Welcome to mirror list, hosted at ThFree Co, Russian Federation.

tessellate_numpy.py « mesh_tissue - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 544e9fefc2c15481ca323cb032c2c1ccf192b5f4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
# ##### 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 0.83 --------------------------------#
#                                                                              #
# 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 mathutils import Vector
import numpy as np
from math import sqrt
import random


def lerp(a,b,t):
    return a + (b-a)*t


def lerp2(v1, v2, v3, v4, v):
    v12 = v1 + (v2-v1)*v.x
    v43 = v4 + (v3-v4)*v.x
    return v12 + (v43-v12)*v.y


def lerp3(v1, v2, v3, v4, v):
    loc = lerp2(v1.co, v2.co, v3.co, v4.co, v)
    nor = lerp2(v1.normal, v2.normal, v3.normal, v4.normal, v)
    nor.normalize()
    return loc + nor*v.z


def tassellate(ob0, ob1, offset, zscale, gen_modifiers, com_modifiers, mode,
               scale_mode, rotation_mode, rand_seed, fill_mode,
               bool_vertex_group, bool_selection, bool_shapekeys):
    random.seed(rand_seed)
    old_me0 = ob0.data      # Store generator mesh
    if gen_modifiers:       # Apply generator modifiers
        me0 = ob0.to_mesh(bpy.context.scene, apply_modifiers=True,
                          settings = 'PREVIEW')
    else: me0 = ob0.data
    ob0.data = me0
    base_polygons = []

    # Check if zero faces are selected
    if bool_selection:
        for p in ob0.data.polygons:
            if p.select: base_polygons.append(p)
    else:
        base_polygons = ob0.data.polygons
    if len(base_polygons) == 0: return 0

    # Apply component modifiers
    if com_modifiers:
        me1 = ob1.to_mesh(bpy.context.scene, apply_modifiers=True,
                          settings = 'PREVIEW')
    else: me1 = ob1.data

    verts0 = me0.vertices   # Collect generator vertices

    # Component statistics
    n_verts = len(me1.vertices)
    n_edges = len(me1.edges)
    n_faces = len(me1.polygons)

    # Component transformations
    loc = ob1.location
    dim = ob1.dimensions
    scale = ob1.scale

    # Create empty lists
    new_verts = []
    new_edges = []
    new_faces = []
    new_verts_np = np.array(())

    # Component bounding box
    min = Vector((0,0,0))
    max = Vector((0,0,0))
    first = True
    for v in me1.vertices:
        vert = v.co
        if vert[0] < min[0] or first:
            min[0] = vert[0]
        if vert[1] < min[1] or first:
            min[1] = vert[1]
        if vert[2] < min[2] or first:
            min[2] = vert[2]
        if vert[0] > max[0] or first:
            max[0] = vert[0]
        if vert[1] > max[1] or first:
            max[1] = vert[1]
        if vert[2] > max[2] or first:
            max[2] = vert[2]
        first = False
    bb = max-min

    # adaptive XY
    verts1 = []
    for v in me1.vertices:
        if mode=="ADAPTIVE":
            vert = v.co - min#( ob1.matrix_world * v.co ) - min
            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
        else:
            vert = v.co.xyz
            vert[2] = (vert[2] - min[2] + (-0.5 + offset*0.5)*bb[2])*zscale
        verts1.append(vert)

    # component vertices
    vs1 = np.array([v for v in verts1]).reshape(len(verts1),3,1)
    vx = vs1[:,0]
    vy = vs1[:,1]
    vz = vs1[:,2]

    # Component polygons
    fs1 = [[i for i in p.vertices] for p in me1.polygons]
    new_faces = fs1[:]

    # Component edges
    es1 = [[i for i in e.vertices] for e in me1.edges if e.is_loose]
    new_edges = es1[:]

    # SHAPE KEYS
    shapekeys = []
    do_shapekeys = False
    if me1.shape_keys is not None and bool_shapekeys:
        if len(me1.shape_keys.key_blocks) > 1:
            do_shapekeys = True

            # Read active key
            active_key = ob1.active_shape_key_index
            if active_key == 0: active_key = 1

            for v in me1.shape_keys.key_blocks[active_key].data:
                if mode=="ADAPTIVE":
                    vert = v.co - min
                    #vert = ( ob1.matrix_world * v.co ) - min
                    vert[0] = vert[0] / bb[0]
                    vert[1] = vert[1] / bb[1]
                    vert[2] = (vert[2] + (-0.5 + offset*0.5)*bb[2]) * zscale
                else:
                    vert = v.co.xyz
                    vert[2] = (vert[2] - min[2] + (-0.5 + offset*0.5)*bb[2]) * \
                              zscale
                shapekeys.append(vert)

