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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 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 #####
# ---------------------------- 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 mathutils import Vector
import numpy as np
from math import sqrt
import random, time
import bmesh
from .utils import *
def anim_tessellate_active(self, context):
ob = context.object
props = ob.tissue_tessellate
if not props.bool_hold:
try:
props.generator.name
props.component.name
bpy.ops.object.update_tessellate()
except: pass
def anim_tessellate_object(ob):
try:
#bpy.context.view_layer.objects.active = ob
bpy.ops.object.update_tessellate()
except:
return None
#from bpy.app.handlers import persistent
#@persistent
def anim_tessellate(scene):
# store selected objects
#scene = context.scene
try: active_object = bpy.context.object
except: active_object = None
try: selected_objects = bpy.context.selected_objects
except: selected_objects = []
if bpy.context.mode in ('OBJECT', 'PAINT_WEIGHT'):
old_mode = bpy.context.mode
if old_mode == 'PAINT_WEIGHT': old_mode = 'WEIGHT_PAINT'
for ob in scene.objects:
if ob.tissue_tessellate.bool_run:
hidden = ob.hide_viewport
ob.hide_viewport = False
for o in scene.objects:
if not o.hide_viewport: ob.select_set(False)
bpy.context.view_layer.objects.active = ob
ob.select_set(True)
try:
bpy.ops.object.update_tessellate()
except: pass
ob.hide_viewport = hidden
# restore selected objects
for o in scene.objects:
if not o.hide_viewport: o.select_set(False)
for o in selected_objects:
if not o.hide_viewport: o.select_set(True)
bpy.context.view_layer.objects.active = active_object
try: bpy.ops.object.mode_set(mode=old_mode)
except: pass
return
def set_tessellate_handler(self, context):
old_handlers = []
blender_handlers = bpy.app.handlers.frame_change_post
for h in blender_handlers:
if "anim_tessellate" in str(h):
old_handlers.append(h)
for h in old_handlers: blender_handlers.remove(h)
for o in context.scene.objects:
if o.tissue_tessellate.bool_run:
blender_handlers.append(anim_tessellate)
break
return
class tissue_tessellate_prop(PropertyGroup):
bool_hold : BoolProperty(
name="Hold Update",
description="Prevent automatic update while other properties are changed",
default=False
)
bool_run : BoolProperty(
name="Animatable Tessellation",
description="Automatically recompute the tessellation when the frame is changed. Currently is not working during Render Animation",
default = False,
update = set_tessellate_handler
)
zscale : FloatProperty(
name="Scale", default=1, soft_min=0, soft_max=10,
description="Scale factor for the component thickness",
update = anim_tessellate_active
)
scale_mode : EnumProperty(
items=(
('CONSTANT', "Constant", "Uniform thinkness"),
('ADAPTIVE', "Proportional", "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"),
('DEFAULT', "Default", "Default rotation")),
default='DEFAULT',
name="Component Rotation",
update = anim_tessellate_active
)
fill_mode : EnumProperty(
items=(
('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')),
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=False,
description="Apply Modifiers and Shape Keys to the base object",
update = anim_tessellate_active
)
com_modifiers : BoolProperty(
name="Component Modifiers",
default=False,
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_thres : FloatProperty(
name="Distance",
default=0.001,
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
)
bool_random : BoolProperty(
name="Randomize",
default=False,
description="Randomize component rotation",
update = anim_tessellate_active
)
random_seed : IntProperty(
name="Seed",
default=0,
soft_min=0,
soft_max=10,
description="Random seed",
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="Material ID",
default=0,
min=0,
description="Material ID",
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', 'Along Normals', 'Consistent direction based on vertices normal'),
('FACES', 'Individual Faces', 'Based on individual faces normal')),
default='VERTS',
name="Direction",
update = anim_tessellate_active
)
bool_multi_components : BoolProperty(
name="Multi Components",
default=False,
description="Combine different components according to materials name",
update = anim_tessellate_active
)
error_message : StringProperty(
name="Error Message",
default=""
)
warning_message : StringProperty(
name="Warning Message",
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
)
cap_faces : BoolProperty(
name="Cap Holes",
default=False,
description="Cap open edges loops",
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
)
def store_parameters(operator, ob):
ob.tissue_tessellate.bool_hold = True
ob.tissue_tessellate.generator = bpy.data.objects[operator.generator]
ob.tissue_tessellate.component = bpy.data.objects[operator.component]
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.merge = operator.merge
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.random_seed = operator.random_seed
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.bool_multi_components = operator.bool_multi_components
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.bool_hold = False
return ob
def tessellate_patch(_ob0, _ob1, offset, zscale, com_modifiers, mode,
scale_mode, rotation_mode, rand_seed, bool_vertex_group,
bool_selection, bool_shapekeys, bool_material_id, material_id,
bounds_x, bounds_y):
random.seed(rand_seed)
ob0 = convert_object_to_mesh(_ob0)
me0 = _ob0.data
# Check if zero faces are selected
if _ob0.type == 'MESH':
bool_cancel = True
for p in me0.polygons:
check_sel = check_mat = False
if not bool_selection or p.select: check_sel = True
if not bool_material_id or p.material_index == material_id: check_mat = True
if check_sel and check_mat:
bool_cancel = False
break
if bool_cancel:
return 0
levels = 0
sculpt_levels = 0
render_levels = 0
bool_multires = False
multires_name = ""
not_allowed = ['FLUID_SIMULATION', 'ARRAY', 'BEVEL', 'BOOLEAN', 'BUILD',
'DECIMATE', 'EDGE_SPLIT', 'MASK', 'MIRROR', 'REMESH',
'SCREW', 'SOLIDIFY', 'TRIANGULATE', 'WIREFRAME', 'SKIN',
'EXPLODE', 'PARTICLE_INSTANCE', 'PARTICLE_SYSTEM', 'SMOKE']
modifiers0 = list(_ob0.modifiers)#[m for m in ob0.modifiers]
show_modifiers = [m.show_viewport for m in _ob0.modifiers]
show_modifiers.reverse()
modifiers0.reverse()
for m in modifiers0:
visible = m.show_viewport
#m.show_viewport = False
if m.type in ('SUBSURF', 'MULTIRES') and visible:
levels = m.levels
multires_name = m.name
if m.type == 'MULTIRES':
bool_multires = True
multires_name = m.name
sculpt_levels = m.sculpt_levels
render_levels = m.render_levels
else: bool_multires = False
break
elif m.type in not_allowed:
#ob0.data = old_me0
#bpy.data.meshes.remove(me0)
return "modifiers_error"
before = _ob0.copy()
#if ob0.type == 'MESH': before.data = me0
before_mod = list(before.modifiers)
before_mod.reverse()
for m in before_mod:
if m.type in ('SUBSURF', 'MULTIRES') and m.show_viewport:
before.modifiers.remove(m)
break
else: before.modifiers.remove(m)
before_subsurf = simple_to_mesh(before)
before_bm = bmesh.new()
before_bm.from_mesh(before_subsurf)
before_bm.faces.ensure_lookup_table()
for f in before_bm.faces:
if len(f.loops) != 4:
return "topology_error"
before_bm.edges.ensure_lookup_table()
for e in before_bm.edges:
if len(e.link_faces) == 0:
return "wires_error"
before_bm.verts.ensure_lookup_table()
for v in before_bm.verts:
if len(v.link_faces) == 0:
return "verts_error"
me0 = ob0.data
verts0 = me0.vertices # Collect generator vertices
if com_modifiers or _ob1.type != 'MESH': bool_shapekeys = False
# set Shape Keys to zero
if bool_shapekeys:
try:
original_key_values = []
for sk in _ob1.data.shape_keys.key_blocks:
original_key_values.append(sk.value)
sk.value = 0
except:
bool_shapekeys = False
if not com_modifiers and not bool_shapekeys:
mod_visibility = []
for m in _ob1.modifiers:
mod_visibility.append(m.show_viewport)
m.show_viewport = False
com_modifiers = True
ob1 = convert_object_to_mesh(_ob1, com_modifiers, False)
me1 = ob1.data
if mode != 'BOUNDS':
bpy.context.object.active_shape_key_index = 0
# Bound X
if bounds_x != 'EXTEND':
if mode == 'GLOBAL':
planes_co = ((0,0,0),(1,1,1))
plane_no = (1,0,0)
if mode == 'LOCAL':
planes_co = (ob1.matrix_world @ Vector((0,0,0)), ob1.matrix_world @ Vector((1,0,0)))
plane_no = planes_co[0]-planes_co[1]
bpy.ops.object.mode_set(mode='EDIT')
for co in planes_co:
