uv_sel = None
uv_new = None
@@ -264,7 +303,7 @@ def quad_from_vertex(bm, vert_sel, context, event):
break
if len(uv_others) == 2:
mid_other = (list(uv_others.values())[0] +
- list(uv_others.values())[1]) / 2
+ list(uv_others.values())[1]) / 2
for loop in vert_sel.link_loops:
if loop.face.index > -1:
uv_sel = loop[uv_layer].uv
@@ -288,22 +327,206 @@ def quad_from_vertex(bm, vert_sel, context, event):
bpy.ops.object.mode_set(mode='EDIT')
+def expand_vert(self, context, event):
+ addon_prefs = context.preferences.addons[__name__].preferences
+ ob = context.active_object
+ obj = bpy.context.object
+ me = obj.data
+ bm = bmesh.from_edit_mesh(me)
+ region = context.region
+ region_3d = context.space_data.region_3d
+ rv3d = context.space_data.region_3d
+
+ for v in bm.verts:
+ if v.select:
+ v_active = v
+
+ try:
+ depth_location = v_active.co
+ except:
+ return {'CANCELLED'}
+ # create vert in mouse cursor location
+
+ mouse_pos = Vector((event.mouse_region_x, event.mouse_region_y))
+ location_3d = view3d_utils.region_2d_to_location_3d(region, rv3d, mouse_pos, depth_location)
+
+ c_verts = []
+ # find and select linked edges that are open (<2 faces connected) add those edge verts to c_verts list
+ linked = v_active.link_edges
+ for edges in linked:
+ if len(edges.link_faces) < 2:
+ edges.select = True
+ for v in edges.verts:
+ if v is not v_active:
+ c_verts.append(v)
+
+ # Compare distance in 2d between mouse and edges middle points
+ screen_pos_va = view3d_utils.location_3d_to_region_2d(region, region_3d,
+ ob.matrix_world @ v_active.co)
+ screen_pos
@@ Diff output truncated at 10240 characters. @@
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