            # Component vertices
            key1 = np.array([v for v in shapekeys]).reshape(len(shapekeys),3,1)
            vx_key = key1[:,0]
            vy_key = key1[:,1]
            vz_key = key1[:,2]

    # Active vertex group
    if bool_vertex_group:
        try:
            weight = []
            group_index = ob0.vertex_groups.active_index
            active_vertex_group = ob0.vertex_groups[group_index]
            for v in me0.vertices:
                try:
                    weight.append(active_vertex_group.weight(v.index))
                except:
                    weight.append(0)
        except:
            bool_vertex_group = False

    # FAN tessellation mode
    if fill_mode == 'FAN':
        fan_verts = [v.co.to_tuple() for v in me0.vertices]
        fan_polygons = []
        selected_faces = []
        for p in base_polygons:
            #if bool_selection and not p.select: continue
            fan_center = Vector((0,0,0))
            for v in p.vertices:
                fan_center += me0.vertices[v].co
            fan_center /= len(p.vertices)
            last_vert = len(fan_verts)
            fan_verts.append(fan_center.to_tuple())

            # Vertex Group
            if bool_vertex_group:
                center_weight = sum([weight[i] for i in p.vertices])/ \
                                len(p.vertices)
                weight.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_selection: selected_faces.append(p.select)
        fan_me = bpy.data.meshes.new('Fan.Mesh')
        fan_me.from_pydata(tuple(fan_verts), [], tuple(fan_polygons))
        me0 = fan_me
        verts0 = me0.vertices
        base_polygons = me0.polygons
        #for i in range(len(selected_faces)):
        #    fan_me.polygons[i].select = selected_faces[i]
    count = 0   # necessary for UV calculation

    # TESSELLATION
    j = 0
    for p in base_polygons:
        # 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])
            vs0 = np.array([verts0[i].co for i in shifted_vertices])
            nvs0 = np.array([verts0[i].normal for i in shifted_vertices])
            # vertex weight
            if bool_vertex_group:
                ws0 = []
                for i in shifted_vertices:
                    try: ws0.append(weight[i])
                    except: ws0.append(0)
                ws0 = np.array(ws0)

        # UV rotation
        elif rotation_mode == 'UV' and len(ob0.data.uv_layers) > 0 \
                and fill_mode != 'FAN':
            i = p.index
            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 i in vertUV:
                    try: ws0.append(weight[i])
                    except: ws0.append(0)
                ws0 = np.array(ws0)

            count += len(p.vertices)

        # Default rotation
        else:
            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 i in p.vertices:
                    try: ws0.append(weight[i])
                    except: ws0.append(0)
                ws0 = np.array(ws0)

        # considering only 4 vertices
        vs0 = np.array((vs0[0], vs0[1], vs0[2], vs0[-1]))
        nvs0 = np.array((nvs0[0], nvs0[1], nvs0[2], nvs0[-1]))

        # 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
        nv0 = nvs0[0] + (nvs0[1] -nvs0[0])*vx
        nv1 = nvs0[3] + (nvs0[2] -nvs0[3])*vx
        nv2 = nv0 + (nv1 - nv0)*vy

        # vertex z to normal
        v3 = v2 + nv2*vz*(sqrt(p.area) if scale_mode == "ADAPTIVE" else 1)

        if bool_vertex_group:
            ws0 = np.array((ws0[0], ws0[1], ws0[2], ws0[-1]))
            # Interpolate vertex weight
            w0 = ws0[0] + (ws0[1] -ws0[0])*vx
            w1 = ws0[3] + (ws0[2] -ws0[3])*vx
            w2 = w0 + (w1 - w0)*vy

            # Shapekeys
            if do_shapekeys:
                # remapped vertex coordinates
                v0 = vs0[0] + (vs0[1] -vs0[0])*vx_key
                v1 = vs0[3] + (vs0[2] -vs0[3])*vx_key
                v2 = v0 + (v1 - v0)*vy_key
                # remapped vertex normal
                nv0 = nvs0[0] + (nvs0[1] -nvs0[0])*vx_key
                nv1 = nvs0[3] + (nvs0[2] -nvs0[3])*vx_key
                nv2 = nv0 + (nv1 - nv0)*vy_key
                # vertex z to normal
                v3_key = v2 + nv2*vz_key*(sqrt(p.area) \
                         if scale_mode == "ADAPTIVE" else 1)
                v3 = v3 + (v3_key - v3) * w2

        if j == 0:
            new_verts_np = v3
            if bool_vertex_group: new_vertex_group_np = w2
        else:
            # Appending vertices
            new_verts_np = np.concatenate((new_verts_np, v3), axis=0)
            # Appending vertex group
            if bool_vertex_group:
                new_vertex_group_np = np.concatenate((new_vertex_group_np, w2),
                                                     axis=0)
            # Appending faces
            for p in fs1: new_faces.append([i+n_verts*j for i in p])
            # Appending edges
            for e in es1: new_edges.append([i+n_verts*j for i in e])

        j += 1

    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, new_faces)
    #new_me.from_pydata(new_verts, new_edges, [])
    new_me.update(calc_edges=True)
    new_ob = bpy.data.objects.new("tessellate_temp", new_me)