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.bisect(plane_co=co, plane_no=plane_no)
bpy.ops.mesh.mark_seam()
bpy.ops.object.mode_set(mode='OBJECT')
_faces = ob1.data.polygons
if mode == 'GLOBAL':
for f in [f for f in _faces if (ob1.matrix_world @ f.center).x > 1]:
f.select = True
for f in [f for f in _faces if (ob1.matrix_world @ f.center).x < 0]:
f.select = True
else:
for f in [f for f in _faces if f.center.x > 1]:
f.select = True
for f in [f for f in _faces if f.center.x < 0]:
f.select = True
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type='FACE')
if bounds_x == 'CLIP':
bpy.ops.mesh.delete(type='FACE')
bpy.ops.object.mode_set(mode='OBJECT')
if bounds_x == 'CYCLIC':
bpy.ops.mesh.split()
bpy.ops.object.mode_set(mode='OBJECT')
# Bound Y
if bounds_y != 'EXTEND':
if mode == 'GLOBAL':
planes_co = ((0,0,0),(1,1,1))
plane_no = (0,1,0)
if mode == 'LOCAL':
planes_co = (ob1.matrix_world @ Vector((0,0,0)), ob1.matrix_world @ Vector((0,1,0)))
plane_no = planes_co[0]-planes_co[1]
bpy.ops.object.mode_set(mode='EDIT')
for co in planes_co:
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.bisect(plane_co=co, plane_no=plane_no)
bpy.ops.mesh.mark_seam()
bpy.ops.object.mode_set(mode='OBJECT')
_faces = ob1.data.polygons
if mode == 'GLOBAL':
for f in [f for f in _faces if (ob1.matrix_world @ f.center).y > 1]:
f.select = True
for f in [f for f in _faces if (ob1.matrix_world @ f.center).y < 0]:
f.select = True
else:
for f in [f for f in _faces if f.center.y > 1]:
f.select = True
for f in [f for f in _faces if f.center.y < 0]:
f.select = True
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type='FACE')
if bounds_y == 'CLIP':
bpy.ops.mesh.delete(type='FACE')
bpy.ops.object.mode_set(mode='OBJECT')
if bounds_y == 'CYCLIC':
bpy.ops.mesh.split()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='OBJECT')
# Component statistics
n_verts = len(me1.vertices)
# Create empty lists
new_verts = []
new_edges = []
new_faces = []
new_verts_np = np.array(())
# Component bounding box
min_c = Vector((0, 0, 0))
max_c = Vector((0, 0, 0))
first = True
for v in me1.vertices:
vert = v.co
if vert[0] < min_c[0] or first:
min_c[0] = vert[0]
if vert[1] < min_c[1] or first:
min_c[1] = vert[1]
if vert[2] < min_c[2] or first:
min_c[2] = vert[2]
if vert[0] > max_c[0] or first:
max_c[0] = vert[0]
if vert[1] > max_c[1] or first:
max_c[1] = vert[1]
if vert[2] > max_c[2] or first:
max_c[2] = vert[2]
first = False
bb = max_c - min_c
# adaptive XY
verts1 = []
for v in me1.vertices:
if mode == 'BOUNDS':
vert = v.co - min_c # (ob1.matrix_world * v.co) - min_c
vert[0] = (vert[0] / bb[0] if bb[0] != 0 else 0.5)
vert[1] = (vert[1] / bb[1] if bb[1] != 0 else 0.5)
vert[2] = (vert[2] + (-0.5 + offset * 0.5) * bb[2]) * zscale
elif mode == 'LOCAL':
vert = v.co.xyz
vert[2] *= zscale
#vert[2] = (vert[2] - min_c[2] + (-0.5 + offset * 0.5) * bb[2]) * zscale
elif mode == 'GLOBAL':
vert = ob1.matrix_world @ v.co
vert[2] *= zscale
try:
for sk in me1.shape_keys.key_blocks:
sk.data[v.index].co = ob1.matrix_world @ sk.data[v.index].co
except: pass
#verts1.append(vert)
v.co = vert
# Bounds X, Y
if mode != 'BOUNDS':
if bounds_x == 'CYCLIC':
move_verts = []
for f in [f for f in me1.polygons if (f.center).x > 1]:
for v in f.vertices:
if v not in move_verts: move_verts.append(v)
for v in move_verts:
me1.vertices[v].co.x -= 1
try:
_ob1.active_shape_key_index = 0
for sk in me1.shape_keys.key_blocks:
sk.data[v].co.x -= 1
except: pass
move_verts = []
for f in [f for f in me1.polygons if (f.center).x < 0]:
for v in f.vertices:
if v not in move_verts: move_verts.append(v)
for v in move_verts:
me1.vertices[v].co.x += 1
try:
_ob1.active_shape_key_index = 0
for sk in me1.shape_keys.key_blocks:
sk.data[v].co.x += 1
except: pass
if bounds_y == 'CYCLIC':
move_verts = []
for f in [f for f in me1.polygons if (f.center).y > 1]:
for v in f.vertices:
if v not in move_verts: move_verts.append(v)
for v in move_verts:
me1.vertices[v].co.y -= 1
try:
_ob1.active_shape_key_index = 0
for sk in me1.shape_keys.key_blocks:
sk.data[v].co.y -= 1
except: pass
move_verts = []
for f in [f for f in me1.polygons if (f.center).y < 0]:
for v in f.vertices:
if v not in move_verts: move_verts.append(v)
for v in move_verts:
me1.vertices[v].co.y += 1
try:
_ob1.active_shape_key_index = 0
for sk in me1.shape_keys.key_blocks:
sk.data[v].co.y += 1
except: pass
verts1 = [v.co for v in me1.vertices]
patch_faces = 4**levels
sides = int(sqrt(patch_faces))
sides0 = sides-2
patch_faces0 = int((sides-2)**2)
n_patches = int(len(me0.polygons)/patch_faces)
if len(me0.polygons)%patch_faces != 0:
#ob0.data = old_me0
return "topology_error"
new_verts = []
new_edges = []
new_faces = []
for o in bpy.context.view_layer.objects: o.select_set(False)
new_patch = None
# All vertex group
if bool_vertex_group:
try:
weight = []
for vg in ob0.vertex_groups:
_weight = []
for v in me0.vertices:
try:
_weight.append(vg.weight(v.index))
except:
_weight.append(0)
weight.append(_weight)
except:
bool_vertex_group = False
# Adaptive Z
if scale_mode == 'ADAPTIVE':
if mode == 'BOUNDS': com_area = (bb[0]*bb[1])
else: com_area = 1
mult = 1/com_area*patch_faces
verts_area = []
bm = bmesh.new()
bm.from_mesh(me0)
bm.verts.ensure_lookup_table()
for v in bm.verts:
area = 0
faces = v.link_faces
for f in faces:
area += f.calc_area()
area/=len(faces)
area*=mult
verts_area.append(sqrt(area))
random.seed(rand_seed)
bool_correct = False
_faces = [[[0] for ii in range(sides)] for jj in range(sides)]
_verts = [[[0] for ii in range(sides+1)] for jj in range(sides+1)]
for i in range(n_patches):
poly = me0.polygons[i*patch_faces]
if bool_selection and not poly.select: continue
if bool_material_id and not poly.material_index == material_id: continue
bool_correct = True
new_patch = bpy.data.objects.new("patch", me1.copy())
bpy.context.collection.objects.link(new_patch)
new_patch.select_set(True)
bpy.context.view_layer.objects.active = new_patch
for area in bpy.context.screen.areas:
for space in area.spaces:
try: new_patch.local_view_set(space, True)
except: pass
# Vertex Group
if bool_vertex_group:
for vg in ob0.vertex_groups:
new_patch.vertex_groups.new(name=vg.name)
# find patch faces
faces = _faces.copy()
verts = _verts.copy()
shift1 = sides
shift2 = sides*2-1
shift3 = sides*3-2
for j in range(patch_faces):
if j < patch_faces0:
if levels == 0:
u = j%sides0
v = j//sides0
else:
u = j%sides0+1
v = j//sides0+1
elif j < patch_faces0 + shift1:
u = j-patch_faces0
v = 0
elif j < patch_faces0 + shift2:
u = sides-1
v = j-(patch_faces0 + sides)+1
elif j < patch_faces0 + shift3:
jj = j-(patch_faces0 + shift2)
u = sides-jj-2
v = sides-1
else:
jj = j-(patch_faces0 + shift3)
u = 0
v = sides-jj-2
face = me0.polygons[j+i*patch_faces]
faces[u][v] = face
verts[u][v] = verts0[face.vertices[0]]
if u == sides-1:
verts[sides][v] = verts0[face.vertices[1]]
if v == sides-1:
verts[u][sides] = verts0[face.vertices[3]]
if u == v == sides-1:
verts[sides][sides] = verts0[face.vertices[2]]
# Random rotation
if rotation_mode == 'RANDOM':
rand = random.randint(0, 3)
if rand == 1:
verts = [[verts[k][w] for w in range(sides,-1,-1)] for k in range(sides,-1,-1)]
elif rand == 2:
verts = [[verts[w][k] for w in range(sides,-1,-1)] for k in range(sides+1)]
elif rand == 3:
verts = [[verts[w][k] for w in range(sides+1)] for k in range(sides,-1,-1)]
# UV rotation
elif rotation_mode == 'UV' and ob0.type == 'MESH':
if len(ob0.data.uv_layers) > 0:
uv0 = me0.uv_layers.active.data[faces[0][0].index*4].uv
uv1 = me0.uv_layers.active.data[faces[0][-1].index*4 + 3].uv
uv2 = me0.uv_layers.active.data[faces[-1][-1].index*4 + 2].uv
uv3 = me0.uv_layers.active.data[faces[-1][0].index*4 + 1].uv
v01 = (uv0 + uv1)
v32 = (uv3 + uv2)
v0132 = v32 - v01
v0132.normalize()
v12 = (uv1 + uv2)
v03 = (uv0 + uv3)
v1203 = v03 - v12
v1203.normalize()
vertUV = []
dot1203 = v1203.x
dot0132 = v0132.x
if(abs(dot1203) < abs(dot0132)):
if (dot0132 > 0):
pass
else:
verts = [[verts[k][w] for w in range(sides,-1,-1)] for k in range(sides,-1,-1)]
else:
if(dot1203 < 0):
verts = [[verts[w][k] for w in range(sides,-1,-1)] for k in range(sides+1)]
else:
verts = [[verts[w][k] for w in range(sides+1)] for k in range(sides,-1,-1)]
step = 1/sides
for vert, patch_vert in zip(verts1, new_patch.data.vertices):
# grid coordinates
u = int(vert[0]//step)
v = int(vert[1]//step)
u1 = min(u+1, sides)
v1 = min(v+1, sides)
if mode != 'BOUNDS':
if u > sides-1:
u = sides-1
u1 = sides
if u < 0:
