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mesh_extrude_and_reshape.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 3
# 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, see <http://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
# Contact for more information about the Addon:
# Email: [email protected]
# Twitter: wii_mano @mano_wii
bl_info = {
"name": "Extrude and Reshape",
"author": "Germano Cavalcante",
"version": (0, 8, 1),
"blender": (2, 76, 5),
"location": "View3D > TOOLS > Tools > Mesh Tools > Add: > Extrude Menu (Alt + E)",
"description": "Extrude face and merge edge intersections between the mesh and the new edges",
"wiki_url" : "http://blenderartists.org/forum/showthread.php?376618-Addon-Push-Pull-Face",
"category": "Mesh"}
import bpy, bmesh
from mathutils.geometry import intersect_line_line
from bpy.props import FloatProperty
class BVHco():
i = 0
c1x = 0.0
c1y = 0.0
c1z = 0.0
c2x = 0.0
c2y = 0.0
c2z = 0.0
def edges_BVH_overlap(bm, edges, epsilon = 0.0001):
bco = set()
for e in edges:
bvh = BVHco()
bvh.i = e.index
b1 = e.verts[0]
b2 = e.verts[1]
co1 = b1.co.x
co2 = b2.co.x
if co1 <= co2:
bvh.c1x = co1 - epsilon
bvh.c2x = co2 + epsilon
else:
bvh.c1x = co2 - epsilon
bvh.c2x = co1 + epsilon
co1 = b1.co.y
co2 = b2.co.y
if co1 <= co2:
bvh.c1y = co1 - epsilon
bvh.c2y = co2 + epsilon
else:
bvh.c1y = co2 - epsilon
bvh.c2y = co1 + epsilon
co1 = b1.co.z
co2 = b2.co.z
if co1 <= co2:
bvh.c1z = co1 - epsilon
bvh.c2z = co2 + epsilon
else:
bvh.c1z = co2 - epsilon
bvh.c2z = co1 + epsilon
bco.add(bvh)
del edges
overlap = {}
oget = overlap.get
for e1 in bm.edges:
by = bz = True
a1 = e1.verts[0]
a2 = e1.verts[1]
c1x = a1.co.x
c2x = a2.co.x
if c1x > c2x:
tm = c1x
c1x = c2x
c2x = tm
for bvh in bco:
if c1x <= bvh.c2x and c2x >= bvh.c1x:
if by:
by = False
c1y = a1.co.y
c2y = a2.co.y
if c1y > c2y:
tm = c1y
c1y = c2y
c2y = tm
if c1y <= bvh.c2y and c2y >= bvh.c1y:
if bz:
bz = False
c1z = a1.co.z
c2z = a2.co.z
if c1z > c2z:
tm = c1z
c1z = c2z
c2z = tm
if c1z <= bvh.c2z and c2z >= bvh.c1z:
e2 = bm.edges[bvh.i]
if e1 != e2:
overlap[e1] = oget(e1, set()).union({e2})
return overlap
def intersect_edges_edges(overlap, precision = 4):
epsilon = .1**precision
fpre_min = -epsilon
fpre_max = 1+epsilon
splits = {}
sp_get = splits.get
new_edges1 = set()
new_edges2 = set()
targetmap = {}
for edg1 in overlap:
#print("***", ed1.index, "***")
for edg2 in overlap[edg1]:
#print('loop', ed2.index)
a1 = edg1.verts[0]
a2 = edg1.verts[1]
b1 = edg2.verts[0]
b2 = edg2.verts[1]
# test if are linked
if a1 in {b1, b2} or a2 in {b1, b2}:
#print('linked')
continue
aco1, aco2 = a1.co, a2.co
bco1, bco2 = b1.co, b2.co
tp = intersect_line_line(aco1, aco2, bco1, bco2)
if tp:
p1, p2 = tp
if (p1 - p2).to_tuple(precision) == (0,0,0):
v = aco2-aco1
f = p1 - aco1
x,y,z = abs(v.x), abs(v.y), abs(v.z)
max1 = 0 if x >= y and x >= z else\
1 if y >= x and y >= z else 2
fac1 = f[max1]/v[max1]
v = bco2-bco1
f = p2 - bco1
x,y,z = abs(v.x), abs(v.y), abs(v.z)
max2 = 0 if x >= y and x >= z else\
1 if y >= x and y >= z else 2
fac2 = f[max2]/v[max2]
if fpre_min <= fac1 <= fpre_max:
#print(edg1.index, 'can intersect', edg2.index)
ed1 = edg1
elif edg1 in splits:
for ed1 in splits[edg1]:
a1 = ed1.verts[0]
a2 = ed1.verts[1]
vco1 = a1.co
vco2 = a2.co
v = vco2-vco1
f = p1 - vco1
fac1 = f[max1]/v[max1]
if fpre_min <= fac1 <= fpre_max:
#print(e.index, 'can intersect', edg2.index)
break
else:
#print(edg1.index, 'really does not intersect', edg2.index)
continue
else:
#print(edg1.index, 'not intersect', edg2.index)
continue
if fpre_min <= fac2 <= fpre_max:
#print(ed1.index, 'actually intersect', edg2.index)
ed2 = edg2
elif edg2 in splits:
for ed2 in splits[edg2]:
b1 = ed2.verts[0]
b2 = ed2.verts[1]
vco1 = b1.co
vco2 = b2.co
v = vco2-vco1
f = p2 - vco1
fac2 = f[max2]/v[max2]
if fpre_min <= fac2 <= fpre_max:
#print(ed1.index, 'actually intersect', e.index)
break
else:
#print(ed1.index, 'really does not intersect', ed2.index)
continue
else:
#print(ed1.index, 'not intersect', edg2.index)
continue
new_edges1.add(ed1)
new_edges2.add(ed2)
if abs(fac1) <= epsilon:
nv1 = a1
elif fac1 + epsilon >= 1:
nv1 = a2
else:
ne1, nv1 = bmesh.utils.edge_split(ed1, a1, fac1)
new_edges1.add(ne1)
splits[edg1] = sp_get(edg1, set()).union({ne1})
if abs(fac2) <= epsilon:
nv2 = b1
elif fac2 + epsilon >= 1:
nv2 = b2
else:
ne2, nv2 = bmesh.utils.edge_split(ed2, b1, fac2)
new_edges2.add(ne2)
splits[edg2] = sp_get(edg2, set()).union({ne2})
if nv1 != nv2: #necessary?