    # vertex group
    if bool_vertex_group:
        new_ob.vertex_groups.new("generator_group")
        for i in range(len(new_vertex_group_np)):
            new_ob.vertex_groups["generator_group"].add([i],
                                                        new_vertex_group_np[i],
                                                        "ADD")
    ob0.data = old_me0
    return new_ob


def store_parameters(operator, ob):
    ob.tissue_tessellate.generator = operator.generator
    ob.tissue_tessellate.component = 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
    return ob


class tissue_tessellate_prop(bpy.types.PropertyGroup):
    generator = bpy.props.StringProperty()
    component = bpy.props.StringProperty()
    offset = bpy.props.FloatProperty()
    zscale = bpy.props.FloatProperty(default=1)
    merge = bpy.props.BoolProperty()
    merge_thres = bpy.props.FloatProperty()
    gen_modifiers = bpy.props.BoolProperty()
    com_modifiers = bpy.props.BoolProperty()
    mode = bpy.props.StringProperty()
    rotation_mode = bpy.props.StringProperty()
    scale_mode = bpy.props.StringProperty()
    fill_mode = bpy.props.StringProperty()
    bool_random = bpy.props.BoolProperty()
    random_seed = bpy.props.IntProperty()
    vertexgroup = bpy.props.StringProperty()
    bool_vertex_group = bpy.props.BoolProperty()
    bool_selection = bpy.props.BoolProperty()
    bool_shapekeys = bpy.props.BoolProperty()


class tessellate(bpy.types.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 = bpy.props.StringProperty(
        name="", description="Name of the generated object")
    zscale = bpy.props.FloatProperty(
        name="Scale", default=1, soft_min=0, soft_max=10,
        description="Scale factor for the component thickness")
    scale_mode = bpy.props.EnumProperty(
        items=(('CONSTANT', "Constant", ""), ('ADAPTIVE', "Proportional", "")),
        default='CONSTANT', name="Z-Scale according to faces size")
    offset = bpy.props.FloatProperty(
        name="Surface Offset", default=0, min=-1, max=1,  soft_min=-1,
        soft_max=1, description="Surface offset")
    mode = bpy.props.EnumProperty(
        items=(('CONSTANT', "Constant", ""), ('ADAPTIVE', "Adaptive", "")),
        default='ADAPTIVE', name="Component Mode")
    rotation_mode = bpy.props.EnumProperty(
        items=(('RANDOM', "Random", ""), ('UV', "Active UV", ""),
        ('DEFAULT', "Default", "")), default='DEFAULT',
        name="Component Rotation")
    fill_mode = bpy.props.EnumProperty(
        items=(('QUAD', "Quad", ""), ('FAN', "Fan", "")), default='QUAD',
        name="Fill Mode")
    gen_modifiers = bpy.props.BoolProperty(
        name="Generator Modifiers", default=False,
        description="Apply modifiers to base object")
    com_modifiers = bpy.props.BoolProperty(
        name="Component Modifiers", default=False,
        description="Apply modifiers to component object")
    merge = bpy.props.BoolProperty(
        name="Merge", default=False,
        description="Merge vertices in adjacent duplicates")
    merge_thres = bpy.props.FloatProperty(
        name="Distance", default=0.001, soft_min=0, soft_max=10,
        description="Limit below which to merge vertices")
    generator = bpy.props.StringProperty(
        name="", description="Base object for the tessellation")
    component = bpy.props.StringProperty(
        name="", description="Component object for the tessellation")
    bool_random = bpy.props.BoolProperty(
        name="Randomize", default=False,
        description="Randomize component rotation")
    random_seed = bpy.props.IntProperty(
        name="Seed", default=0, soft_min=0, soft_max=10,
        description="Random seed")
    bool_vertex_group = bpy.props.BoolProperty(
        name="Map Vertex Group", default=False, description=("Map the active "
        "Vertex Group from the Base object to generated geometry"))
    bool_selection = bpy.props.BoolProperty(
        name="On selected Faces", default=False,
        description="Create Tessellation only on selected faces")
    bool_shapekeys = bpy.props.BoolProperty(
        name="Use Shape Keys", default=False, description=("Use component's "
        "active Shape Key according to active Vertex Group of the base object"))
    working_on = ""

    def draw(self, context):
        try:
            bool_working = self.working_on == self.object_name and \
            self.working_on != ""
        except:
            bool_working = False