u = 0
u1 = 1
if v > sides-1:
v = sides-1
v1 = sides
if v < 0:
v = 0
v1 = 1
v00 = verts[u][v]
v10 = verts[u1][v]
v01 = verts[u][v1]
v11 = verts[u1][v1]
# factor coordinates
fu = (vert[0]-u*step)/step
fv = (vert[1]-v*step)/step
fw = vert.z
# interpolate Z scaling factor
fvec2d = Vector((fu,fv,0))
if scale_mode == 'ADAPTIVE':
a00 = verts_area[v00.index]
a10 = verts_area[v10.index]
a01 = verts_area[v01.index]
a11 = verts_area[v11.index]
fw*=lerp2(a00,a10,a01,a11,fvec2d)
# build factor vector
fvec = Vector((fu,fv,fw))
# interpolate vertex on patch
patch_vert.co = lerp3(v00, v10, v01, v11, fvec)
# Vertex Group
if bool_vertex_group:
for _weight, vg in zip(weight, new_patch.vertex_groups):
w00 = _weight[v00.index]
w10 = _weight[v10.index]
w01 = _weight[v01.index]
w11 = _weight[v11.index]
wuv = lerp2(w00,w10,w01,w11, fvec2d)
vg.add([patch_vert.index], wuv, "ADD")
if bool_shapekeys:
for sk in ob1.data.shape_keys.key_blocks:
source = sk.data
for sk_v, _v in zip(source, me1.vertices):
if mode == 'BOUNDS':
sk_vert = sk_v.co - min_c # (ob1.matrix_world * v.co) - min_c
sk_vert[0] = (sk_vert[0] / bb[0] if bb[0] != 0 else 0.5)
sk_vert[1] = (sk_vert[1] / bb[1] if bb[1] != 0 else 0.5)
sk_vert[2] = (sk_vert[2] + (-0.5 + offset * 0.5) * bb[2]) * zscale
elif mode == 'LOCAL':
sk_vert = sk_v.co#.xyzco
#sk_vert[2] *= zscale
#sk_vert[2] = (sk_vert[2] - min_c[2] + (-0.5 + offset * 0.5) * bb[2]) * zscale
elif mode == 'GLOBAL':
#sk_vert = ob1.matrix_world @ sk_v.co
sk_vert = sk_v.co
#sk_vert[2] *= zscale
# grid coordinates
u = int(sk_vert[0]//step)
v = int(sk_vert[1]//step)
u1 = min(u+1, sides)
v1 = min(v+1, sides)
if mode != 'BOUNDS':
if u > sides-1:
u = sides-1
u1 = sides
if u < 0:
u = 0
u1 = 1
if v > sides-1:
v = sides-1
v1 = sides
if v < 0:
v = 0
v1 = 1
v00 = verts[u][v]
v10 = verts[u1][v]
v01 = verts[u][v1]
v11 = verts[u1][v1]
# factor coordinates
fu = (sk_vert[0]-u*step)/step
fv = (sk_vert[1]-v*step)/step
fw = sk_vert.z
if scale_mode == 'ADAPTIVE':
a00 = verts_area[v00.index]
a10 = verts_area[v10.index]
a01 = verts_area[v01.index]
a11 = verts_area[v11.index]
fw*=lerp2(a00,a10,a01,a11,Vector((fu,fv,0)))
fvec = Vector((fu,fv,fw))
sk_co = lerp3(v00, v10, v01, v11, fvec)
new_patch.data.shape_keys.key_blocks[sk.name].data[_v.index].co = sk_co
#if ob0.type == 'MESH': ob0.data = old_me0
if not bool_correct: return 0
bpy.ops.object.join()
if bool_shapekeys:
# set original values and combine Shape Keys and Vertex Groups
for sk, val in zip(_ob1.data.shape_keys.key_blocks, original_key_values):
sk.value = val
new_patch.data.shape_keys.key_blocks[sk.name].value = val
if bool_vertex_group:
for sk in new_patch.data.shape_keys.key_blocks:
for vg in new_patch.vertex_groups:
if sk.name == vg.name:
sk.vertex_group = vg.name
new_name = ob0.name + "_" + ob1.name
new_patch.name = "tessellate_temp"
if bool_multires:
for m in ob0.modifiers:
if m.type == 'MULTIRES' and m.name == multires_name:
m.levels = levels
m.sculpt_levels = sculpt_levels
m.render_levels = render_levels
# restore original modifiers visibility for component object
try:
for m, vis in zip(_ob1.modifiers, mod_visibility):
m.show_viewport = vis
except: pass
bpy.data.objects.remove(before)
bpy.data.objects.remove(ob0)
bpy.data.objects.remove(ob1)
return new_patch
def tessellate_original(_ob0, _ob1, offset, zscale, gen_modifiers, com_modifiers, mode,
scale_mode, rotation_mode, rand_seed, fill_mode,
bool_vertex_group, bool_selection, bool_shapekeys,
bool_material_id, material_id, normals_mode, bounds_x, bounds_y):
if com_modifiers or _ob1.type != 'MESH': bool_shapekeys = False
random.seed(rand_seed)
if bool_shapekeys:
try:
original_key_values = []
for sk in _ob1.data.shape_keys.key_blocks:
original_key_values.append(sk.value)
sk.value = 0
except:
bool_shapekeys = False
ob0 = convert_object_to_mesh(_ob0, gen_modifiers, True)
me0 = ob0.data
ob1 = convert_object_to_mesh(_ob1, com_modifiers, True)
me1 = ob1.data
base_polygons = []
base_face_normals = []
n_faces0 = len(me0.polygons)
# Check if zero faces are selected
if (bool_selection and ob0.type == 'MESH') or bool_material_id:
for p in me0.polygons:
if (bool_selection and ob0.type == 'MESH'):
is_sel = p.select
else: is_sel = True
if bool_material_id:
is_mat = p.material_index == material_id
else: is_mat = True
if is_sel and is_mat:
base_polygons.append(p)
base_face_normals.append(p.normal)
else:
base_polygons = me0.polygons
base_face_normals = [p.normal for p in me0.polygons]
# numpy test: slower
#base_face_normals = np.zeros(n_faces0*3)
#me0.polygons.foreach_get("normal", base_face_normals)
#base_face_normals = base_face_normals.reshape((n_faces0,3))
if len(base_polygons) == 0:
return 0
if mode != 'BOUNDS':
bpy.ops.object.select_all(action='DESELECT')
for o in bpy.context.view_layer.objects: o.select_set(False)
bpy.context.view_layer.objects.active = ob1
ob1.select_set(True)
bpy.context.object.active_shape_key_index = 0
# Bound X
if bounds_x != 'EXTEND':
if mode == 'GLOBAL':
planes_co = ((0,0,0),(1,1,1))
plane_no = (1,0,0)
if mode == 'LOCAL':
planes_co = (ob1.matrix_world @ Vector((0,0,0)), ob1.matrix_world @ Vector((1,0,0)))
plane_no = planes_co[0]-planes_co[1]
bpy.ops.object.mode_set(mode='EDIT')
for co in planes_co:
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.bisect(plane_co=co, plane_no=plane_no)
bpy.ops.mesh.mark_seam()
bpy.ops.object.mode_set(mode='OBJECT')
_faces = ob1.data.polygons
if mode == 'GLOBAL':
for f in [f for f in _faces if (ob1.matrix_world @ f.center).x > 1]:
f.select = True
for f in [f for f in _faces if (ob1.matrix_world @ f.center).x < 0]:
f.select = True
else:
for f in [f for f in _faces if f.center.x > 1]:
f.select = True
for f in [f for f in _faces if f.center.x < 0]:
f.select = True
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type='FACE')
if bounds_x == 'CLIP':
bpy.ops.mesh.delete(type='FACE')
bpy.ops.object.mode_set(mode='OBJECT')
if bounds_x == 'CYCLIC':
bpy.ops.mesh.split()
bpy.ops.object.mode_set(mode='OBJECT')
# Bound Y
if bounds_y != 'EXTEND':
if mode == 'GLOBAL':
planes_co = ((0,0,0),(1,1,1))
plane_no = (0,1,0)
if mode == 'LOCAL':
planes_co = (ob1.matrix_world @ Vector((0,0,0)), ob1.matrix_world @ Vector((0,1,0)))
plane_no = planes_co[0]-planes_co[1]
bpy.ops.object.mode_set(mode='EDIT')
for co in planes_co:
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.bisect(plane_co=co, plane_no=plane_no)
bpy.ops.mesh.mark_seam()
bpy.ops.object.mode_set(mode='OBJECT')
_faces = ob1.data.polygons
if mode == 'GLOBAL':
for f in [f for f in _faces if (ob1.matrix_world @ f.center).y > 1]:
f.select = True
for f in [f for f in _faces if (ob1.matrix_world @ f.center).y < 0]:
f.select = True
else:
for f in [f for f in _faces if f.center.y > 1]:
f.select = True
for f in [f for f in _faces if f.center.y < 0]:
f.select = True
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type='FACE')
if bounds_y == 'CLIP':
bpy.ops.mesh.delete(type='FACE')
bpy.ops.object.mode_set(mode='OBJECT')
if bounds_y == 'CYCLIC':
bpy.ops.mesh.split()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='OBJECT')
#ob1 = new_ob1
me1 = ob1.data
verts0 = me0.vertices # Collect generator vertices
# Component statistics
n_verts1 = len(me1.vertices)
n_edges1 = len(me1.edges)
n_faces1 = len(me1.polygons)
# Create empty lists
new_verts = []
new_edges = []
new_faces = []
new_verts_np = np.array(())
# Component Coordinates
co1 = [0]*n_verts1*3
if mode == 'GLOBAL':
for v in me1.vertices:
v.co = ob1.matrix_world @ v.co
try:
for sk in me1.shape_keys.key_blocks:
sk.data[v.index].co = ob1.matrix_world @ sk.data[v.index].co
except: pass
if mode != 'BOUNDS':
if bounds_x == 'CYCLIC':
move_verts = []
for f in [f for f in me1.polygons if (f.center).x > 1]:
for v in f.vertices:
if v not in move_verts: move_verts.append(v)
for v in move_verts:
me1.vertices[v].co.x -= 1
try:
_ob1.active_shape_key_index = 0
for sk in me1.shape_keys.key_blocks:
sk.data[v].co.x -= 1
except: pass
move_verts = []
for f in [f for f in me1.polygons if (f.center).x < 0]:
for v in f.vertices:
if v not in move_verts: move_verts.append(v)
for v in move_verts:
me1.vertices[v].co.x += 1
try:
_ob1.active_shape_key_index = 0
for sk in me1.shape_keys.key_blocks:
sk.data[v].co.x += 1
except: pass
if bounds_y == 'CYCLIC':
move_verts = []
for f in [f for f in me1.polygons if (f.center).y > 1]:
for v in f.vertices:
if v not in move_verts: move_verts.append(v)
for v in move_verts:
me1.vertices[v].co.y -= 1
try:
