Python API: add loop triangles access, remove tessfaces.
Loop triangles are tessellated triangles create from polygons, for renderers or exporters that need to match Blender's polygon tesselation exactly. These are a read-only runtime cache. Tessfaces are a legacy data structure from before Blender supported n-gons, and were already mostly removed from the C code. Details on porting code to loop triangles is in the release notes. Differential Revision: https://developer.blender.org/D3539
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@@ -20,13 +20,12 @@
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__all__ = (
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"mesh_linked_uv_islands",
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"mesh_linked_tessfaces",
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"mesh_linked_triangles",
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"edge_face_count_dict",
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"edge_face_count",
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"edge_loops_from_tessfaces",
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"edge_loops_from_edges",
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"ngon_tessellate",
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"face_random_points",
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"triangle_random_points",
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)
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@@ -90,41 +89,41 @@ def mesh_linked_uv_islands(mesh):
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return poly_islands
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def mesh_linked_tessfaces(mesh):
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def mesh_linked_triangles(mesh):
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"""
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Splits the mesh into connected faces, use this for separating cubes from
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Splits the mesh into connected triangles, use this for separating cubes from
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other mesh elements within 1 mesh datablock.
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:arg mesh: the mesh used to group with.
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:type mesh: :class:`bpy.types.Mesh`
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:return: lists of lists containing faces.
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:return: lists of lists containing triangles.
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:rtype: list
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"""
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# Build vert face connectivity
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vert_faces = [[] for i in range(len(mesh.vertices))]
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for f in mesh.tessfaces:
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for v in f.vertices:
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vert_faces[v].append(f)
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vert_tris = [[] for i in range(len(mesh.vertices))]
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for t in mesh.loop_triangles:
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for v in t.vertices:
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vert_tris[v].append(t)
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# sort faces into connectivity groups
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face_groups = [[f] for f in mesh.tessfaces]
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# map old, new face location
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face_mapping = list(range(len(mesh.tessfaces)))
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# sort triangles into connectivity groups
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tri_groups = [[t] for t in mesh.loop_triangles]
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# map old, new tri location
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tri_mapping = list(range(len(mesh.loop_triangles)))
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# Now clump faces iteratively
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# Now clump triangles iteratively
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ok = True
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while ok:
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ok = False
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for i, f in enumerate(mesh.tessfaces):
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mapped_index = face_mapping[f.index]
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mapped_group = face_groups[mapped_index]
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for i, t in enumerate(mesh.loop_triangles):
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mapped_index = tri_mapping[t.index]
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mapped_group = tri_groups[mapped_index]
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for v in f.vertices:
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for nxt_f in vert_faces[v]:
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if nxt_f != f:
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nxt_mapped_index = face_mapping[nxt_f.index]
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for v in t.vertices:
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for nxt_t in vert_tris[v]:
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if nxt_t != t:
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nxt_mapped_index = tri_mapping[nxt_t.index]
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# We are not a part of the same group
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if mapped_index != nxt_mapped_index:
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@@ -132,18 +131,18 @@ def mesh_linked_tessfaces(mesh):
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# Assign mapping to this group so they
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# all map to this group
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for grp_f in face_groups[nxt_mapped_index]:
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face_mapping[grp_f.index] = mapped_index
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for grp_t in tri_groups[nxt_mapped_index]:
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tri_mapping[grp_t.index] = mapped_index
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# Move faces into this group
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mapped_group.extend(face_groups[nxt_mapped_index])
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# Move triangles into this group
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mapped_group.extend(tri_groups[nxt_mapped_index])
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# remove reference to the list
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face_groups[nxt_mapped_index] = None
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tri_groups[nxt_mapped_index] = None
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# return all face groups that are not null
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# this is all the faces that are connected in their own lists.
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return [fg for fg in face_groups if fg]
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# return all tri groups that are not null
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# this is all the triangles that are connected in their own lists.
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return [tg for tg in tri_groups if tg]
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def edge_face_count_dict(mesh):
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@@ -177,87 +176,6 @@ def edge_face_count(mesh):
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return [get(edge_face_count, ed.key, 0) for ed in mesh.edges]
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def edge_loops_from_tessfaces(mesh, tessfaces=None, seams=()):
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"""
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Edge loops defined by faces
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Takes me.tessfaces or a list of faces and returns the edge loops
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These edge loops are the edges that sit between quads, so they don't touch
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1 quad, note: not connected will make 2 edge loops,
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both only containing 2 edges.
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return a list of edge key lists
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[[(0, 1), (4, 8), (3, 8)], ...]
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:arg mesh: the mesh used to get edge loops from.