        sel = bpy.context.selected_objects

        bool_meshes = False
        if len(sel) == 2:
            bool_meshes = True
            for o in sel:
                if o.type != 'MESH': bool_meshes = 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 mesh.")
        elif not bool_meshes and not bool_working:
            layout = self.layout
            layout.label(icon='INFO')
            layout.label(text="Please, select two Mesh objects")
        else:
            try:
                ob0 = bpy.data.Objects[self.generator]
            except:
                ob0 = bpy.context.active_object
                self.generator = ob0.name

            for o in sel:
                if(o.name == ob0.name or o.type != 'MESH'): continue
                else:
                    ob1 = o
                    self.component = o.name
                    no_component = False
                    break

            # Checks for Tool Shelf panel, it loose the original Selection
            if bpy.context.active_object.name == self.object_name:
                ob1 = bpy.data.objects[
                    bpy.context.active_object.tissue_tessellate.component]
                self.component = ob1.name
                ob0 = bpy.data.objects[
                    bpy.context.active_object.tissue_tessellate.generator]
                self.generator = ob0.name
                no_component = False

            # new object name
            if self.object_name == "":
                if self.generator == "": self.object_name = "Tessellation"
                else: self.object_name = self.generator + "_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)
            row = col.row(align=True)
            col2 = row.column(align=True)
            col2.prop(self, "gen_modifiers", text="Use Modifiers")
            if len(bpy.data.objects[self.generator].modifiers) == 0:
                col2.enabled = False
                self.gen_modifiers = False
            col2 = row.column(align=True)
            col2.prop(self, "com_modifiers", text="Use Modifiers")
            if len(bpy.data.objects[self.component].modifiers) == 0:
                col2.enabled = False
                self.com_modifiers = False

            # On selected faces
            row = col.row(align=True)
            row.prop(self, "bool_selection", text="On selected Faces")
            col.separator()

            # General
            col = layout.column(align=True)
            col.label(text="New Object Name:")
            col.prop(self, "object_name")

            # Count number of faces
            try:
                polygons = 0
                if self.gen_modifiers: me_temp = ob0.to_mesh(bpy.context.scene,
                    apply_modifiers=True, settings = 'PREVIEW')
                else: me_temp = ob0.data
                for p in me_temp.polygons:
                    if not self.bool_selection or p.select:
                        if self.fill_mode == "FAN": polygons += len(p.vertices)
                        else: polygons += 1

                if self.com_modifiers: me_temp = bpy.data.objects[
                    self.component].to_mesh(bpy.context.scene,
                    apply_modifiers=True, settings = 'PREVIEW')
                else: me_temp = bpy.data.objects[self.component].data
                polygons *= len(me_temp.polygons)

                str_polygons = '{:0,.0f}'.format(polygons)
                if polygons > 200000:
                    col.label(text=str_polygons + " polygons will be created!",
                              icon='ERROR')
                else:
                    col.label(text=str_polygons + " faces will be created!",
                              icon='INFO')
            except:
                pass
            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(
                self, "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
            row.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':
                row = col.row(align=True)
                row.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 len(bpy.data.objects[self.generator].data.uv_layers) == 0:
                    row = col.row(align=True)
                    row.label(text="'" + bpy.data.objects[self.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 XY:")
            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)

            # Component Z
            col.label(text="Component Z:")
            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)
            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)

            # 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)

            # ADVANCED
            col = layout.column(align=True)
            col.label(text="Advanced Settings:")
            # vertex group + shape keys
            row = col.row(align=True)
            col2 = row.column(align=True)
            col2.prop(self, "bool_vertex_group")
            if len(bpy.data.objects[self.generator].vertex_groups) == 0:
                col2.enabled = False
                bool_vertex_group = False
            col2 = row.column(align=True)
            col2.prop(self, "bool_shapekeys", text="Use Shape Keys")
            if len(bpy.data.objects[self.generator].vertex_groups) == 0 or \
                    bpy.data.objects[self.component].data.shape_keys == None:
                col2.enabled = False
                bool_shapekeys = False
            elif len(bpy.data.objects[self.generator].vertex_groups) == 0 or \
                    bpy.data.objects[self.component].data.shape_keys != None:
                if len(bpy.data.objects[
                        self.component].data.shape_keys.key_blocks) < 2:
                    col2.enabled = False
                    bool_shapekeys = False

    def execute(self, context):
        try:
            ob0 = bpy.context.active_object
            self.generator = ob0.name
        except:
            self.report({'ERROR'}, "A Generator mesh object must be selected")

        # component object
        sel = bpy.context.selected_objects
        no_component = True
        for o in sel:
            if(o.name == ob0.name or o.type != 'MESH'): continue
            else:
                ob1 = o
                self.component = o.name
                no_component = False
                break