#new_ob1.active_shape_key_index = 0
for sk in me1.shape_keys.key_blocks:
sk.data[v].co.y -= 1
except: pass
move_verts = []
for f in [f for f in me1.polygons if (f.center).y < 0]:
for v in f.vertices:
if v not in move_verts: move_verts.append(v)
for v in move_verts:
me1.vertices[v].co.y += 1
try:
#new_ob1.active_shape_key_index = 0
for sk in me1.shape_keys.key_blocks:
sk.data[v].co.y += 1
except: pass
me1.vertices.foreach_get("co", co1)
co1 = np.array(co1)
vx = co1[0::3].reshape((n_verts1,1))
vy = co1[1::3].reshape((n_verts1,1))
vz = co1[2::3].reshape((n_verts1,1))
min_c = Vector((vx.min(), vy.min(), vz.min())) # Min BB Corner
max_c = Vector((vx.max(), vy.max(), vz.max())) # Max BB Corner
bb = max_c - min_c # Bounding Box
# Component Coordinates
if mode == 'BOUNDS':
vx = (vx - min_c[0]) / bb[0] if bb[0] != 0 else 0.5
vy = (vy - min_c[1]) / bb[1] if bb[1] != 0 else 0.5
vz = ((vz - min_c[2]) + (-0.5 + offset * 0.5) * bb[2]) * zscale
else:
vz *= zscale
# Component polygons
fs1 = [[i for i in p.vertices] for p in me1.polygons]
new_faces = fs1[:]
# Component edges
es1 = np.array([[i for i in e.vertices] for e in me1.edges])
#es1 = [[i for i in e.vertices] for e in me1.edges if e.is_loose]
new_edges = es1[:]
# SHAPE KEYS
if bool_shapekeys:
basis = True #com_modifiers
vx_key = []
vy_key = []
vz_key = []
sk_np = []
for sk in ob1.data.shape_keys.key_blocks:
do_shapekeys = True
# set all keys to 0
for _sk in ob1.data.shape_keys.key_blocks: _sk.value = 0
sk.value = 1
if basis:
basis = False
continue
# Apply component modifiers
if com_modifiers:
sk_ob = convert_object_to_mesh(_ob1)
sk_data = sk_ob.data
source = sk_data.vertices
else:
source = sk.data
shapekeys = []
for v in source:
if mode == 'BOUNDS':
vert = v.co - min_c
vert[0] = vert[0] / bb[0]
vert[1] = vert[1] / bb[1]
vert[2] = (vert[2] + (-0.5 + offset * 0.5) * bb[2]) * zscale
elif mode == 'LOCAL':
vert = v.co.xyz
vert[2] *= zscale
#vert[2] = (vert[2] - min_c[2] + (-0.5 + offset * 0.5) * bb[2]) * \
# zscale
elif mode == 'GLOBAL':
vert = v.co.xyz
#vert = ob1.matrix_world @ v.co
vert[2] *= zscale
shapekeys.append(vert)
# Component vertices
key1 = np.array([v for v in shapekeys]).reshape(len(shapekeys), 3, 1)
vx_key.append(key1[:, 0])
vy_key.append(key1[:, 1])
vz_key.append(key1[:, 2])
#sk_np.append([])
# All vertex group
if bool_vertex_group:
try:
weight = []
vertex_groups = ob0.vertex_groups
for vg in vertex_groups:
_weight = []
for v in me0.vertices:
try:
_weight.append(vg.weight(v.index))
except:
_weight.append(0)
weight.append(_weight)
except:
bool_vertex_group = False
# Adaptive Z
if scale_mode == 'ADAPTIVE':
if mode == 'BOUNDS': com_area = (bb[0]*bb[1])
else: com_area = 1
if com_area == 0: mult = 1
else: mult = 1/com_area
verts_area = []
bm = bmesh.new()
bm.from_mesh(me0)
bm.verts.ensure_lookup_table()
for v in bm.verts:
area = 0
faces = v.link_faces
for f in faces:
area += f.calc_area()
try:
area/=len(faces)
area*=mult
verts_area.append(sqrt(area))
except:
verts_area.append(1)
# FAN tessellation mode
if fill_mode == 'FAN':
fan_verts = [v.co.to_tuple() for v in me0.vertices]
fan_polygons = []
fan_select = []
fan_material = []
fan_normals = []
# selected_faces = []
for p in base_polygons:
fan_center = Vector((0, 0, 0))
center_area = 0
for v in p.vertices:
fan_center += me0.vertices[v].co
if scale_mode == 'ADAPTIVE':
center_area += verts_area[v]
fan_center /= len(p.vertices)
center_area /= len(p.vertices)
last_vert = len(fan_verts)
fan_verts.append(fan_center.to_tuple())
#fan_verts.append(fan_center)
if scale_mode == 'ADAPTIVE':
verts_area.append(center_area)
# Vertex Group
if bool_vertex_group:
for w in weight:
center_weight = sum([w[i] for i in p.vertices]) / len(p.vertices)
w.append(center_weight)
for i in range(len(p.vertices)):
fan_polygons.append((p.vertices[i],
p.vertices[(i + 1) % len(p.vertices)],
last_vert, last_vert))
if bool_material_id: fan_material.append(p.material_index)
if bool_selection: fan_select.append(p.select)
if normals_mode == 'FACES':
fan_normals.append(p.normal)
fan_me = bpy.data.meshes.new('Fan.Mesh')
fan_me.from_pydata(tuple(fan_verts), [], tuple(fan_polygons))
me0 = fan_me.copy()
bpy.data.meshes.remove(fan_me)
verts0 = me0.vertices
base_polygons = me0.polygons
if normals_mode == 'FACES': base_face_normals = fan_normals
count = 0 # necessary for UV calculation
# TESSELLATION
j = 0
jj = -1
bool_correct = False
# optimization test
n_faces = len(base_polygons)
_vs0 = [0]*n_faces
_nvs0 = [0]*n_faces
_sz = [0]*n_faces
_w0 = [[0]*n_faces]*len(ob0.vertex_groups)
np_faces = [np.array(p) for p in fs1]
new_faces = [0]*n_faces*n_faces1
face1_count = 0
for p in base_polygons:
bool_correct = True
if rotation_mode == 'UV' and ob0.type != 'MESH':
rotation_mode = 'DEFAULT'
# Random rotation
if rotation_mode == 'RANDOM':
shifted_vertices = []
n_poly_verts = len(p.vertices)
rand = random.randint(0, n_poly_verts)
for i in range(n_poly_verts):
shifted_vertices.append(p.vertices[(i + rand) % n_poly_verts])
if scale_mode == 'ADAPTIVE':
verts_area0 = np.array([verts_area[i] for i in shifted_vertices])
vs0 = np.array([verts0[i].co for i in shifted_vertices])
nvs0 = np.array([verts0[i].normal for i in shifted_vertices])
if normals_mode == 'VERTS':
nvs0 = np.array([verts0[i].normal for i in shifted_vertices])
# vertex weight
if bool_vertex_group:
ws0 = []
for w in weight:
_ws0 = []
for i in shifted_vertices:
try:
_ws0.append(w[i])
except:
_ws0.append(0)
ws0.append(np.array(_ws0))
# UV rotation
elif rotation_mode == 'UV':
if len(ob0.data.uv_layers) > 0 and fill_mode != 'FAN':
i = p.index
if bool_material_id:
count = sum([len(p.vertices) for p in me0.polygons[:i]])
#if i == 0: count = 0
v01 = (me0.uv_layers.active.data[count].uv +
me0.uv_layers.active.data[count + 1].uv)
if len(p.vertices) > 3:
v32 = (me0.uv_layers.active.data[count + 3].uv +
me0.uv_layers.active.data[count + 2].uv)
else:
v32 = (me0.uv_layers.active.data[count].uv +
me0.uv_layers.active.data[count + 2].uv)
v0132 = v32 - v01
v0132.normalize()
v12 = (me0.uv_layers.active.data[count + 1].uv +
me0.uv_layers.active.data[count + 2].uv)
if len(p.vertices) > 3:
v03 = (me0.uv_layers.active.data[count].uv +
me0.uv_layers.active.data[count + 3].uv)
else:
v03 = (me0.uv_layers.active.data[count].uv +
me0.uv_layers.active.data[count].uv)
v1203 = v03 - v12
v1203.normalize()
vertUV = []
dot1203 = v1203.x
dot0132 = v0132.x
if(abs(dot1203) < abs(dot0132)):
if (dot0132 > 0):
vertUV = p.vertices[1:] + p.vertices[:1]
else:
vertUV = p.vertices[3:] + p.vertices[:3]
else:
if(dot1203 < 0):
vertUV = p.vertices[:]
else:
vertUV = p.vertices[2:] + p.vertices[:2]
vs0 = np.array([verts0[i].co for i in vertUV])
nvs0 = np.array([verts0[i].normal for i in vertUV])
# Vertex weight
if bool_vertex_group:
ws0 = []
for w in weight:
_ws0 = []
for i in vertUV:
try:
_ws0.append(w[i])
except:
_ws0.append(0)
ws0.append(np.array(_ws0))
count += len(p.vertices)
else: rotation_mode = 'DEFAULT'
# Default rotation
if rotation_mode == 'DEFAULT':
vs0 = np.array([verts0[i].co for i in p.vertices])
nvs0 = np.array([verts0[i].normal for i in p.vertices])
# Vertex weight
if bool_vertex_group:
ws0 = []
for w in weight:
_ws0 = []
for i in p.vertices:
try:
_ws0.append(w[i])
except:
_ws0.append(0)
ws0.append(np.array(_ws0))
# optimization test
_vs0[j] = (vs0[0], vs0[1], vs0[2], vs0[-1])
if normals_mode == 'VERTS':
_nvs0[j] = (nvs0[0], nvs0[1], nvs0[2], nvs0[-1])
#else:
# _nvs0[j] = base_face_normals[j]
# vertex z to normal
if scale_mode == 'ADAPTIVE':
poly_faces = (p.vertices[0], p.vertices[1], p.vertices[2], p.vertices[-1])
if rotation_mode == 'RANDOM': sz = verts_area0
else: sz = np.array([verts_area[i] for i in poly_faces])
_sz[j] = sz
if bool_vertex_group:
vg_count = 0
for _ws0 in ws0:
_w0[vg_count][j] = (_ws0[0], _ws0[1], _ws0[2], _ws0[-1])
vg_count += 1
for p in fs1:
new_faces[face1_count] = [i + n_verts1 * j for i in p]
face1_count += 1
j += 1
# build edges list
n_edges1 = new_edges.shape[0]
new_edges = new_edges.reshape((1, n_edges1, 2))
new_edges = new_edges.repeat(n_faces,axis=0)
new_edges = new_edges.reshape((n_edges1*n_faces, 2))
increment = np.arange(n_faces)*n_verts1
increment = increment.repeat(n_edges1, axis=0)
increment = increment.reshape((n_faces*n_edges1,1))
new_edges = new_edges + increment
# optimization test
_vs0 = np.array(_vs0)
_sz = np.array(_sz)
_vs0_0 = _vs0[:,0].reshape((n_faces,1,3))
_vs0_1 = _vs0[:,1].reshape((n_faces,1,3))
_vs0_2 = _vs0[:,2].reshape((n_faces,1,3))