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:type mesh: :class:`bpy.types.Mesh`
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:arg tessfaces: optional face list to only use some of the meshes faces.
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:type tessfaces: :class:`bpy.types.MeshTessFace`, sequence or or NoneType
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:return: return a list of edge vertex index lists.
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:rtype: list
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"""
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OTHER_INDEX = 2, 3, 0, 1 # opposite face index
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if tessfaces is None:
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tessfaces = mesh.tessfaces
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edges = {}
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for f in tessfaces:
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if len(f.vertices) == 4:
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edge_keys = f.edge_keys
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for i, edkey in enumerate(f.edge_keys):
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edges.setdefault(edkey, []).append(edge_keys[OTHER_INDEX[i]])
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for edkey in seams:
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edges[edkey] = []
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# Collect edge loops here
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edge_loops = []
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for edkey, ed_adj in edges.items():
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if 0 < len(ed_adj) < 3: # 1 or 2
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# Seek the first edge
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context_loop = [edkey, ed_adj[0]]
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edge_loops.append(context_loop)
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if len(ed_adj) == 2:
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other_dir = ed_adj[1]
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else:
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other_dir = None
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del ed_adj[:]
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flipped = False
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while 1:
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# from knowing the last 2, look for the next.
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ed_adj = edges[context_loop[-1]]
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if len(ed_adj) != 2:
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# the original edge had 2 other edges
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if other_dir and flipped is False:
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flipped = True # only flip the list once
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context_loop.reverse()
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del ed_adj[:]
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context_loop.append(other_dir) # save 1 look-up
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ed_adj = edges[context_loop[-1]]
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if len(ed_adj) != 2:
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del ed_adj[:]
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break
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else:
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del ed_adj[:]
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break
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i = ed_adj.index(context_loop[-2])
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context_loop.append(ed_adj[not i])
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# Don't look at this again
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del ed_adj[:]
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return edge_loops
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def edge_loops_from_edges(mesh, edges=None):
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"""
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Edge loops defined by edges
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@@ -511,54 +429,42 @@ def ngon_tessellate(from_data, indices, fix_loops=True):
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return fill
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def face_random_points(num_points, tessfaces):
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def triangle_random_points(num_points, loop_triangles):
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"""
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Generates a list of random points over mesh tessfaces.
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Generates a list of random points over mesh loop triangles.
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:arg num_points: the number of random points to generate on each face.
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:arg num_points: the number of random points to generate on each triangle.
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:type int:
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:arg tessfaces: list of the faces to generate points on.
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:type tessfaces: :class:`bpy.types.MeshTessFace`, sequence
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:return: list of random points over all faces.
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:arg loop_triangles: list of the triangles to generate points on.
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:type loop_triangles: :class:`bpy.types.MeshLoopTriangle`, sequence
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:return: list of random points over all triangles.
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:rtype: list
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"""
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from random import random
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from mathutils.geometry import area_tri
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# Split all quads into 2 tris, tris remain unchanged
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tri_faces = []
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for f in tessfaces:
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tris = []
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verts = f.id_data.vertices
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fv = f.vertices[:]
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tris.append((verts[fv[0]].co,
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verts[fv[1]].co,
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verts[fv[2]].co,
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))
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if len(fv) == 4:
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tris.append((verts[fv[0]].co,
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verts[fv[3]].co,
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verts[fv[2]].co,
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))
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tri_faces.append(tris)
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# For each triangle, generate the required number of random points
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sampled_points = [None] * (num_points * len(loop_triangles))
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for i, lt in enumerate(loop_triangles):
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# Get triangle vertex coordinates
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verts = lt.id_data.vertices
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ltv = lt.vertices[:]
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tv = (verts[ltv[0]].co, verts[ltv[1]].co, verts[ltv[2]].co)
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# For each face, generate the required number of random points
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sampled_points = [None] * (num_points * len(tessfaces))
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for i, tf in enumerate(tri_faces):
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for k in range(num_points):
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# If this is a quad, we need to weight its 2 tris by their area
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if len(tf) != 1:
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area1 = area_tri(*tf[0])
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area2 = area_tri(*tf[1])
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if len(tv) != 1:
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area1 = area_tri(*tv[0])
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area2 = area_tri(*tv[1])
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area_tot = area1 + area2
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area1 = area1 / area_tot
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area2 = area2 / area_tot
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vecs = tf[0 if (random() < area1) else 1]
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vecs = tv[0 if (random() < area1) else 1]
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else:
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vecs = tf[0]
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vecs = tv[0]
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u1 = random()
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u2 = random()
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