# SPDX-License-Identifier: GPL-2.0-or-later # ---------------------------- ADAPTIVE DUPLIFACES --------------------------- # # ------------------------------- version 0.84 ------------------------------- # # # # Creates duplicates of selected mesh to active morphing the shape according # # to target faces. # # # # (c) Alessandro Zomparelli # # (2017) # # # # http://www.co-de-it.com/ # # # # ############################################################################ # import bpy from bpy.types import ( Operator, Panel, PropertyGroup, ) from bpy.props import ( BoolProperty, EnumProperty, FloatProperty, IntProperty, StringProperty, PointerProperty ) from . import config def update_dependencies(ob, objects): type = ob.tissue.tissue_type if type == 'NONE': return objects if ob.tissue.bool_dependencies: deps = get_deps(ob) for o in deps: if o.tissue.tissue_type == 'NONE' or o.tissue.bool_lock or o in objects: continue objects.append(o) objects = update_dependencies(o, objects) return objects def get_deps(ob): type = ob.tissue.tissue_type if type == 'TESSELLATE': return [ob.tissue_tessellate.generator, ob.tissue_tessellate.component] elif type == 'TO_CURVE': return [ob.tissue_to_curve.object] else: return [] def anim_tessellate_active(self, context): ob = context.object props = ob.tissue_tessellate if not (ob.tissue.bool_lock or props.bool_hold): try: props.generator.name if props.component_mode == 'OBJECT': props.component.name elif props.component_mode == 'COLLECTION': props.component_coll.name bpy.ops.object.tissue_update_tessellate() except: pass def anim_tessellate_object(ob): try: #bpy.context.view_layer.objects.active = ob bpy.ops.object.tissue_update_tessellate() except: return None #from bpy.app.handlers import persistent def anim_tessellate(scene, depsgraph=None): print('Tissue: animating tessellations...') #config.evaluatedDepsgraph = depsgraph try: active_object = bpy.context.object old_mode = bpy.context.object.mode selected_objects = bpy.context.selected_objects except: active_object = old_mode = selected_objects = None if old_mode in ('OBJECT', 'PAINT_WEIGHT'): update_objects = [] for ob in scene.objects: if ob.tissue.bool_run and not ob.tissue.bool_lock: if ob not in update_objects: update_objects.append(ob) update_objects = list(reversed(update_dependencies(ob, update_objects))) for ob in update_objects: #override = {'object': ob} for window in bpy.context.window_manager.windows: screen = window.screen for area in screen.areas: if area.type == 'VIEW_3D': override = bpy.context.copy() override['window'] = window override['screen'] = screen override['area'] = area override['selected_objects'] = [ob] override['object'] = ob override['active_object'] = ob override['selected_editable_objects'] = [ob] override['mode'] = 'OBJECT' override['view_layer'] = scene.view_layers[0] break if ob.tissue.tissue_type == 'TESSELLATE': bpy.ops.object.tissue_update_tessellate(override) elif ob.tissue.tissue_type == 'TO_CURVE': bpy.ops.object.tissue_convert_to_curve_update(override) if old_mode != None: objects = bpy.context.view_layer.objects objects.active = active_object for o in objects: o.select_set(o in selected_objects) bpy.ops.object.mode_set(mode=old_mode) config.evaluatedDepsgraph = None print('end') return ''' def OLD_anim_tessellate(scene, depsgraph): print('Tissue: animating tessellations...') #global evaluatedDepsgraph #print(evaluatedDepsgraph) print(config.evaluatedDepsgraph) config.evaluatedDepsgraph = depsgraph print(config.evaluatedDepsgraph) try: active_object = bpy.context.object old_mode = bpy.context.object.mode selected_objects = bpy.context.selected_objects except: active_object = old_mode = selected_objects = None if old_mode in ('OBJECT', 'PAINT_WEIGHT') or True: update_objects = [] for ob in scene.objects: if ob.tissue.bool_run and not ob.tissue.bool_lock: if ob not in update_objects: update_objects.append(ob) update_objects = list(reversed(update_dependencies(ob, update_objects))) for ob in update_objects: for window in bpy.context.window_manager.windows: screen = window.screen for area in screen.areas: if area.type == 'VIEW_3D': override = bpy.context.copy() override['window'] = window override['screen'] = screen override['area'] = area override['selected_objects'] = [ob] override['object'] = ob override['active_object'] = ob override['selected_editable_objects'] = [ob] override['mode'] = 'OBJECT' override['view_layer'] = scene.view_layers[0] break bpy.ops.object.tissue_update_tessellate(override) config.evaluatedDepsgraph = None print('end') print(config.evaluatedDepsgraph) return ''' def remove_tessellate_handler(): tissue_handlers = [] blender_handlers = bpy.app.handlers.frame_change_post for h in blender_handlers: if "anim_tessellate" in str(h): tissue_handlers.append(h) for h in tissue_handlers: blender_handlers.remove(h) def set_tessellate_handler(self, context): remove_tessellate_handler() for o in context.scene.objects: if o.tissue.bool_run: blender_handlers = bpy.app.handlers.frame_change_post blender_handlers.append(anim_tessellate) break return class tissue_prop(PropertyGroup): bool_lock : BoolProperty( name="Lock", description="Prevent automatic update on settings changes or if other objects have it in the hierarchy.", default=False ) bool_dependencies : BoolProperty( name="Update Dependencies", description="Automatically updates source objects, when possible", default=False ) bool_run : BoolProperty( name="Animatable", description="Automatically recompute the geometry when the frame is changed. Tessellations may not work using the default Render Animation", default = False, update = set_tessellate_handler ) tissue_type : EnumProperty( items=( ('NONE', "None", ""), ('TESSELLATE', "Tessellate", ""), ('TO_CURVE', "To Curve", "") ), default='NONE', name="" ) class tissue_tessellate_prop(PropertyGroup): bool_hold : BoolProperty( name="Hold", description="Wait...", default=False ) zscale : FloatProperty( name="Scale", default=1, soft_min=0, soft_max=10, description="Scale factor for the component thickness", update = anim_tessellate_active ) component_mode : EnumProperty( items=( ('OBJECT', "Object", "Use the same component object for all the faces"), ('COLLECTION', "Collection", "Use multiple components from Collection"), ('MATERIALS', "Materials", "Use multiple components by materials name") ), default='OBJECT', name="Component Mode", update = anim_tessellate_active ) scale_mode : EnumProperty( items=( ('CONSTANT', "Constant", "Uniform thinkness"), ('ADAPTIVE', "Relative", "Preserve component's proportions") ), default='ADAPTIVE', name="Z-Scale according to faces size", update = anim_tessellate_active ) offset : FloatProperty( name="Surface Offset", default=1, min=-1, max=1, soft_min=-1, soft_max=1, description="Surface offset", update = anim_tessellate_active ) mode : EnumProperty( items=( ('BOUNDS', "Bounds", "The component fits automatically the size of the target face"), ('LOCAL', "Local", "Based on Local coordinates, from 0 to 1"), ('GLOBAL', 'Global', "Based on Global coordinates, from 0 to 1")), default='BOUNDS', name="Component Mode", update = anim_tessellate_active ) rotation_mode : EnumProperty( items=(('RANDOM', "Random", "Random faces rotation"), ('UV', "Active UV", "Rotate according to UV coordinates"), ('WEIGHT', "Weight Gradient", "Rotate according to Vertex Group gradient"), ('DEFAULT', "Default", "Default rotation")), default='DEFAULT', name="Component Rotation", update = anim_tessellate_active ) rotation_direction : EnumProperty( items=(('ORTHO', "Orthogonal", "Component main directions in XY"), ('DIAG', "Diagonal", "Component main direction aligned with diagonal")), default='ORTHO', name="Direction", update = anim_tessellate_active ) rotation_shift : IntProperty( name="Shift", default=0, soft_min=0, soft_max=3, description="Shift components rotation", update = anim_tessellate_active ) fill_mode : EnumProperty( items=( ('TRI', 'Tri', 'Triangulate the base mesh'), ('QUAD', 'Quad', 'Regular quad tessellation. Uses only 3 or 4 vertices'), ('FAN', 'Fan', 'Radial tessellation for polygonal faces'), ('PATCH', 'Patch', 'Curved tessellation according to the last ' + 'Subsurf\n(or Multires) modifiers. Works only with 4 sides ' + 'patches.\nAfter the last Subsurf (or Multires) only ' + 'deformation\nmodifiers can be used'), ('FRAME', 'Frame', 'Tessellation along the edges of each face')), default='QUAD', name="Fill Mode", update = anim_tessellate_active ) combine_mode : EnumProperty( items=( ('LAST', 'Last', 'Show only the last iteration'), ('UNUSED', 'Unused', 'Combine each iteration with the unused faces of the previous iteration. Used for branching systems'), ('ALL', 'All', 'Combine the result of all iterations')), default='LAST', name="Combine Mode", update = anim_tessellate_active ) gen_modifiers : BoolProperty( name="Generator Modifiers", default=True, description="Apply Modifiers and Shape Keys to the base object", update = anim_tessellate_active ) com_modifiers : BoolProperty( name="Component Modifiers", default=True, description="Apply Modifiers and Shape Keys to the component object", update = anim_tessellate_active ) merge : BoolProperty( name="Merge", default=False, description="Merge