_vs0_3 = _vs0[:,3].reshape((n_faces,1,3))
# remapped vertex coordinates
v0 = _vs0_0 + (_vs0_1 - _vs0_0) * vx
v1 = _vs0_3 + (_vs0_2 - _vs0_3) * vx
v2 = v0 + (v1 - v0) * vy
# remapped vertex normal
if normals_mode == 'VERTS':
_nvs0 = np.array(_nvs0)
_nvs0_0 = _nvs0[:,0].reshape((n_faces,1,3))
_nvs0_1 = _nvs0[:,1].reshape((n_faces,1,3))
_nvs0_2 = _nvs0[:,2].reshape((n_faces,1,3))
_nvs0_3 = _nvs0[:,3].reshape((n_faces,1,3))
nv0 = _nvs0_0 + (_nvs0_1 - _nvs0_0) * vx
nv1 = _nvs0_3 + (_nvs0_2 - _nvs0_3) * vx
nv2 = nv0 + (nv1 - nv0) * vy
else:
nv2 = np.array(base_face_normals).reshape((n_faces,1,3))
if bool_vertex_group:
n_vg = len(_w0)
w = np.array(_w0)
#for w in _w0:
#w = np.array(w)
w_0 = w[:,:,0].reshape((n_vg, n_faces,1,1))
w_1 = w[:,:,1].reshape((n_vg, n_faces,1,1))
w_2 = w[:,:,2].reshape((n_vg, n_faces,1,1))
w_3 = w[:,:,3].reshape((n_vg, n_faces,1,1))
# remapped weight
w0 = w_0 + (w_1 - w_0) * vx
w1 = w_3 + (w_2 - w_3) * vx
w = w0 + (w1 - w0) * vy
w = w.reshape((n_vg, n_faces*n_verts1))
#w = w2.tolist()
if scale_mode == 'ADAPTIVE':
_sz_0 = _sz[:,0].reshape((n_faces,1,1))
_sz_1 = _sz[:,1].reshape((n_faces,1,1))
_sz_2 = _sz[:,2].reshape((n_faces,1,1))
_sz_3 = _sz[:,3].reshape((n_faces,1,1))
# remapped z scale
sz0 = _sz_0 + (_sz_1 - _sz_0) * vx
sz1 = _sz_3 + (_sz_2 - _sz_3) * vx
sz2 = sz0 + (sz1 - sz0) * vy
v3 = v2 + nv2 * vz * sz2
else:
v3 = v2 + nv2 * vz
new_verts_np = v3.reshape((n_faces*n_verts1,3))
if bool_shapekeys:
n_sk = len(vx_key)
sk_np = [0]*n_sk
for i in range(n_sk):
vx = np.array(vx_key)
vy = np.array(vy_key)
vz = np.array(vz_key)
# remapped vertex coordinates
v0 = _vs0_0 + (_vs0_1 - _vs0_0) * vx
v1 = _vs0_3 + (_vs0_2 - _vs0_3) * vx
v2 = v0 + (v1 - v0) * vy
# remapped vertex normal
if normals_mode == 'VERTS':
nv0 = _nvs0_0 + (_nvs0_1 - _nvs0_0) * vx
nv1 = _nvs0_3 + (_nvs0_2 - _nvs0_3) * vx
nv2 = nv0 + (nv1 - nv0) * vy
else:
nv2 = np.array(base_face_normals).reshape((n_faces,1,3))
if scale_mode == 'ADAPTIVE':
# remapped z scale
sz0 = _sz_0 + (_sz_1 - _sz_0) * vx
sz1 = _sz_3 + (_sz_2 - _sz_3) * vx
sz2 = sz0 + (sz1 - sz0) * vy
v3 = v2 + nv2 * vz * sz2
else:
v3 = v2 + nv2 * vz
sk_np[i] = v3.reshape((n_faces*n_verts1,3))
#if ob0.type == 'MESH': ob0.data = old_me0
if not bool_correct: return 0
new_verts = new_verts_np.tolist()
new_name = ob0.name + "_" + ob1.name
new_me = bpy.data.meshes.new(new_name)
new_me.from_pydata(new_verts, new_edges.tolist(), new_faces)
new_me.update(calc_edges=True)
new_ob = bpy.data.objects.new("tessellate_temp", new_me)
# vertex group
if bool_vertex_group and False:
for vg in ob0.vertex_groups:
new_ob.vertex_groups.new(name=vg.name)
for i in range(len(vg_np[vg.index])):
new_ob.vertex_groups[vg.name].add([i], vg_np[vg.index][i],"ADD")
# vertex group
if bool_vertex_group:
for vg in ob0.vertex_groups:
new_ob.vertex_groups.new(name=vg.name)
for i in range(len(w[vg.index])):
new_ob.vertex_groups[vg.name].add([i], w[vg.index,i],"ADD")
if bool_shapekeys:
basis = com_modifiers
sk_count = 0
for sk, val in zip(_ob1.data.shape_keys.key_blocks, original_key_values):
sk.value = val
new_ob.shape_key_add(name=sk.name)
new_ob.data.shape_keys.key_blocks[sk.name].value = val
# set shape keys vertices
sk_data = new_ob.data.shape_keys.key_blocks[sk.name].data
if sk_count == 0:
sk_count += 1
continue
for id in range(len(sk_data)):
sk_data[id].co = sk_np[sk_count-1][id]
sk_count += 1
if bool_vertex_group:
for sk in new_ob.data.shape_keys.key_blocks:
for vg in new_ob.vertex_groups:
if sk.name == vg.name:
sk.vertex_group = vg.name
# EDGES SEAMS
edge_data = [0]*n_edges1
me1.edges.foreach_get("use_seam",edge_data)
if any(edge_data):
edge_data = edge_data*n_faces
new_ob.data.edges.foreach_set("use_seam",edge_data)
# EDGES SHARP
edge_data = [0]*n_edges1
me1.edges.foreach_get("use_edge_sharp",edge_data)
if any(edge_data):
edge_data = edge_data*n_faces
new_ob.data.edges.foreach_set("use_edge_sharp",edge_data)
bpy.ops.object.select_all(action='DESELECT')
bpy.context.collection.objects.link(new_ob)
new_ob.select_set(True)
bpy.context.view_layer.objects.active = new_ob
# EDGES BEVEL
edge_data = [0]*n_edges1
me1.edges.foreach_get("bevel_weight",edge_data)
if any(edge_data):
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.transform.edge_bevelweight(value=1)
bpy.ops.object.mode_set(mode='OBJECT')
edge_data = edge_data*n_faces
new_ob.data.edges.foreach_set("bevel_weight",edge_data)
# EDGE CREASES
edge_data = [0]*n_edges1
me1.edges.foreach_get("crease",edge_data)
if any(edge_data):
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.transform.edge_crease(value=1)
bpy.ops.object.mode_set(mode='OBJECT')
edge_data = edge_data*n_faces
new_ob.data.edges.foreach_set('crease', edge_data)
# MATERIALS
for slot in ob1.material_slots: new_ob.data.materials.append(slot.material)
polygon_materials = [0]*n_faces1
me1.polygons.foreach_get("material_index", polygon_materials)
polygon_materials *= n_faces
new_ob.data.polygons.foreach_set("material_index", polygon_materials)
new_ob.data.update() ###
try:
bpy.data.objects.remove(new_ob1)
except: pass
bpy.data.objects.remove(ob0)
bpy.data.meshes.remove(me0)
bpy.data.objects.remove(ob1)
bpy.data.meshes.remove(me1)
return new_ob
class tessellate(Operator):
bl_idname = "object.tessellate"
bl_label = "Tessellate"
bl_description = ("Create a copy of selected object on the active object's "
"faces, adapting the shape to the different faces")
bl_options = {'REGISTER', 'UNDO'}
object_name : StringProperty(
name="",
description="Name of the generated object"
)
zscale : FloatProperty(
name="Scale",
default=1,
soft_min=0,
soft_max=10,
description="Scale factor for the component thickness"
)
scale_mode : EnumProperty(
items=(
('CONSTANT', "Constant", "Uniform thickness"),
('ADAPTIVE', "Proportional", "Preserve component's proportions")
),
default='ADAPTIVE',
name="Z-Scale according to faces size"
)
offset : FloatProperty(
name="Surface Offset",
default=1,
min=-1, max=1,
soft_min=-1,
soft_max=1,
description="Surface offset"
)
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"
)
rotation_mode : EnumProperty(
items=(('RANDOM', "Random", "Random faces rotation"),
('UV', "Active UV", "Face rotation is based on UV coordinates"),
('DEFAULT', "Default", "Default rotation")),
default='DEFAULT',
name="Component Rotation"
)
fill_mode : EnumProperty(
items=(
('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')),
default='QUAD',
name="Fill Mode"
)
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",
)
gen_modifiers : BoolProperty(
name="Generator Modifiers",
default=False,
description="Apply Modifiers and Shape Keys to the base object"
)
com_modifiers : BoolProperty(
name="Component Modifiers",
default=False,
description="Apply Modifiers and Shape Keys to the component object"
)
merge : BoolProperty(
name="Merge",
default=False,
description="Merge vertices in adjacent duplicates"
)
merge_thres : FloatProperty(
name="Distance",
default=0.001,
soft_min=0,
soft_max=10,
description="Limit below which to merge vertices"
)
bool_random : BoolProperty(
name="Randomize",
default=False,
description="Randomize component rotation"
)
random_seed : IntProperty(
name="Seed",
default=0,
soft_min=0,
soft_max=10,
description="Random seed"
)
bool_vertex_group : BoolProperty(
name="Map Vertex Groups",
default=False,
description="Transfer all Vertex Groups from Base object"
)
bool_selection : BoolProperty(
name="On selected Faces",
default=False,
description="Create Tessellation only on selected faces"
)
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"
)
bool_smooth : BoolProperty(
name="Smooth Shading",
default=False,
description="Output faces with smooth shading rather than flat shaded"
)
bool_materials : BoolProperty(
name="Transfer Materials",
default=True,
description="Preserve component's materials"
)
generator : StringProperty(
name="",
description="Base object for the tessellation",
default = ""
)
component : StringProperty(
name="",
description="Component object for the tessellation",
default = ""
)
bool_material_id : BoolProperty(
name="Tessellation on Material ID",
default=False,
description="Apply the component only on the selected Material"
)
bool_dissolve_seams : BoolProperty(
name="Dissolve Seams",
default=False,
description="Dissolve all seam edges"
)
material_id : IntProperty(
name="Material ID",
default=0,
min=0,
description="Material ID"
)
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!"