        # Checks for Tool Shelf panel, it loose the original Selection
        if bpy.context.active_object == self.object_name:
            ob1 = bpy.data.objects[
                bpy.context.active_object.tissue_tessellate.component]
            self.component = ob1.name
            ob0 = bpy.data.objects[
                bpy.context.active_object.tissue_tessellate.generator]
            self.generator = ob0.name
            no_component = False

        if(no_component):
            #self.report({'ERROR'}, "A component mesh object must be selected")
            return {'CANCELLED'}

        # new object name
        if self.object_name == "":
            if self.generator == "": self.object_name = "Tessellation"
            else: self.object_name = self.generator + "_Tessellation"

        if bpy.data.objects[self.component].type != 'MESH':
            message = "Component must be Mesh Objects!"
            self.report({'ERROR'}, message)
            self.component = ""
        if bpy.data.objects[self.generator].type != 'MESH':
            message = "Generator must be Mesh Objects!"
            self.report({'ERROR'}, message)
            self.generator = ""
        if self.component != "" and self.generator != "":
            bpy.ops.object.select_all(action='TOGGLE')

            new_ob = tassellate(
                ob0, ob1, self.offset, self.zscale, self.gen_modifiers,
                self.com_modifiers, self.mode, self.scale_mode,
                self.rotation_mode, self.random_seed, self.fill_mode,
                self.bool_vertex_group, self.bool_selection,
                self.bool_shapekeys)

            if new_ob == 0:
                message = "Zero faces selected in the Base mesh!"
                self.report({'ERROR'}, message)
                return {'CANCELLED'}

            new_ob.name = self.object_name
            #new_ob = bpy.data.objects.new(self.object_name, new_me)

            new_ob.location = ob0.location
            new_ob.matrix_world = ob0.matrix_world

            scene = bpy.context.scene
            scene.objects.link(new_ob)
            new_ob.select = True
            bpy.context.scene.objects.active = new_ob
            if self.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=self.merge_thres, use_unselected=False)
                bpy.ops.object.mode_set(mode = 'OBJECT')
            new_ob = store_parameters(self, new_ob)
            self.object_name = new_ob.name
            self.working_on = self.object_name

        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.object.mode_set(mode='OBJECT')

        # MATERIALS
        try:
            # create materials list
            polygon_materials = [p.material_index for p in ob1.data.polygons]*int(
                len(new_ob.data.polygons) / len(ob1.data.polygons))
            # assign old material
            component_materials = [slot.material for slot in ob1.material_slots]
            for i in range(len(component_materials)):
                bpy.ops.object.material_slot_add()
                bpy.context.object.material_slots[i].material = \
                    component_materials[i]
            for i in range(len(new_ob.data.polygons)):
                new_ob.data.polygons[i].material_index = polygon_materials[i]
        except:
            pass

        return {'FINISHED'}

    def check(self, context):
        return True

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)


class update_tessellate(bpy.types.Operator):
#class adaptive_duplifaces(bpy.types.Panel):
    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
    ob = bpy.types.Object

    @classmethod
    def poll(cls, context):
        try:
            return context.active_object.tissue_tessellate.generator != "" and \
                context.active_object.tissue_tessellate.component != ""
        except: return False

    def execute(self, context):
        ob = bpy.context.active_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

        if(generator == "" or component == ""):
            self.report({'ERROR'},
                        "Active object must be Tessellate before Update")
            return {'CANCELLED'}

        ob0 = bpy.data.objects[generator]
        ob1 = bpy.data.objects[component]
        me0 = ob0.data
        verts = me0.vertices

        temp_ob = tassellate(
            ob0, ob1, offset, zscale, gen_modifiers, com_modifiers,
            mode, scale_mode, rotation_mode, random_seed, fill_mode,
            bool_vertex_group, bool_selection, bool_shapekeys)

        if temp_ob == 0:
            message = "Zero faces selected in the Base mesh!"
            self.report({'ERROR'}, message)
            return {'CANCELLED'}

        ob.data = temp_ob.data
        bpy.data.objects.remove(temp_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')
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.object.mode_set(mode='OBJECT')