vertices in adjacent duplicates", update = anim_tessellate_active ) merge_open_edges_only : BoolProperty( name="Open edges only", default=False, description="Merge only open edges", update = anim_tessellate_active ) merge_thres : FloatProperty( name="Distance", default=0.0001, soft_min=0, soft_max=10, description="Limit below which to merge vertices", update = anim_tessellate_active ) generator : PointerProperty( type=bpy.types.Object, name="", description="Base object for the tessellation", update = anim_tessellate_active ) component : PointerProperty( type=bpy.types.Object, name="", description="Component object for the tessellation", #default="", update = anim_tessellate_active ) component_coll : PointerProperty( type=bpy.types.Collection, name="", description="Use objects inside the collection", #default="", update = anim_tessellate_active ) target : PointerProperty( type=bpy.types.Object, name="", description="Target object for custom direction", #default="", update = anim_tessellate_active ) even_thickness : BoolProperty( name="Even Thickness", default=False, description="Iterative sampling method for determine the correct length of the vectors (Experimental)", update = anim_tessellate_active ) even_thickness_iter : IntProperty( name="Even Thickness Iterations", default=3, min = 1, soft_max = 20, description="More iterations produces more accurate results but make the tessellation slower", update = anim_tessellate_active ) bool_random : BoolProperty( name="Randomize", default=False, description="Randomize component rotation", update = anim_tessellate_active ) rand_seed : IntProperty( name="Seed", default=0, soft_min=0, soft_max=50, description="Random seed", update = anim_tessellate_active ) coll_rand_seed : IntProperty( name="Seed", default=0, soft_min=0, soft_max=50, description="Random seed", update = anim_tessellate_active ) rand_step : IntProperty( name="Steps", default=1, min=1, soft_max=2, description="Random step", update = anim_tessellate_active ) bool_vertex_group : BoolProperty( name="Map Vertex Group", default=False, description="Transfer all Vertex Groups from Base object", update = anim_tessellate_active ) bool_selection : BoolProperty( name="On selected Faces", default=False, description="Create Tessellation only on selected faces", update = anim_tessellate_active ) bool_shapekeys : BoolProperty( name="Use Shape Keys", default=False, description="Transfer Component's Shape Keys. If the name of Vertex " "Groups and Shape Keys are the same, they will be " "automatically combined", update = anim_tessellate_active ) bool_smooth : BoolProperty( name="Smooth Shading", default=False, description="Output faces with smooth shading rather than flat shaded", update = anim_tessellate_active ) bool_materials : BoolProperty( name="Transfer Materials", default=False, description="Preserve component's materials", update = anim_tessellate_active ) bool_material_id : BoolProperty( name="Tessellation on Material ID", default=False, description="Apply the component only on the selected Material", update = anim_tessellate_active ) material_id : IntProperty( name="Index", default=0, min=0, description="Only the faces with the chosen Material Index will be used", update = anim_tessellate_active ) bool_dissolve_seams : BoolProperty( name="Dissolve Seams", default=False, description="Dissolve all seam edges", update = anim_tessellate_active ) iterations : IntProperty( name="Iterations", default=1, min=1, soft_max=5, description="Automatically repeat the Tessellation using the " + "generated geometry as new base object.\nUsefull for " + "for branching systems. Dangerous!", update = anim_tessellate_active ) bool_combine : BoolProperty( name="Combine unused", default=False, description="Combine the generated geometry with unused faces", update = anim_tessellate_active ) bool_advanced : BoolProperty( name="Advanced Settings", default=False, description="Show more settings" ) normals_mode : EnumProperty( items=( ('VERTS', 'Normals', 'Consistent direction based on vertices normal'), ('FACES', 'Faces', 'Based on individual faces normal'), ('CUSTOM', 'Custom', 'Custom split normals'), ('SHAPEKEYS', 'Keys', "According to base object's shape keys"), ('OBJECT', 'Object', "According to a target object")), default='VERTS', name="Direction", update = anim_tessellate_active ) error_message : StringProperty( name="Error Message", default="" ) warning_message : StringProperty( name="Warning Message", default="" ) warning_message_thickness : StringProperty( name="Warning Message