)
bool_combine : BoolProperty(
name="Combine unused",
default=False,
description="Combine the generated geometry with unused faces"
)
bool_advanced : BoolProperty(
name="Advanced Settings",
default=False,
description="Show more settings"
)
normals_mode : EnumProperty(
items=(
('VERTS', 'Along Normals', 'Consistent direction based on vertices normal'),
('FACES', 'Individual Faces', 'Based on individual faces normal')),
default='VERTS',
name="Direction"
)
bool_multi_components : BoolProperty(
name="Multi Components",
default=False,
description="Combine different components according to materials name"
)
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",
)
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",
)
cap_faces : BoolProperty(
name="Cap Holes",
default=False,
description="Cap open edges loops"
)
open_edges_crease : FloatProperty(
name="Open Edges Crease",
default=0,
min=0,
max=1,
description="Automatically set crease for open edges"
)
working_on : ""
def draw(self, context):
allowed_obj = ('MESH', 'CURVE', 'SURFACE', 'FONT', 'META')
'''
try:
bool_working = self.working_on == self.object_name and \
self.working_on != ""
except:
bool_working = False
'''
bool_working = False
bool_allowed = False
ob0 = None
ob1 = None
sel = bpy.context.selected_objects
if len(sel) == 1:
try:
ob0 = sel[0].tissue_tessellate.generator
ob1 = sel[0].tissue_tessellate.component
self.generator = ob0.name
self.component = ob1.name
bool_working = True
bool_allowed = True
except:
pass
if len(sel) == 2:
bool_allowed = True
for o in sel:
if o.type not in allowed_obj:
bool_allowed = False
if len(sel) != 2 and not bool_working:
layout = self.layout
layout.label(icon='INFO')
layout.label(text="Please, select two different objects")
layout.label(text="Select first the Component object, then select")
layout.label(text="the Base object.")
elif not bool_allowed and not bool_working:
layout = self.layout
layout.label(icon='INFO')
layout.label(text="Only Mesh, Curve, Surface or Text objects are allowed")
else:
if ob0 == ob1 == None:
ob0 = bpy.context.active_object
self.generator = ob0.name
for o in sel:
if o != ob0:
ob1 = o
self.component = o.name
self.no_component = False
break
# new object name
if self.object_name == "":
if self.generator == "":
self.object_name = "Tessellation"
else:
#self.object_name = self.generator + "_Tessellation"
self.object_name = "Tessellation"
layout = self.layout
# Base and Component
col = layout.column(align=True)
row = col.row(align=True)
row.label(text="BASE : " + self.generator)
row.label(text="COMPONENT : " + self.component)
# Base Modifiers
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop(self, "gen_modifiers", text="Use Modifiers", icon='MODIFIER')
base = bpy.data.objects[self.generator]
try:
if not (base.modifiers or base.data.shape_keys):
col2.enabled = False
self.gen_modifiers = False
except:
col2.enabled = False
self.gen_modifiers = False
# Component Modifiers
row.separator()
col3 = row.column(align=True)
col3.prop(self, "com_modifiers", text="Use Modifiers", icon='MODIFIER')
component = bpy.data.objects[self.component]
try:
if not (component.modifiers or component.data.shape_keys):
col3.enabled = False
self.com_modifiers = False
except:
col3.enabled = False
self.com_modifiers = False
col.separator()
# Fill and Rotation
row = col.row(align=True)
row.label(text="Fill Mode:")
row.label(text="Rotation:")
row = col.row(align=True)
#col2 = row.column(align=True)
row.prop(
self, "fill_mode", text="", icon='NONE', expand=False,
slider=True, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
# Rotation
row.separator()
col2 = row.column(align=True)
col2.prop(
self, "rotation_mode", text="", icon='NONE', expand=False,
slider=True, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
if self.rotation_mode == 'RANDOM':
col2.prop(self, "random_seed")
if self.rotation_mode == 'UV':
uv_error = False
if self.fill_mode == 'FAN':
row = col.row(align=True)
row.label(text="UV rotation doesn't work in FAN mode",
icon='ERROR')
uv_error = True
if ob0.type != 'MESH':
row = col.row(align=True)
row.label(
text="UV rotation supported only for Mesh objects",
icon='ERROR')
uv_error = True
else:
if len(ob0.data.uv_layers) == 0:
row = col.row(align=True)
check_name = self.generator
row.label(text="'" + check_name +
"' doesn't have UV Maps", icon='ERROR')
uv_error = True
if uv_error:
row = col.row(align=True)
row.label(text="Default rotation will be used instead",
icon='INFO')
# Component XY
row = col.row(align=True)
row.label(text="Component Coordinates:")
row = col.row(align=True)
row.prop(
self, "mode", text="Component XY", icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
if self.mode != 'BOUNDS':
col.separator()
row = col.row(align=True)
row.label(text="X:")
row.prop(
self, "bounds_x", text="Bounds X", icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
row = col.row(align=True)
row.label(text="Y:")
row.prop(
self, "bounds_y", text="Bounds X", icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
# Component Z
col.label(text="Thickness:")
row = col.row(align=True)
row.prop(
self, "scale_mode", text="Scale Mode", icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
col.prop(
self, "zscale", text="Scale", icon='NONE', expand=False,
slider=True, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
if self.mode == 'BOUNDS':
col.prop(
self, "offset", text="Offset", icon='NONE', expand=False,
slider=True, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
# Direction
row = col.row(align=True)
row.label(text="Direction:")
row = col.row(align=True)
row.prop(
self, "normals_mode", text="Direction", icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
row.enabled = self.fill_mode != 'PATCH'
# Merge
col = layout.column(align=True)
row = col.row(align=True)
row.prop(self, "merge")
if self.merge:
row.prop(self, "merge_thres")
row = col.row(align=True)
row = col.row(align=True)
row.prop(self, "bool_smooth")
if self.merge:
col2 = row.column(align=True)
col2.prop(self, "bool_dissolve_seams")
#if ob1.type != 'MESH': col2.enabled = False
row = col.row(align=True)
row.prop(self, "cap_faces")
if self.cap_faces:
col2 = row.column(align=True)
col2.prop(self, "open_edges_crease", text="Crease")
# Advanced Settings
col = layout.column(align=True)
col.separator()
col.separator()
row = col.row(align=True)
row.prop(self, "bool_advanced", icon='SETTINGS')
if self.bool_advanced:
allow_multi = False
allow_shapekeys = not self.com_modifiers
for m in ob0.data.materials:
try:
o = bpy.data.objects[m.name]
allow_multi = True
try:
if o.data.shape_keys is None: continue
elif len(o.data.shape_keys.key_blocks) < 2: continue
else: allow_shapekeys = not self.com_modifiers
except: pass
except: pass
# DATA #
col = layout.column(align=True)
col.label(text="Morphing:")
# vertex group + shape keys
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop(self, "bool_vertex_group", icon='GROUP_VERTEX')
#col2.prop_search(props, "vertex_group", props.generator, "vertex_groups")
try:
if len(ob0.vertex_groups) == 0:
col2.enabled = False
except:
col2.enabled = False
row.separator()
col2 = row.column(align=True)
row2 = col2.row(align=True)
row2.prop(self, "bool_shapekeys", text="Use Shape Keys", icon='SHAPEKEY_DATA')
row2.enabled = allow_shapekeys
# LIMITED TESSELLATION
col = layout.column(align=True)
col.label(text="Limited Tessellation:")
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop(self, "bool_multi_components", icon='MOD_TINT')
if not allow_multi:
col2.enabled = False
self.bool_multi_components = False
col.separator()
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop(self, "bool_selection", text="On selected Faces", icon='RESTRICT_SELECT_OFF')
#if self.bool_material_id or self.bool_selection or self.bool_multi_components:
#col2 = row.column(align=True)
# col2.prop(self, "bool_combine")
row.separator()
if ob0.type != 'MESH':
col2.enabled = False
col2 = row.column(align=True)
col2.prop(self, "bool_material_id", icon='MATERIAL_DATA', text="Material ID")
if self.bool_material_id and not self.bool_multi_components:
#col2 = row.column(align=True)
col2.prop(self, "material_id")
col2.enabled = not self.bool_multi_components
col.separator()
row = col.row(align=True)
row.label(text='Reiterate Tessellation:', icon='FILE_REFRESH')
row.prop(self, 'iterations', text='Repeat', icon='SETTINGS')
col.separator()
row = col.row(align=True)
row.label(text='Combine Iterations:')
row = col.row(align=True)
row.prop(
self, "combine_mode", icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
def execute(self, context):
allowed_obj = ('MESH', 'CURVE', 'META', 'SURFACE', 'FONT')
try:
ob0 = bpy.data.objects[self.generator]
ob1 = bpy.data.objects[self.component]
except:
return {'CANCELLED'}
self.object_name = "Tessellation"
# Check if existing object with same name
names = [o.name for o in bpy.data.objects]
if self.object_name in names:
count_name = 1
while True:
test_name = self.object_name + '.{:03d}'.format(count_name)
if not (test_name in names):
self.object_name = test_name
break
count_name += 1
if ob1.type not in allowed_obj:
message = "Component must be Mesh, Curve, Surface, Text or Meta object!"
self.report({'ERROR'}, message)
self.component = None
if ob0.type not in allowed_obj:
message = "Generator must be Mesh, Curve, Surface, Text or Meta object!"