        # MATERIALS
        try:
            # create materials list
            polygon_materials = [p.material_index for p in ob1.data.polygons]*int(
                len(ob.data.polygons) / len(ob1.data.polygons))
            # assign old material
            component_materials = [slot.material for slot in ob1.material_slots]
            for i in range(len(component_materials)):
                bpy.ops.object.material_slot_add()
                bpy.context.object.material_slots[i].material = \
                    component_materials[i]
            for i in range(len(ob.data.polygons)):
                ob.data.polygons[i].material_index = polygon_materials[i]
        except:
            pass

        return {'FINISHED'}

    def check(self, context):
        return True


class settings_tessellate(bpy.types.Operator):
#class adaptive_duplifaces(bpy.types.Panel):
    bl_idname = "object.settings_tessellate"
    bl_label = "Settings"
    bl_description = ("Update the tessellated mesh according to base and "
        "component changes. Allow also to change tessellation's parameters")
    bl_options = {'REGISTER', 'UNDO'}

    object_name = bpy.props.StringProperty(
        name="", description="Name of the generated object")
    zscale = bpy.props.FloatProperty(
        name="Scale", default=1, soft_min=0, soft_max=10,
        description="Scale factor for the component thickness")
    scale_mode = bpy.props.EnumProperty(
        items=(('CONSTANT', "Constant", ""), ('ADAPTIVE', "Proportional", "")),
        default='ADAPTIVE', name="Scale variation")
    offset = bpy.props.FloatProperty(
        name="Surface Offset", default=0, min=-1, max=1,  soft_min=-1,
        soft_max=1, description="Surface offset")
    mode = bpy.props.EnumProperty(
        items=(('CONSTANT', "Constant", ""), ('ADAPTIVE', "Adaptive", "")),
        default='ADAPTIVE', name="Component Mode")
    rotation_mode = bpy.props.EnumProperty(
        items=(('RANDOM', "Random", ""), ('UV', "Active UV", ""),
        ('DEFAULT', "Default", "")), default='DEFAULT',
        name="Component Rotation")
    fill_mode = bpy.props.EnumProperty(
        items=(('QUAD', "Quad", ""), ('FAN', "Fan", "")), default='QUAD',
        name="Fill Mode")
    gen_modifiers = bpy.props.BoolProperty(
        name="Generator Modifiers", default=False,
        description="Apply modifiers to base object")
    com_modifiers = bpy.props.BoolProperty(
        name="Component Modifiers", default=False,
        description="Apply modifiers to component object")
    merge = bpy.props.BoolProperty(
        name="Merge", default=False,
        description="Merge vertices in adjacent duplicates")
    merge_thres = bpy.props.FloatProperty(
        name="Distance", default=0.001, soft_min=0, soft_max=10,
        description="Limit below which to merge vertices")
    generator = bpy.props.StringProperty(
        name="", description="Base object for the tessellation")
    component = bpy.props.StringProperty(
        name="", description="Component object for the tessellation")
    bool_random = bpy.props.BoolProperty(
        name="Randomize", default=False,
        description="Randomize component rotation")
    random_seed = bpy.props.IntProperty(
        name="Seed", default=0, soft_min=0, soft_max=10,
        description="Random seed")
    bool_vertex_group = bpy.props.BoolProperty(
        name="Map Vertex Group", default=False, description=("Map on generated "
        "geometry the active Vertex Group from the base object"))
    bool_selection = bpy.props.BoolProperty(
        name="On selected Faces", default=False,
        description="Create Tessellation only on select faces")
    bool_shapekeys = bpy.props.BoolProperty(
        name="Use Shape Keys", default=False, description=("Use component's "
        "active Shape Key according to active Vertex Group of the base object"))
    go = False
    ob = bpy.types.Object

    @classmethod
    def poll(cls, context):
        try:
            return context.active_object.tissue_tessellate.generator != "" and \
                context.active_object.tissue_tessellate.component != ""
        except: return False

    def draw(self, context):
        layout = self.layout
        ob0 = bpy.context.active_object

        if not self.go:
            self.generator = ob0.tissue_tessellate.generator
            self.component = ob0.tissue_tessellate.component
            self.zscale = ob0.tissue_tessellate.zscale
            self.scale_mode = ob0.tissue_tessellate.scale_mode
            self.rotation_mode = ob0.tissue_tessellate.rotation_mode
            self.offset = ob0.tissue_tessellate.offset
            self.merge = ob0.tissue_tessellate.merge
            self.merge_thres = ob0.tissue_tessellate.merge_thres
            self.gen_modifiers = ob0.tissue_tessellate.gen_modifiers
            self.com_modifiers = ob0.tissue_tessellate.com_modifiers
            self.bool_random = ob0.tissue_tessellate.bool_random
            self.random_seed = ob0.tissue_tessellate.random_seed
            self.fill_mode = ob0.tissue_tessellate.fill_mode
            self.bool_vertex_group = ob0.tissue_tessellate.bool_vertex_group
            self.bool_selection = ob0.tissue_tessellate.bool_selection
            self.bool_shapekeys = ob0.tissue_tessellate.bool_shapekeys
            self.mode = ob0.tissue_tessellate.mode