Thickness", default="" ) warning_message_merge : StringProperty( name="Warning Message Merge", default="" ) bounds_x : EnumProperty( items=( ('EXTEND', 'Extend', 'Default X coordinates'), ('CLIP', 'Clip', 'Trim out of bounds in X direction'), ('CYCLIC', 'Cyclic', 'Cyclic components in X direction')), default='EXTEND', name="Bounds X", update = anim_tessellate_active ) bounds_y : EnumProperty( items=( ('EXTEND', 'Extend', 'Default Y coordinates'), ('CLIP', 'Clip', 'Trim out of bounds in Y direction'), ('CYCLIC', 'Cyclic', 'Cyclic components in Y direction')), default='EXTEND', name="Bounds Y", update = anim_tessellate_active ) close_mesh : EnumProperty( items=( ('NONE', 'None', 'Keep the mesh open'), ('CAP', 'Cap Holes', 'Automatically cap open loops'), ('BRIDGE', 'Bridge Open Loops', 'Automatically bridge loop pairs'), ('BRIDGE_CAP', 'Custom', 'Bridge loop pairs and cap holes according to vertex groups')), default='NONE', name="Close Mesh", update = anim_tessellate_active ) cap_faces : BoolProperty( name="Cap Holes", default=False, description="Cap open edges loops", update = anim_tessellate_active ) frame_boundary : BoolProperty( name="Frame Boundary", default=False, description="Support face boundaries", update = anim_tessellate_active ) fill_frame : BoolProperty( name="Fill Frame", default=False, description="Fill inner faces with Fan tessellation", update = anim_tessellate_active ) boundary_mat_offset : IntProperty( name="Material Offset", default=0, description="Material Offset for boundaries (with Multi Components or Material ID)", update = anim_tessellate_active ) fill_frame_mat : IntProperty( name="Material Offset", default=0, description="Material Offset for inner faces (with Multi Components or Material ID)", update = anim_tessellate_active ) open_edges_crease : FloatProperty( name="Open Edges Crease", default=0, min=0, max=1, description="Automatically set crease for open edges", update = anim_tessellate_active ) bridge_edges_crease : FloatProperty( name="Bridge Edges Crease", default=0, min=0, max=1, description="Automatically set crease for bridge edges", update = anim_tessellate_active ) bridge_smoothness : FloatProperty( name="Smoothness", default=1, min=0, max=1, description="Bridge Smoothness", update = anim_tessellate_active ) frame_thickness : FloatProperty( name="Frame Thickness", default=0.2, min=0, soft_max=2, description="Frame Thickness", update = anim_tessellate_active ) frame_mode : EnumProperty( items=( ('CONSTANT', 'Constant', 'Even thickness'), ('RELATIVE', 'Relative', 'Frame offset depends on face areas')), default='CONSTANT', name="Offset", update = anim_tessellate_active ) bridge_cuts : IntProperty( name="Cuts", default=0, min=0, max=20, description="Bridge Cuts", update = anim_tessellate_active ) cap_material_offset : IntProperty( name="Material Offset", default=0, min=0, description="Material index offset for the cap faces", update = anim_tessellate_active ) bridge_material_offset : IntProperty( name="Material Offset", default=0, min=0, description="Material index offset for the bridge faces", update = anim_tessellate_active ) patch_subs : IntProperty( name="Patch Subdivisions", default=0, min=0, description="Subdivisions levels for Patch tessellation after the first iteration", update = anim_tessellate_active ) use_origin_offset : BoolProperty( name="Align to Origins", default=False, description="Define offset according to components origin and local Z coordinate", update = anim_tessellate_active ) vertex_group_thickness : StringProperty( name="Thickness weight", default='', description="Vertex Group used for thickness", update = anim_tessellate_active ) invert_vertex_group_thickness : BoolProperty( name="Invert", default=False, description="Invert the vertex group influence", update = anim_tessellate_active ) vertex_group_thickness_factor : FloatProperty( name="Factor", default=0, min=0, max=1, description="Thickness factor to use for zero vertex group influence", update = anim_tessellate_active ) vertex_group_cap_owner : EnumProperty( items=( ('BASE', 'Base', 'Use base vertex group'), ('COMP', 'Component', 'Use component vertex group')), default='COMP', name="Source", update = anim_tessellate_active ) vertex_group_cap : StringProperty( name="Cap Vertex Group", default='', description="Vertex Group used for cap open edges", update = anim_tessellate_active ) invert_vertex_group_cap : BoolProperty( name="Invert", default=False, description="Invert the vertex group influence", update = anim_tessellate_active ) vertex_group_bridge_owner : EnumProperty( items=( ('BASE', 'Base', 'Use base