self.report({'ERROR'}, message)
self.generator = ""
if True:#self.component not in ("",None) and self.generator not in ("",None):
if bpy.ops.object.select_all.poll():
bpy.ops.object.select_all(action='TOGGLE')
bpy.ops.object.mode_set(mode='OBJECT')
#data0 = ob0.to_mesh(False)
#data0 = ob0.data.copy()
bool_update = False
if bpy.context.object == ob0:
auto_layer_collection()
#new_ob = bpy.data.objects.new(self.object_name, data0)
new_ob = convert_object_to_mesh(ob0,False,False)
new_ob.data.name = self.object_name
#bpy.context.collection.objects.link(new_ob)
#bpy.context.view_layer.objects.active = new_ob
new_ob.name = self.object_name
#new_ob.select_set(True)
else:
new_ob = bpy.context.object
bool_update = True
new_ob = store_parameters(self, new_ob)
try: bpy.ops.object.update_tessellate()
except RuntimeError as e:
bpy.data.objects.remove(new_ob)
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
if not bool_update:
self.object_name = new_ob.name
#self.working_on = self.object_name
new_ob.location = ob0.location
new_ob.matrix_world = ob0.matrix_world
return {'FINISHED'}
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
class update_tessellate(Operator):
bl_idname = "object.update_tessellate"
bl_label = "Refresh"
bl_description = ("Fast update the tessellated mesh according to base and "
"component changes")
bl_options = {'REGISTER', 'UNDO'}
go = False
@classmethod
def poll(cls, context):
#try:
try: #context.object == None: return False
return context.object.tissue_tessellate.generator != None and \
context.object.tissue_tessellate.component != None
except:
return False
@staticmethod
def check_gen_comp(checking):
# note pass the stored name key in here to check it out
return checking in bpy.data.objects.keys()
def execute(self, context):
start_time = time.time()
ob = bpy.context.object
if not self.go:
generator = ob.tissue_tessellate.generator
component = ob.tissue_tessellate.component
zscale = ob.tissue_tessellate.zscale
scale_mode = ob.tissue_tessellate.scale_mode
rotation_mode = ob.tissue_tessellate.rotation_mode
offset = ob.tissue_tessellate.offset
merge = ob.tissue_tessellate.merge
merge_thres = ob.tissue_tessellate.merge_thres
gen_modifiers = ob.tissue_tessellate.gen_modifiers
com_modifiers = ob.tissue_tessellate.com_modifiers
bool_random = ob.tissue_tessellate.bool_random
random_seed = ob.tissue_tessellate.random_seed
fill_mode = ob.tissue_tessellate.fill_mode
bool_vertex_group = ob.tissue_tessellate.bool_vertex_group
bool_selection = ob.tissue_tessellate.bool_selection
bool_shapekeys = ob.tissue_tessellate.bool_shapekeys
mode = ob.tissue_tessellate.mode
bool_smooth = ob.tissue_tessellate.bool_smooth
bool_materials = ob.tissue_tessellate.bool_materials
bool_dissolve_seams = ob.tissue_tessellate.bool_dissolve_seams
bool_material_id = ob.tissue_tessellate.bool_material_id
material_id = ob.tissue_tessellate.material_id
iterations = ob.tissue_tessellate.iterations
bool_combine = ob.tissue_tessellate.bool_combine
normals_mode = ob.tissue_tessellate.normals_mode
bool_advanced = ob.tissue_tessellate.bool_advanced
bool_multi_components = ob.tissue_tessellate.bool_multi_components
combine_mode = ob.tissue_tessellate.combine_mode
bounds_x = ob.tissue_tessellate.bounds_x
bounds_y = ob.tissue_tessellate.bounds_y
cap_faces = ob.tissue_tessellate.cap_faces
open_edges_crease = ob.tissue_tessellate.open_edges_crease
try:
generator.name
component.name
except:
self.report({'ERROR'},
"Active object must be Tessellate before Update")
return {'CANCELLED'}
# Solve Local View issues
local_spaces = []
local_ob0 = []
local_ob1 = []
for area in bpy.context.screen.areas:
for space in area.spaces:
try:
if ob.local_view_get(space):
local_spaces.append(space)
local_ob0 = ob0.local_view_get(space)
ob0.local_view_set(space, True)
local_ob1 = ob1.local_view_get(space)
ob1.local_view_set(space, True)
except:
pass
starting_mode = bpy.context.object.mode
#if starting_mode == 'PAINT_WEIGHT': starting_mode = 'WEIGHT_PAINT'
bpy.ops.object.mode_set(mode='OBJECT')
ob0 = generator
ob1 = component
auto_layer_collection()
ob0_hide = ob0.hide_get()
ob0_hidev = ob0.hide_viewport
ob0_hider = ob0.hide_render
ob1_hide = ob1.hide_get()
ob1_hidev = ob1.hide_viewport
ob1_hider = ob1.hide_render
ob0.hide_set(False)
ob0.hide_viewport = False
ob0.hide_render = False
ob1.hide_set(False)
ob1.hide_viewport = False
ob1.hide_render = False
if ob0.type == 'META':
base_ob = convert_object_to_mesh(ob0, False, True)
else:
base_ob = ob0.copy()
base_ob.data = ob0.data.copy()
bpy.context.collection.objects.link(base_ob)
# In Blender 2.80 cache of copied objects is lost, must be re-baked
bool_update_cloth = False
for m in base_ob.modifiers:
if m.type == 'CLOTH':
m.point_cache.frame_end = bpy.context.scene.frame_current
bool_update_cloth = True
if bool_update_cloth:
bpy.ops.ptcache.free_bake_all()
bpy.ops.ptcache.bake_all()
#new_ob.location = ob.location
#new_ob.matrix_world = ob.matrix_world
base_ob.modifiers.update()
bpy.ops.object.select_all(action='DESELECT')
iter_objects = [base_ob]
#base_ob = new_ob#.copy()
for iter in range(iterations):
same_iteration = []
matched_materials = []
if bool_multi_components: mat_iter = len(base_ob.material_slots)
else: mat_iter = 1
for m_id in range(mat_iter):
if bool_multi_components:
try:
mat = base_ob.material_slots[m_id].material
ob1 = bpy.data.objects[mat.name]
material_id = m_id
matched_materials.append(m_id)
bool_material_id = True
except:
continue
if com_modifiers:
data1 = simple_to_mesh(ob1)
else: data1 = ob1.data.copy()
n_edges1 = len(data1.edges)
if iter != 0: gen_modifiers = True
if fill_mode == 'PATCH':
new_ob = tessellate_patch(
base_ob, ob1, offset, zscale, com_modifiers, mode, scale_mode,
rotation_mode, random_seed, bool_vertex_group,
bool_selection, bool_shapekeys, bool_material_id, material_id,
bounds_x, bounds_y
)
else:
new_ob = tessellate_original(
base_ob, ob1, offset, zscale, gen_modifiers,
com_modifiers, mode, scale_mode, rotation_mode,
random_seed, fill_mode, bool_vertex_group,
bool_selection, bool_shapekeys, bool_material_id,
material_id, normals_mode, bounds_x, bounds_y
)
if type(new_ob) is bpy.types.Object:
bpy.context.view_layer.objects.active = new_ob
else:
continue
n_components = int(len(new_ob.data.edges) / n_edges1)
# SELECTION
if bool_selection:
try:
# create selection list
polygon_selection = [p.select for p in ob1.data.polygons] * int(
len(new_ob.data.polygons) / len(ob1.data.polygons))
new_ob.data.polygons.foreach_set("select", polygon_selection)
except:
pass
if type(new_ob) == str: break
if bool_multi_components and type(new_ob) not in (int,str):
same_iteration.append(new_ob)
new_ob.select_set(True)
bpy.context.view_layer.objects.active = new_ob
if type(new_ob) == str: break
#bpy.data.objects.remove(base_ob)
if bool_multi_components:
bpy.context.view_layer.update()
bpy.context.view_layer.objects.active.select_set(True)
for o in bpy.data.objects:
if o in same_iteration:
o.select_set(True)
o.location = ob.location
else:
try:
o.select_set(False)
except: pass
bpy.ops.object.join()
new_ob = bpy.context.view_layer.objects.active
new_ob.select_set(True)
new_ob.data.update()
#try:
# combine object
if (bool_selection or bool_material_id) and combine_mode == 'UNUSED':
# remove faces from last mesh
bm = bmesh.new()
last_mesh = iter_objects[-1].data.copy()
bm.from_mesh(last_mesh)
bm.faces.ensure_lookup_table()
if bool_multi_components:
remove_materials = matched_materials
elif bool_material_id:
remove_materials = [material_id]
else: remove_materials = []
if bool_selection:
remove_faces = [f for f in bm.faces if f.material_index in remove_materials and f.select]
else:
remove_faces = [f for f in bm.faces if f.material_index in remove_materials]
bmesh.ops.delete(bm, geom=remove_faces, context='FACES')
bm.to_mesh(last_mesh)
last_mesh.update()
if len(last_mesh.vertices) > 0:
iter_objects[-1].data = last_mesh.copy()
iter_objects[-1].data.update()
else:
bpy.data.objects.remove(iter_objects[-1])
iter_objects = iter_objects[:-1]
base_ob = convert_object_to_mesh(new_ob,True,True)
#bpy.context.collection.objects.unlink(base_ob)
if iter < iterations-1: new_ob.data = base_ob.data
iter_objects.append(new_ob)
new_ob.location = ob.location
new_ob.matrix_world = ob.matrix_world
try:
bpy.data.objects.remove(bpy.data.objects['_Tessellation_Base'])
except: pass
base_ob.name = "_Tessellation_Base"
elif combine_mode == 'ALL':
base_ob = new_ob.copy()
iter_objects.append(new_ob)
new_ob.location = ob.location
new_ob.matrix_world = ob.matrix_world
else:
if base_ob != new_ob:
bpy.data.objects.remove(base_ob)
base_ob = new_ob
iter_objects = [new_ob]
if new_ob == 0:
#for m, vis in zip(ob.modifiers, mod_visibility): m.show_viewport = vis
message = "Zero faces selected in the Base mesh!"
bpy.ops.object.mode_set(mode=starting_mode)
self.report({'ERROR'}, message)
return {'CANCELLED'}
errors = {}
errors["modifiers_error"] = "Modifiers that change the topology of the mesh \n" \
"after the last Subsurf (or Multires) are not allowed."
errors["topology_error"] = "Make sure that the topology of the mesh before \n" \
"the last Subsurf (or Multires) is quads only."
errors["wires_error"] = "Please remove all wire edges in the base object."