        # start drawing
        layout = self.layout
        #ob0 = bpy.context.active_object
        # Base and Component
        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(self, "generator", bpy.data, "objects")
        row.separator()
        col2 = row.column(align=True)
        col2.prop_search(self, "component", bpy.data, "objects")

        row = col.row(align=True)
        col2 = row.column(align=True)
        col2.prop(self, "gen_modifiers", text="Use Modifiers")
        if len(bpy.data.objects[self.generator].modifiers) == 0:
            col2.enabled = False
            self.gen_modifiers = False
        col2 = row.column(align=True)
        col2.prop(self, "com_modifiers", text="Use Modifiers")
        if len(bpy.data.objects[self.component].modifiers) == 0:
            col2.enabled = False
            self.com_modifiers = False

        # On selected faces
        row = col.row(align=True)
        row.prop(self, "bool_selection", text="On selected Faces")
        col.separator()

        # Count number of faces
        try:
            polygons = 0
            if self.gen_modifiers:
                me_temp = bpy.data.objects[self.generator].to_mesh(
                    bpy.context.scene, apply_modifiers=True,
                    settings = 'PREVIEW')
            else: me_temp = bpy.data.objects[self.generator].data
            for p in me_temp.polygons:
                if not self.bool_selection or p.select:
                    if self.fill_mode == "FAN": polygons += len(p.vertices)
                    else: polygons += 1

            if self.com_modifiers:
                me_temp = bpy.data.objects[self.component].to_mesh(
                    bpy.context.scene, apply_modifiers=True,
                    settings = 'PREVIEW')
            else: me_temp = bpy.data.objects[self.component].data
            polygons *= len(me_temp.polygons)

            str_polygons = '{:0,.0f}'.format(polygons)
            if polygons > 200000:
                col.label(text=str_polygons + " polygons will be created!",
                          icon='ERROR')
            else:
                col.label(text=str_polygons + " faces will be created!",
                          icon='INFO')
        except:
            pass
        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(self, "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
        row.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':
            row = col.row(align=True)
            row.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 len(bpy.data.objects[self.generator].data.uv_layers) == 0:
                row = col.row(align=True)
                row.label(text="'" + bpy.data.objects[self.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 XY:")
        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)

        # component Z
        col.label(text="Component Z:")
        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)
        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)

        # 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)

        ### ADVANCED ###
        col = layout.column(align=True)
        tessellate.rotation_mode

        col.label(text="Advanced Settings:")
        # vertex group + shape keys
        row = col.row(align=True)
        col2 = row.column(align=True)
        col2.prop(self, "bool_vertex_group")
        if len(bpy.data.objects[self.generator].vertex_groups) == 0:
            col2.enabled = False
            bool_vertex_group = False
        col2 = row.column(align=True)
        col2.prop(self, "bool_shapekeys", text="Use Shape Keys")
        if len(bpy.data.objects[self.generator].vertex_groups) == 0 or \
                bpy.data.objects[self.component].data.shape_keys == None:
            col2.enabled = False
            bool_shapekeys = False
        elif len(bpy.data.objects[self.generator].vertex_groups) == 0 or \
                bpy.data.objects[self.component].data.shape_keys != None:
            if len(bpy.data.objects[self.component].data.shape_keys.key_blocks) < 2:
                col2.enabled = False
                bool_shapekeys = False
        self.go = True

    def execute(self, context):
        self.ob = bpy.context.active_object
        old_material = None
        if(len(self.ob.material_slots) > 0):
            old_material = self.ob.material_slots[0].material
        if not self.go:
            self.generator = self.ob.tissue_tessellate.generator
            self.component = self.ob.tissue_tessellate.component
            self.zscale = self.ob.tissue_tessellate.zscale
            self.scale_mode = self.ob.tissue_tessellate.scale_mode
            self.rotation_mode = self.ob.tissue_tessellate.rotation_mode
            self.offset = self.ob.tissue_tessellate.offset
            self.merge = self.ob.tissue_tessellate.merge
            self.merge_thres = self.ob.tissue_tessellate.merge_thres
            self.gen_modifiers = self.ob.tissue_tessellate.gen_modifiers
            self.com_modifiers = self.ob.tissue_tessellate.com_modifiers
            self.bool_random = self.ob.tissue_tessellate.bool_random
            self.random_seed = self.ob.tissue_tessellate.random_seed
            self.fill_mode = self.ob.tissue_tessellate.fill_mode
            self.bool_vertex_group = self.ob.tissue_tessellate.bool_vertex_group
            self.bool_selection = self.ob.tissue_tessellate.bool_selection
            self.bool_shapekeys = self.ob.tissue_tessellate.bool_shapekeys

        if(self.generator == "" or self.component == ""):
            self.report({'ERROR'},
                        "Active object must be Tessellate before Update")
            return {'CANCELLED'}
        if(bpy.data.objects[self.generator].type != 'MESH'):
            self.report({'ERROR'}, "Base object must be a Mesh")
            return {'CANCELLED'}
        if(bpy.data.objects[self.component].type != 'MESH'):
            self.report({'ERROR'}, "Component object must be a Mesh")
            return {'CANCELLED'}