targetmap[nv1] = nv2
#else:
#print('not coplanar')
#else:
#print("parallel or collinear")
return new_edges1, new_edges2, targetmap
class Extrude_and_Reshape(bpy.types.Operator):
"""Push and pull face entities to sculpt 3d models"""
bl_idname = "mesh.extrude_reshape"
bl_label = "Extrude and Reshape"
bl_options = {'REGISTER', 'GRAB_CURSOR', 'BLOCKING'}
@classmethod
def poll(cls, context):
return context.mode is not 'EDIT_MESH'
def modal(self, context, event):
if self.confirm:
sface = self.bm.faces.active
if not sface:
for face in self.bm.faces:
if face.select == True:
sface = face
break
else:
return {'FINISHED'}
# edges to intersect
edges = set()
[[edges.add(ed) for ed in v.link_edges] for v in sface.verts]
overlap = edges_BVH_overlap(self.bm, edges, epsilon = 0.0001)
overlap = {k: v for k,v in overlap.items() if k not in edges} # remove repetition
#print([e.index for e in edges])
#for a, b in overlap.items():
#print(a.index, [e.index for e in b])
new_edges1, new_edges2, targetmap = intersect_edges_edges(overlap)
pos_weld = set()
for e in new_edges1:
v1, v2 = e.verts
if v1 in targetmap and v2 in targetmap:
pos_weld.add((targetmap[v1], targetmap[v2]))
if targetmap:
bmesh.ops.weld_verts(self.bm, targetmap=targetmap)
#print([e.is_valid for e in new_edges1])
#print([e.is_valid for e in new_edges2])
#sp_faces1 = set()
for e in pos_weld:
v1, v2 = e
lf1 = set(v1.link_faces)
lf2 = set(v2.link_faces)
rlfe = lf1.intersection(lf2)
for f in rlfe:
try:
nf = bmesh.utils.face_split(f, v1, v2)
#sp_faces1.update({f, nf[0]})
except:
pass
#sp_faces2 = set()
for e in new_edges2:
lfe = set(e.link_faces)
v1, v2 = e.verts
lf1 = set(v1.link_faces)
lf2 = set(v2.link_faces)
rlfe = lf1.intersection(lf2)
for f in rlfe.difference(lfe):
nf = bmesh.utils.face_split(f, v1, v2)
#sp_faces2.update({f, nf[0]})
bmesh.update_edit_mesh(self.mesh, tessface=True, destructive=True)
return {'FINISHED'}
if self.cancel:
return {'FINISHED'}
self.cancel = event.type in {'ESC', 'NDOF_BUTTON_ESC'}
self.confirm = event.type in {'LEFTMOUSE', 'RET', 'NUMPAD_ENTER'}
return {'PASS_THROUGH'}
def execute(self, context):
self.mesh = context.object.data
self.bm = bmesh.from_edit_mesh(self.mesh)
try:
selection = self.bm.select_history[-1]
except:
for face in self.bm.faces:
if face.select == True:
selection = face
break
else:
return {'FINISHED'}
if not isinstance(selection, bmesh.types.BMFace):
bpy.ops.mesh.extrude_region_move('INVOKE_DEFAULT')
return {'FINISHED'}
else:
face = selection
#face.select = False
bpy.ops.mesh.select_all(action='DESELECT')
geom = []
for edge in face.edges:
if abs(edge.calc_face_angle(0) - 1.5707963267948966) < 0.01: #self.angle_tolerance:
geom.append(edge)
ret_dict = bmesh.ops.extrude_discrete_faces(self.bm, faces = [face])
for face in ret_dict['faces']:
self.bm.faces.active = face
face.select = True
sface = face
dfaces = bmesh.ops.dissolve_edges(self.bm, edges = geom, use_verts=True, use_face_split=False)
bmesh.update_edit_mesh(self.mesh, tessface=True, destructive=True)
bpy.ops.transform.translate('INVOKE_DEFAULT', constraint_axis=(False, False, True), constraint_orientation='NORMAL', release_confirm=True)
context.window_manager.modal_handler_add(self)
self.cancel = False
self.confirm = False
return {'RUNNING_MODAL'}
def operator_draw(self,context):
layout = self.layout
col = layout.column(align=True)
col.operator("mesh.extrude_reshape", text="Extrude and Reshape")
def register():
bpy.utils.register_class(Extrude_and_Reshape)
bpy.types.VIEW3D_MT_edit_mesh_extrude.append(operator_draw)
def unregister():
bpy.types.VIEW3D_MT_edit_mesh_extrude.remove(operator_draw)
bpy.utils.unregister_class(Extrude_and_Reshape)
if __name__ == "__main__":
register()