errors["verts_error"] = "Please remove all floating vertices in the base object"
if new_ob in errors:
for o in iter_objects: bpy.data.objects.remove(o)
bpy.context.view_layer.objects.active = ob
ob.select_set(True)
message = errors[new_ob]
ob.tissue_tessellate.error_message = message
bpy.ops.object.mode_set(mode=starting_mode)
self.report({'ERROR'}, message)
return {'CANCELLED'}
new_ob.location = ob.location
new_ob.matrix_world = ob.matrix_world
### REPEAT
if combine_mode != 'LAST' and len(iter_objects)>0:
if base_ob not in iter_objects: bpy.data.objects.remove(base_ob)
for o in iter_objects:
o.location = ob.location
o.select_set(True)
bpy.ops.object.join()
new_ob.data.update()
# update data and preserve name
if ob.type != 'MESH':
loc, matr = ob.location, ob.matrix_world
ob = convert_object_to_mesh(ob,False,True)
ob.location, ob.matrix_world = loc, matr
data_name = ob.data.name
old_data = ob.data
ob.data = new_ob.data
bpy.data.meshes.remove(old_data)
ob.data.name = data_name
# copy vertex group
if bool_vertex_group:
for vg in new_ob.vertex_groups:
if not vg.name in ob.vertex_groups.keys():
ob.vertex_groups.new(name=vg.name)
new_vg = ob.vertex_groups[vg.name]
for i in range(len(ob.data.vertices)):
try:
weight = vg.weight(i)
except:
weight = 0
new_vg.add([i], weight, 'REPLACE')
selected_objects = [o for o in bpy.context.selected_objects]
for o in selected_objects: o.select_set(False)
ob.select_set(True)
bpy.context.view_layer.objects.active = ob
bpy.data.objects.remove(new_ob)
if merge:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(
use_extend=False, use_expand=False, type='VERT')
bpy.ops.mesh.select_non_manifold(
extend=False, use_wire=False, use_boundary=True,
use_multi_face=False, use_non_contiguous=False, use_verts=False)
bpy.ops.mesh.remove_doubles(
threshold=merge_thres, use_unselected=False)
bpy.ops.object.mode_set(mode='OBJECT')
if bool_dissolve_seams:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type='EDGE')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
for e in ob.data.edges:
e.select = e.use_seam
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.dissolve_edges()
if cap_faces:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(
use_extend=False, use_expand=False, type='EDGE')
bpy.ops.mesh.select_non_manifold(
extend=False, use_wire=False, use_boundary=True,
use_multi_face=False, use_non_contiguous=False, use_verts=False)
bpy.ops.mesh.edge_face_add()
if open_edges_crease != 0:
bpy.ops.transform.edge_crease(value=open_edges_crease)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='OBJECT')
if bool_smooth: bpy.ops.object.shade_smooth()
####values = [True] * len(ob.data.polygons)
####ob.data.polygons.foreach_set("use_smooth", values)
#for m, vis in zip(ob.modifiers, mod_visibility): m.show_viewport = vis
end_time = time.time()
print('Tissue: object "{}" tessellated in {:.4f} sec'.format(ob.name, end_time-start_time))
for mesh in bpy.data.meshes:
if not mesh.users: bpy.data.meshes.remove(mesh)
for o in selected_objects:
try: o.select_set(True)
except: pass
bpy.ops.object.mode_set(mode=starting_mode)
# clean objects
for o in bpy.data.objects:
if o.name not in context.view_layer.objects and "temp" in o.name:
bpy.data.objects.remove(o)
ob.tissue_tessellate.error_message = ""
# Restore Base visibility
ob0.hide_set(ob0_hide)
ob0.hide_viewport = ob0_hidev
ob0.hide_render = ob0_hider
# Restore Component visibility
ob1.hide_set(ob1_hide)
ob1.hide_viewport = ob1_hidev
ob1.hide_render = ob1_hider
# Restore Local visibility
for space, local0, local1 in zip(local_spaces, local_ob0, local_ob1):
ob0.local_view_set(space, local0)
ob1.local_view_set(space, local1)
return {'FINISHED'}
def check(self, context):
return True
class TISSUE_PT_tessellate(Panel):
bl_label = "Tissue Tools"
bl_category = "Tissue"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
#bl_options = {'DEFAULT_OPEN'}
@classmethod
def poll(cls, context):
return context.mode in {'OBJECT', 'EDIT_MESH'}
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Tessellate:")
col.operator("object.tessellate")
col.operator("object.dual_mesh_tessellated")
col.separator()
#col = layout.column(align=True)
#col.label(text="Tessellate Edit:")
#col.operator("object.settings_tessellate")
col.operator("object.update_tessellate", icon='FILE_REFRESH')
#col = layout.column(align=True)
col.operator("mesh.rotate_face", icon='NDOF_TURN')
col.separator()
col.label(text="Other:")
col.operator("object.dual_mesh")
col.operator("object.lattice_along_surface", icon="OUTLINER_OB_LATTICE")
act = context.active_object
if act and act.type == 'MESH':
col.operator("object.uv_to_mesh", icon="UV")
class TISSUE_PT_tessellate_object(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
bl_label = "Tissue - Tessellate"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
try: return context.object.type == 'MESH'
except: return False
def draw(self, context):
ob = context.object
props = ob.tissue_tessellate
allowed_obj = ('MESH','CURVE','SURFACE','FONT', 'META')
try:
bool_tessellated = props.generator or props.component != None
ob0 = props.generator
ob1 = props.component
except: bool_tessellated = False
layout = self.layout
if not bool_tessellated:
layout.label(text="The selected object is not a Tessellated object",
icon='INFO')
else:
if props.error_message != "":
layout.label(text=props.error_message,
icon='ERROR')
col = layout.column(align=True)
row = col.row(align=True)
set_tessellate_handler(self,context)
set_animatable_fix_handler(self,context)
row.prop(props, "bool_run", text="Animatable")
row.operator("object.update_tessellate", icon='FILE_REFRESH')
col = layout.column(align=True)
row = col.row(align=True)
row.label(text="BASE :")
row.label(text="COMPONENT :")
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop_search(props, "generator", context.scene, "objects")
row.separator()
col2 = row.column(align=True)
col2.prop_search(props, "component", context.scene, "objects")
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop(props, "gen_modifiers", text="Use Modifiers", icon='MODIFIER')
row.separator()
try:
if not (ob0.modifiers or ob0.data.shape_keys) or props.fill_mode == 'PATCH':
col2.enabled = False
except:
col2.enabled = False
col2 = row.column(align=True)
col2.prop(props, "com_modifiers", text="Use Modifiers", icon='MODIFIER')
try:
if not (props.component.modifiers or props.component.data.shape_keys):
col2.enabled = False
except:
col2.enabled = False
col.separator()
# Fill and Rotation
row = col.row(align=True)
row.label(text="Fill Mode:")
row.separator()
row.label(text="Rotation:")
row = col.row(align=True)
# fill
row.prop(props, "fill_mode", text="", icon='NONE', expand=False,
slider=True, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
row.separator()
# rotation
col2 = row.column(align=True)
col2.prop(props, "rotation_mode", text="", icon='NONE', expand=False,
slider=True, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
if props.rotation_mode == 'RANDOM':
#row = col.row(align=True)
col2.prop(props, "random_seed")
if props.rotation_mode == 'UV':
uv_error = False
if props.fill_mode == 'FAN':
row = col.row(align=True)
row.label(text="UV rotation doesn't work in FAN mode",
icon='ERROR')
uv_error = True
if props.generator.type != 'MESH':
row = col.row(align=True)
row.label(
text="UV rotation supported only for Mesh objects",
icon='ERROR')
uv_error = True
else:
if len(props.generator.data.uv_layers) == 0:
row = col.row(align=True)
row.label(text="'" + props.generator.name +
" doesn't have UV Maps", icon='ERROR')
uv_error = True
if uv_error:
row = col.row(align=True)
row.label(text="Default rotation will be used instead",
icon='INFO')
# component XY
row = col.row(align=True)
row.label(text="Component Coordinates:")
row = col.row(align=True)
row.prop(props, "mode", expand=True)
if props.mode != 'BOUNDS':
col.separator()
row = col.row(align=True)
row.label(text="X:")
row.prop(
props, "bounds_x", text="Bounds X", icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
row = col.row(align=True)
row.label(text="Y:")
row.prop(
props, "bounds_y", text="Bounds X", icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
# component Z
col.label(text="Thickness:")
row = col.row(align=True)
row.prop(props, "scale_mode", expand=True)
col.prop(props, "zscale", text="Scale", icon='NONE', expand=False,
slider=True, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
if props.mode == 'BOUNDS':
col.prop(props, "offset", text="Offset", icon='NONE', expand=False,
slider=True, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
# Direction
row = col.row(align=True)
row.label(text="Direction:")
row = col.row(align=True)
row.prop(
props, "normals_mode", text="Direction", icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
row.enabled = props.fill_mode != 'PATCH'
# merge
col = layout.column(align=True)
row = col.row(align=True)
row.prop(props, "merge")
if props.merge:
row.prop(props, "merge_thres")
row = col.row(align=True)
row.prop(props, "bool_smooth")
if props.merge:
col2 = row.column(align=True)
col2.prop(props, "bool_dissolve_seams")
#if props.component.type != 'MESH': col2.enabled = False
row = col.row(align=True)
row.prop(props, "cap_faces")
if props.cap_faces:
col2 = row.column(align=True)
col2.prop(props, "open_edges_crease", text="Crease")
# Advanced Settings
col = layout.column(align=True)
col.separator()
col.separator()
row = col.row(align=True)
row.prop(props, "bool_advanced", icon='SETTINGS')
if props.bool_advanced:
allow_multi = False
allow_shapekeys = not props.com_modifiers
for m in ob0.data.materials:
try:
o = bpy.data.objects[m.name]
allow_multi = True
try:
if o.data.shape_keys is None: continue
elif len(o.data.shape_keys.key_blocks) < 2: continue
else: allow_shapekeys = not props.com_modifiers
except: pass
except: pass
# DATA #
col = layout.column(align=True)
col.label(text="Morphing:")
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop(props, "bool_vertex_group", icon='GROUP_VERTEX')
#col2.prop_search(props, "vertex_group", props.generator, "vertex_groups")
try:
if len(props.generator.vertex_groups) == 0:
col2.enabled = False
except:
col2.enabled = False
row.separator()
col2 = row.column(align=True)
row2 = col2.row(align=True)
row2.prop(props, "bool_shapekeys", text="Use Shape Keys", icon='SHAPEKEY_DATA')
row2.enabled = allow_shapekeys
# LIMITED TESSELLATION
col = layout.column(align=True)
col.label(text="Limited Tessellation:")
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop(props, "bool_multi_components", icon='MOD_TINT')
if not allow_multi:
col2.enabled = False
col.separator()
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop(props, "bool_selection", text="On selected Faces", icon='RESTRICT_SELECT_OFF')
#if props.bool_material_id or props.bool_selection or props.bool_multi_components:
#col2 = row.column(align=True)
# col2.prop(props, "bool_combine")
row.separator()
if props.generator.type != 'MESH':
col2.enabled = False
col2 = row.column(align=True)
col2.prop(props, "bool_material_id", icon='MATERIAL_DATA', text="Material ID")
if props.bool_material_id and not props.bool_multi_components:
#col2 = row.column(align=True)
col2.prop(props, "material_id")
if props.bool_multi_components:
col2.enabled = False
# TRANFER DATA ### OFF
if props.fill_mode != 'PATCH' and False:
col = layout.column(align=True)
col.label(text="Component Data:")
row = col.row(align=True)
col2 = row.column(align=True)
col2.prop(props, "bool_materials", icon='MATERIAL_DATA')
row.separator()
col2 = row.column(align=True)
if props.fill_mode == 'PATCH':
col.enabled = False
col.label(text='Not needed in Patch mode', icon='INFO')
col.separator()
row = col.row(align=True)
row.label(text='Reiterate Tessellation:', icon='FILE_REFRESH')
row.prop(props, 'iterations', text='Repeat', icon='SETTINGS')
col.separator()
row = col.row(align=True)
row.label(text='Combine Iterations:')
row = col.row(align=True)
row.prop(
props, "combine_mode", text="Combine:",icon='NONE', expand=True,
slider=False, toggle=False, icon_only=False, event=False,
full_event=False, emboss=True, index=-1)
class rotate_face(Operator):
bl_idname = "mesh.rotate_face"
bl_label = "Rotate Faces"
bl_description = "Rotate selected faces and update tessellated meshes"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def execute(self, context):
ob = bpy.context.active_object
me = ob.data
bm = bmesh.from_edit_mesh(me)
mesh_select_mode = [sm for sm in context.tool_settings.mesh_select_mode]
for face in bm.faces:
if (face.select):
vs = face.verts[:]
vs2 = vs[1:]+vs[:1]
material_index = face.material_index
bm.faces.remove(face)
f2 = bm.faces.new(vs2)
f2.select = True
f2.material_index = material_index
bm.normal_update()
# trigger UI update
bmesh.update_edit_mesh(me)
ob.select_set(False)
# update tessellated meshes
bpy.ops.object.mode_set(mode='OBJECT')
for o in [obj for obj in bpy.data.objects if
obj.tissue_tessellate.generator == ob and obj.visible_get()]:
bpy.context.view_layer.objects.active = o
bpy.ops.object.update_tessellate()
o.select_set(False)
ob.select_set(True)
bpy.context.view_layer.objects.active = ob
bpy.ops.object.mode_set(mode='EDIT')
context.tool_settings.mesh_select_mode = mesh_select_mode
return {'FINISHED'}
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