        ob0 = bpy.data.objects[self.generator]
        ob1 = bpy.data.objects[self.component]
        me0 = ob0.data
        verts = me0.vertices

        temp_ob = tassellate(
            ob0, ob1, self.offset, self.zscale, self.gen_modifiers,
            self.com_modifiers, self.mode, self.scale_mode, self.rotation_mode,
            self.random_seed, self.fill_mode, self.bool_vertex_group,
            self.bool_selection, self.bool_shapekeys)

        if temp_ob == 0:
            message = "Zero faces selected in the Base mesh!"
            self.report({'ERROR'}, message)
            return {'CANCELLED'}

        # Transfer mesh data
        self.ob.data = temp_ob.data

        # Create object in order to transfer vertex group
        scene = bpy.context.scene
        scene.objects.link(temp_ob)
        temp_ob.select = True
        bpy.context.scene.objects.active = temp_ob
        try:
            bpy.ops.object.vertex_group_copy_to_linked()
        except:
            pass
        scene.objects.unlink(temp_ob)
        bpy.data.objects.remove(temp_ob)
        bpy.context.scene.objects.active = self.ob

        if self.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=self.merge_thres, use_unselected=False)
            bpy.ops.object.mode_set(mode = 'OBJECT')
        self.ob = store_parameters(self, self.ob)
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.object.mode_set(mode='OBJECT')

        # MATERIALS
        try:
            # create materials list
            polygon_materials = [p.material_index for p in ob1.data.polygons] * \
                int(len(self.ob.data.polygons) / len(ob1.data.polygons))
            # assign old material
            component_materials = [slot.material for slot in ob1.material_slots]
            for i in range(len(component_materials)):
                bpy.ops.object.material_slot_add()
                bpy.context.object.material_slots[i].material = \
                    component_materials[i]
            for i in range(len(self.ob.data.polygons)):
                self.ob.data.polygons[i].material_index = polygon_materials[i]
        except:
            pass

        return {'FINISHED'}

    def check(self, context):
        return True

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)


class tessellate_panel(bpy.types.Panel):
    bl_label = "Tessellate/Dual"
    bl_category = "Create"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_options = {'DEFAULT_CLOSED'}
    #bl_context = "objectmode", "editmode"

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        col.label(text="Add:")
        col.operator("object.tessellate")#, icon="STRANDS")
        #col.enable = False
        #col.operator("object.adaptive_duplifaces", icon="MESH_CUBE")
        col = layout.column(align=True)
        col.label(text="Edit:")
        col.operator("object.settings_tessellate")
        col.operator("object.update_tessellate")
        col = layout.column(align=True)
        col.operator("mesh.rotate_face")
        act = context.active_object
        sel = act #context.selected_objects[0]

        for ob1 in context.selected_objects:
            if(ob1.name == act.name or ob1.type != 'MESH'): continue
            sel = ob1
        try:
            if bpy.context.active_object.type == 'MESH':
                col.label(text="Dual Mesh:")
                col.operator("object.dual_mesh")
        except:
            pass

class rotate_face(bpy.types.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
        bpy.ops.object.mode_set(mode='OBJECT')

        for p in [f for f in me.polygons if f.select]:
            p.vertices = p.vertices[1:] + p.vertices[:1]

        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.flip_normals()
        bpy.ops.mesh.flip_normals()
        #me.vertices[0].co[0] = 10
        me.update(calc_edges=True)

        #update tessellated meshes
        bpy.ops.object.mode_set(mode='OBJECT')
        for o in [object for object in bpy.data.objects if \
                object.tissue_tessellate.generator == ob.name]:
            bpy.context.scene.objects.active = o
            bpy.ops.object.update_tessellate()
        bpy.context.scene.objects.active = ob
        bpy.ops.object.mode_set(mode='EDIT')
        return {'FINISHED'}


def register():
    bpy.utils.register_class(tissue_tessellate_prop)
    bpy.utils.register_class(tessellate)
    bpy.utils.register_class(update_tessellate)
    bpy.utils.register_class(settings_tessellate)
    bpy.utils.register_class(tessellate_panel)
    bpy.utils.register_class(rotate_face)


def unregister():
    bpy.utils.unregister_class(tissue_tessellate_prop)
    bpy.utils.unregister_class(tessellate)
    bpy.utils.unregister_class(update_tessellate)
    bpy.utils.unregister_class(settings_tessellate)
    bpy.utils.unregister_class(tessellate_panel)
    bpy.utils.unregister_class(rotate_face)


if __name__ == "__main__":
    register()