vertex group'), ('COMP', 'Component', 'Use component vertex group')), default='COMP', name="Source", update = anim_tessellate_active ) vertex_group_bridge : StringProperty( name="Bridge Vertex Group", default='', description="Vertex Group used for bridge open edges", update = anim_tessellate_active ) invert_vertex_group_bridge : BoolProperty( name="Invert", default=False, description="Invert the vertex group influence", update = anim_tessellate_active ) vertex_group_rotation : StringProperty( name="Rotation weight", default='', description="Vertex Group used for rotation", update = anim_tessellate_active ) invert_vertex_group_rotation : BoolProperty( name="Invert", default=False, description="Invert the vertex group influence", update = anim_tessellate_active ) smooth_normals : BoolProperty( name="Smooth Normals", default=False, description="Smooth normals of the surface in order to reduce intersections", update = anim_tessellate_active ) smooth_normals_iter : IntProperty( name="Iterations", default=5, min=0, description="Smooth iterations", update = anim_tessellate_active ) smooth_normals_uv : FloatProperty( name="UV Anisotropy", default=0, min=-1, max=1, description="0 means no anisotropy, -1 represent the U direction, while 1 represent the V direction", update = anim_tessellate_active ) vertex_group_smooth_normals : StringProperty( name="Smooth normals weight", default='', description="Vertex Group used for smooth normals", update = anim_tessellate_active ) invert_vertex_group_smooth_normals : BoolProperty( name="Invert", default=False, description="Invert the vertex group influence", update = anim_tessellate_active ) vertex_group_distribution : StringProperty( name="Distribution weight", default='', description="Vertex Group used for gradient distribution", update = anim_tessellate_active ) invert_vertex_group_distribution : BoolProperty( name="Invert", default=False, description="Invert the vertex group influence", update = anim_tessellate_active ) vertex_group_distribution_factor : FloatProperty( name="Factor", default=0, min=0, max=1, description="Randomness factor to use for zero vertex group influence", update = anim_tessellate_active ) consistent_wedges : BoolProperty( name="Consistent Wedges", default=True, description="Use same component for the wedges generated by the Fan tessellation", update = anim_tessellate_active ) normals_x : FloatProperty( name="X", default=1, min=0, max=1, description="Scale X component of the normals", update = anim_tessellate_active ) normals_y : FloatProperty( name="Y", default=1, min=0, max=1, description="Scale Y component of the normals", update = anim_tessellate_active ) normals_z : FloatProperty( name="Z", default=1, min=0, max=1, description="Scale Z component of the normals", update = anim_tessellate_active ) vertex_group_scale_normals : StringProperty( name="Scale normals weight", default='', description="Vertex Group used for editing the normals directions", update = anim_tessellate_active ) invert_vertex_group_scale_normals : BoolProperty( name="Invert", default=False, description="Invert the vertex group influence", update = anim_tessellate_active ) boundary_variable_offset : BoolProperty( name="Boundary Variable Offset", default=False, description="Additional material offset based on the number of boundary vertices", update = anim_tessellate_active ) auto_rotate_boundary : BoolProperty( name="Automatic Rotation", default=False, description="Automatically rotate the boundary faces", update = anim_tessellate_active ) def store_parameters(operator, ob): ob.tissue_tessellate.bool_hold = True if operator.generator in bpy.data.objects.keys(): ob.tissue_tessellate.generator = bpy.data.objects[operator.generator] if operator.component in bpy.data.objects.keys(): ob.tissue_tessellate.component = bpy.data.objects[operator.component] if operator.component_coll in bpy.data.collections.keys(): ob.tissue_tessellate.component_coll = bpy.data.collections[operator.component_coll] if operator.target in bpy.data.objects.keys(): ob.tissue_tessellate.target = bpy.data.objects[operator.target] ob.tissue_tessellate.even_thickness = operator.even_thickness ob.tissue_tessellate.even_thickness_iter = operator.even_thickness_iter ob.tissue_tessellate.zscale = operator.zscale ob.tissue_tessellate.offset = operator.offset ob.tissue_tessellate.gen_modifiers = operator.gen_modifiers ob.tissue_tessellate.com_modifiers = operator.com_modifiers ob.tissue_tessellate.mode = operator.mode ob.tissue_tessellate.rotation_mode = operator.rotation_mode ob.tissue_tessellate.rotation_shift = operator.rotation_shift ob.tissue_tessellate.rotation_direction = operator.rotation_direction ob.tissue_tessellate.merge = operator.merge ob.tissue_tessellate.merge_open_edges_only = operator.merge_open_edges_only ob.tissue_tessellate.merge_thres = operator.merge_thres ob.tissue_tessellate.scale_mode = operator.scale_mode ob.tissue_tessellate.bool_random = operator.bool_random ob.tissue_tessellate.rand_seed = operator.rand_seed ob.tissue_tessellate.coll_rand_seed = operator.coll_rand_seed ob.tissue_tessellate.rand_step = operator.rand_step ob.tissue_tessellate.fill_mode = operator.fill_mode ob.tissue_tessellate.bool_vertex_group = operator.bool_vertex_group ob.tissue_tessellate.bool_selection = operator.bool_selection ob.tissue_tessellate.bool_shapekeys = operator.bool_shapekeys ob.tissue_tessellate.bool_smooth = operator.bool_smooth ob.tissue_tessellate.bool_materials = operator.bool_materials ob.tissue_tessellate.bool_material_id = operator.bool_material_id ob.tissue_tessellate.material_id = operator.material_id ob.tissue_tessellate.bool_dissolve_seams = operator.bool_dissolve_seams ob.tissue_tessellate.iterations = operator.iterations ob.tissue_tessellate.bool_advanced = operator.bool_advanced ob.tissue_tessellate.normals_mode = operator.normals_mode ob.tissue_tessellate.bool_combine = operator.bool_combine ob.tissue_tessellate.combine_mode = operator.combine_mode ob.tissue_tessellate.bounds_x = operator.bounds_x ob.tissue_tessellate.bounds_y = operator.bounds_y ob.tissue_tessellate.cap_faces = operator.cap_faces ob.tissue_tessellate.close_mesh = operator.close_mesh ob.tissue_tessellate.bridge_cuts = operator.bridge_cuts ob.tissue_tessellate.bridge_smoothness = operator.bridge_smoothness ob.tissue_tessellate.frame_thickness = operator.frame_thickness ob.tissue_tessellate.frame_mode = operator.frame_mode ob.tissue_tessellate.frame_boundary = operator.frame_boundary ob.tissue_tessellate.fill_frame = operator.fill_frame ob.tissue_tessellate.boundary_mat_offset = operator.boundary_mat_offset ob.tissue_tessellate.fill_frame_mat = operator.fill_frame_mat ob.tissue_tessellate.cap_material_offset = operator.cap_material_offset ob.tissue_tessellate.patch_subs = operator.patch_subs ob.tissue_tessellate.use_origin_offset = operator.use_origin_offset ob.tissue_tessellate.vertex_group_thickness = operator.vertex_group_thickness ob.tissue_tessellate.invert_vertex_group_thickness = operator.invert_vertex_group_thickness ob.tissue_tessellate.vertex_group_thickness_factor = operator.vertex_group_thickness_factor ob.tissue_tessellate.vertex_group_distribution = operator.vertex_group_distribution ob.tissue_tessellate.invert_vertex_group_distribution = operator.invert_vertex_group_distribution ob.tissue_tessellate.vertex_group_distribution_factor = operator.vertex_group_distribution_factor ob.tissue_tessellate.vertex_group_cap_owner = operator.vertex_group_cap_owner ob.tissue_tessellate.vertex_group_cap = operator.vertex_group_cap ob.tissue_tessellate.invert_vertex_group_cap = operator.invert_vertex_group_cap ob.tissue_tessellate.vertex_group_bridge_owner = operator.vertex_group_bridge_owner ob.tissue_tessellate.vertex_group_bridge = operator.vertex_group_bridge ob.tissue_tessellate.invert_vertex_group_bridge = operator.invert_vertex_group_bridge ob.tissue_tessellate.vertex_group_rotation = operator.vertex_group_rotation ob.tissue_tessellate.invert_vertex_group_rotation = operator.invert_vertex_group_rotation ob.tissue_tessellate.smooth_normals = operator.smooth_normals ob.tissue_tessellate.smooth_normals_iter = operator.smooth_normals_iter ob.tissue_tessellate.smooth_normals_uv = operator.smooth_normals_uv ob.tissue_tessellate.vertex_group_smooth_normals = operator.vertex_group_smooth_normals ob.tissue_tessellate.invert_vertex_group_smooth_normals = operator.invert_vertex_group_smooth_normals ob.tissue_tessellate.component_mode = operator.component_mode ob.tissue_tessellate.consistent_wedges = operator.consistent_wedges ob.tissue_tessellate.normals_x = operator.normals_x ob.tissue_tessellate.normals_y = operator.normals_y ob.tissue_tessellate.normals_z = operator.normals_z ob.tissue_tessellate.vertex_group_scale_normals = operator.vertex_group_scale_normals ob.tissue_tessellate.invert_vertex_group_scale_normals = operator.invert_vertex_group_scale_normals ob.tissue_tessellate.boundary_variable_offset = operator.boundary_variable_offset ob.tissue_tessellate.auto_rotate_boundary = operator.auto_rotate_boundary ob.tissue_tessellate.bool_hold = False return ob def load_parameters(operator, ob): operator.generator = ob.tissue_tessellate.generator.name operator.component = ob.tissue_tessellate.component.name operator.component_coll = ob.tissue_tessellate.component_coll.name operator.zscale = ob.tissue_tessellate.zscale operator.offset = ob.tissue_tessellate.offset operator.gen_modifiers = ob.tissue_tessellate.gen_modifiers operator.com_modifiers = ob.tissue_tessellate.com_modifiers operator.mode = ob.tissue_tessellate.mode operator.rotation_mode = ob.tissue_tessellate.rotation_mode operator.rotation_shift = ob.tissue_tessellate.rotation_shift operator.rotation_direction = ob.tissue_tessellate.rotation_direction operator.merge = ob.tissue_tessellate.merge operator.merge_open_edges_only = ob.tissue_tessellate.merge_open_edges_only operator.merge_thres = ob.tissue_tessellate.merge_thres operator.scale_mode = ob.tissue_tessellate.scale_mode operator.bool_random = ob.tissue_tessellate.bool_random operator.rand_seed = ob.tissue_tessellate.rand_seed operator.coll_rand_seed = ob.tissue_tessellate.coll_rand_seed operator.rand_step = ob.tissue_tessellate.rand_step operator.fill_mode = ob.tissue_tessellate.fill_mode operator.bool_vertex_group = ob.tissue_tessellate.bool_vertex_group operator.bool_selection = ob.tissue_tessellate.bool_selection operator.bool_shapekeys = ob.tissue_tessellate.bool_shapekeys operator.bool_smooth = ob.tissue_tessellate.bool_smooth operator.bool_materials = ob.tissue_tessellate.bool_materials operator.bool_material_id = ob.tissue_tessellate.bool_material_id operator.material_id = ob.tissue_tessellate.material_id operator.bool_dissolve_seams = ob.tissue_tessellate.bool_dissolve_seams operator.iterations = ob.tissue_tessellate.iterations operator.bool_advanced = ob.tissue_tessellate.bool_advanced operator.normals_mode = ob.tissue_tessellate.normals_mode operator.bool_combine = ob.tissue_tessellate.bool_combine operator.combine_mode = ob.tissue_tessellate.combine_mode operator.bounds_x = ob.tissue_tessellate.bounds_x operator.bounds_y = ob.tissue_tessellate.bounds_y operator.cap_faces = ob.tissue_tessellate.cap_faces operator.close_mesh = ob.tissue_tessellate.close_mesh operator.bridge_cuts = ob.tissue_tessellate.bridge_cuts operator.bridge_smoothness = ob.tissue_tessellate.bridge_smoothness operator.cap_material_offset = ob.tissue_tessellate.cap_material_offset operator.patch_subs = ob.tissue_tessellate.patch_subs operator.frame_boundary = ob.tissue_tessellate.frame_boundary operator.fill_frame = ob.tissue_tessellate.fill_frame operator.boundary_mat_offset = ob.tissue_tessellate.boundary_mat_offset operator.fill_frame_mat = ob.tissue_tessellate.fill_frame_mat operator.frame_thickness = ob.tissue_tessellate.frame_thickness operator.frame_mode = ob.tissue_tessellate.frame_mode operator.use_origin_offset = ob.tissue_tessellate.use_origin_offset operator.vertex_group_thickness = ob.tissue_tessellate.vertex_group_thickness operator.invert_vertex_group_thickness = ob.tissue_tessellate.invert_vertex_group_thickness operator.vertex_group_thickness_factor = ob.tissue_tessellate.vertex_group_thickness_factor operator.vertex_group_distribution = ob.tissue_tessellate.vertex_group_distribution operator.invert_vertex_group_distribution = ob.tissue_tessellate.invert_vertex_group_distribution operator.vertex_group_distribution_factor = ob.tissue_tessellate.vertex_group_distribution_factor operator.vertex_group_cap_owner = ob.tissue_tessellate.vertex_group_cap_owner operator.vertex_group_cap = ob.tissue_tessellate.vertex_group_cap operator.invert_vertex_group_cap = ob.tissue_tessellate.invert_vertex_group_cap operator.vertex_group_bridge_owner = ob.tissue_tessellate.vertex_group_bridge_owner operator.vertex_group_bridge = ob.tissue_tessellate.vertex_group_bridge operator.invert_vertex_group_bridge = ob.tissue_tessellate.invert_vertex_group_bridge operator.vertex_group_rotation = ob.tissue_tessellate.vertex_group_rotation operator.invert_vertex_group_rotation = ob.tissue_tessellate.invert_vertex_group_rotation operator.smooth_normals = ob.tissue_tessellate.smooth_normals operator.smooth_normals_iter = ob.tissue_tessellate.smooth_normals_iter operator.smooth_normals_uv = ob.tissue_tessellate.smooth_normals_uv operator.vertex_group_smooth_normals = ob.tissue_tessellate.vertex_group_smooth_normals operator.invert_vertex_group_smooth_normals = ob.tissue_tessellate.invert_vertex_group_smooth_normals operator.component_mode = ob.tissue_tessellate.component_mode operator.consistent_wedges = ob.tissue_tessellate.consistent_wedges operator.normals_x = ob.tissue_tessellate.normals_x operator.normals_y = ob.tissue_tessellate.normals_y operator.normals_z = ob.tissue_tessellate.normals_z operator.vertex_group_scale_normals = ob.tissue_tessellate.vertex_group_scale_normals operator.invert_vertex_group_scale_normals = ob.tissue_tessellate.invert_vertex_group_scale_normals operator.boundary_variable_offset = ob.tissue_tessellate.boundary_variable_offset operator.auto_rotate_boundary = ob.tissue_tessellate.auto_rotate_boundary return ob def props_to_dict(ob): props = ob.tissue_tessellate tessellate_dict = {} tessellate_dict['self'] = ob tessellate_dict['generator'] = props.generator tessellate_dict['component'] = props.component tessellate_dict['component_coll'] = props.component_coll tessellate_dict['offset'] = props.offset tessellate_dict['zscale'] = props.zscale tessellate_dict['gen_modifiers'] = props.gen_modifiers tessellate_dict['com_modifiers'] = props.com_modifiers tessellate_dict['mode'] = props.mode tessellate_dict['scale_mode'] = props.scale_mode tessellate_dict['rotation_mode'] = props.rotation_mode tessellate_dict['rotation_shift'] = props.rotation_shift tessellate_dict['rotation_direction'] = props.rotation_direction tessellate_dict['rand_seed'] = props.rand_seed tessellate_dict['coll_rand_seed'] = props.coll_rand_seed tessellate_dict['rand_step'] = props.rand_step tessellate_dict['fill_mode'] = props.fill_mode tessellate_dict['bool_vertex_group'] = props.bool_vertex_group tessellate_dict['bool_selection'] = props.bool_selection tessellate_dict['bool_shapekeys'] = props.bool_shapekeys tessellate_dict['bool_material_id'] = props.bool_material_id tessellate_dict['material_id'] = props.material_id tessellate_dict['normals_mode'] = props.normals_mode tessellate_dict['bounds_x'] = props.bounds_x tessellate_dict['bounds_y'] = props.bounds_y tessellate_dict['use_origin_offset'] = props.use_origin_offset tessellate_dict['target'] = props.target tessellate_dict['even_thickness'] = props.even_thickness tessellate_dict['even_thickness_iter'] = props.even_thickness_iter tessellate_dict['frame_thickness'] = props.frame_thickness tessellate_dict['frame_mode'] = props.frame_mode tessellate_dict['frame_boundary'] = props.frame_boundary tessellate_dict['fill_frame'] = props.fill_frame tessellate_dict['boundary_mat_offset'] = props.boundary_mat_offset tessellate_dict['fill_frame_mat'] = props.fill_frame_mat tessellate_dict['vertex_group_thickness'] = props.vertex_group_thickness tessellate_dict['invert_vertex_group_thickness'] = props.invert_vertex_group_thickness tessellate_dict['vertex_group_thickness_factor'] = props.vertex_group_thickness_factor tessellate_dict['vertex_group_distribution'] = props.vertex_group_distribution tessellate_dict['invert_vertex_group_distribution'] = props.invert_vertex_group_distribution tessellate_dict['vertex_group_distribution_factor'] = props.vertex_group_distribution_factor tessellate_dict['vertex_group_cap_owner'] = props.vertex_group_cap_owner tessellate_dict['vertex_group_cap'] = props.vertex_group_cap tessellate_dict['invert_vertex_group_cap'] = props.invert_vertex_group_cap tessellate_dict['vertex_group_bridge_owner'] = props.vertex_group_bridge_owner tessellate_dict['vertex_group_bridge'] = props.vertex_group_bridge tessellate_dict['invert_vertex_group_bridge'] = props.invert_vertex_group_bridge tessellate_dict['vertex_group_rotation'] = props.vertex_group_rotation tessellate_dict['invert_vertex_group_rotation'] = props.invert_vertex_group_rotation tessellate_dict['smooth_normals'] = props.smooth_normals tessellate_dict['smooth_normals_iter'] = props.smooth_normals_iter tessellate_dict['smooth_normals_uv'] = props.smooth_normals_uv tessellate_dict['vertex_group_smooth_normals'] = props.vertex_group_smooth_normals tessellate_dict['invert_vertex_group_smooth_normals'] = props.invert_vertex_group_smooth_normals tessellate_dict['component_mode'] = props.component_mode tessellate_dict['consistent_wedges'] = props.consistent_wedges tessellate_dict["normals_x"] = props.normals_x tessellate_dict["normals_y"] = props.normals_y tessellate_dict["normals_z"] = props.normals_z tessellate_dict["vertex_group_scale_normals"] = props.vertex_group_scale_normals tessellate_dict["invert_vertex_group_scale_normals"] = props.invert_vertex_group_scale_normals tessellate_dict["boundary_variable_offset"] = props.boundary_variable_offset tessellate_dict["auto_rotate_boundary"] = props.auto_rotate_boundary return tessellate_dict def copy_tessellate_props(source_ob, target_ob): source_props = source_ob.tissue_tessellate target_props = target_ob.tissue_tessellate for key in source_props.keys(): target_props[key] = source_props[key] return