The orange -> HEAD merge reverted some scripts to older versions. This only affected the ones that already existed before the orange branch. Minor issue, easy to fix. All in all, kudos to kaito, Hos and others for all the hard work in bringing (coding, merging) all these changes to the main branch.
		
			
				
	
	
		
			433 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			433 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
#!BPY
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""" Registration info for Blender menus
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Name: 'Bevel Center'
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Blender: 240
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Group: 'Mesh'
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Tip: 'Bevel selected faces, edges, and vertices'
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"""
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__author__ = "Loic BERTHE"
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__url__ = ("blender", "elysiun")
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__version__ = "2.0"
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__bpydoc__ = """\
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This script implements vertex and edges bevelling in Blender.
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Usage:
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Select the mesh you want to work on, enter Edit Mode and select the edges
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to bevel.  Then run this script from the 3d View's Mesh->Scripts menu.
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You can control the thickness of the bevel with the slider -- redefine the
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end points for bigger or smaller ranges.  The thickness can be changed even
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after applying the bevel, as many times as needed.
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For an extra smoothing after or instead of direct bevel, set the level of
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recursiveness and use the "Recursive" button. 
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This "Recursive" Button, won't work in face select mode, unless you choose
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"faces" in the select mode menu.
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Notes:<br>
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	You can undo and redo your steps just like with normal mesh operations in
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Blender.
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"""
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######################################################################
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# Bevel Center v2.0 for Blender
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# This script lets you bevel the selected vertices or edges and control the
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# thickness of the bevel
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# (c) 2004-2006 Loïc Berthe (loic+blender@lilotux.net)
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# released under Blender Artistic License
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######################################################################
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import Blender
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from Blender import NMesh, Window, Scene
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from Blender.Draw import *
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from Blender.Mathutils import *
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from Blender.BGL import *
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######################################################################
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# Functions to handle the global structures of the script NF, NE and NC
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# which contain informations about faces and corners to be created
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global E_selected
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E_selected = NMesh.EdgeFlags['SELECT']
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def make_sel_vert(*co):
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	vi= NMesh.Vert(*co)
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	v.sel = 1 
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	me.verts.append(v)
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	return v
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def make_sel_face(verts):
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	f = NMesh.Face(verts)
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	f.sel = 1
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	me.addFace(f)
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def add_to_NV(old,dir,new):
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	if old in NV.keys():		NV[old][dir] = new
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	else:					   NV[old] = {dir:new}
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def get_v(old, *neighbors):
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	# compute the direction of the new vert
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	if len(neighbors) == 1 : dir = (neighbors[0].co - old.co).normalize()
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	else : dir = (neighbors[0].co - old.co).normalize() + (neighbors[1].co-old.co).normalize()
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	# look in NV if this vert already exists
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	key = tuple(dir)
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	if old in NV and key in NV[old] : return NV[old][key]
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	# else, create it 
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	new = old.co + dist.val*dir
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	v = make_sel_vert(new.x,new.y,new.z)
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	add_to_NV(old,key,v)
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	return v
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def make_faces():
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	""" Analyse the mesh, make the faces corresponding to selected faces and
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	fill the structures NE and NC """
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	# make the differents flags consistent
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	for e in me.edges:
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		if e.flag & E_selected :
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			e.v1.sel = 1
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			e.v2.sel = 1
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	NF =[]			  # NF : New faces
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	for f in me.faces:
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		V = f.v
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		nV = len(V)
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		enumV = range(nV)
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		E = [me.findEdge(V[i],V[(i+1) % nV]) for i in enumV]
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		Esel = [x.flag & E_selected for x in E]
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		# look for selected vertices and creates a list containing the new vertices
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		newV = V[:] 
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		changes = False
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		for (i,v) in enumerate(V):
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			if v.sel :
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				changes = True
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				if   Esel[i-1] == 0 and Esel[i] == 1 :  newV[i] = get_v(v,V[i-1])
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				elif Esel[i-1] == 1 and Esel[i] == 0 :  newV[i] = get_v(v,V[(i+1) % nV])
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				elif Esel[i-1] == 1 and Esel[i] == 1 :  newV[i] = get_v(v,V[i-1],V[(i+1) % nV])
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				else :								  newV[i] = [get_v(v,V[i-1]),get_v(v,V[(i+1) % nV])]
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		if changes:
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			# determine and store the face to be created
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			lenV = [len(x) for x in newV]
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			if 2 not in lenV :			  
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				new_f = NMesh.Face(newV)
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				if sum(Esel) == nV : new_f.sel = 1
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				NF.append(new_f)
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			else :
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				nb2 = lenV.count(2)
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				if nV == 4 :				# f is a quad
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					if nb2 == 1 :
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						ind2 = lenV.index(2)
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						NF.append(NMesh.Face([newV[ind2-1],newV[ind2][0],newV[ind2][1],newV[ind2-3]]))
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						NF.append(NMesh.Face([newV[ind2-1],newV[ind2-2],newV[ind2-3]]))
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					elif nb2 == 2 :
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						# We must know if the tuples are neighbours
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						ind2 = ''.join([str(x) for x in lenV+lenV[:1]]).find('22')
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						if ind2 != -1 :	 # They are 
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							NF.append(NMesh.Face([newV[ind2][0],newV[ind2][1],newV[ind2-3][0],newV[ind2-3][1]]))
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							NF.append(NMesh.Face([newV[ind2][0],newV[ind2-1],newV[ind2-2],newV[ind2-3][1]]))
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						else:			   # They aren't
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							ind2 = lenV.index(2)
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							NF.append(NMesh.Face([newV[ind2][0],newV[ind2][1],newV[ind2-2][0],newV[ind2-2][1]]))
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							NF.append(NMesh.Face([newV[ind2][1],newV[ind2-3],newV[ind2-2][0]]))
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							NF.append(NMesh.Face([newV[ind2][0],newV[ind2-1],newV[ind2-2][1]]))
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					elif nb2 == 3 :
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						ind2 = lenV.index(3)
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						NF.append(NMesh.Face([newV[ind2-1][1],newV[ind2],newV[ind2-3][0]]))
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						NF.append(NMesh.Face([newV[ind2-1][0],newV[ind2-1][1],newV[ind2-3][0],newV[ind2-3][1]]))
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						NF.append(NMesh.Face([newV[ind2-3][1],newV[ind2-2][0],newV[ind2-2][1],newV[ind2-1][0]]))
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					else:
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						if	(newV[0][1].co-newV[3][0].co).length + (newV[1][0].co-newV[2][1].co).length \
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							< (newV[0][0].co-newV[1][1].co).length + (newV[2][0].co-newV[3][1].co).length :
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							ind2 = 0
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						else :
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							ind2 = 1
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						NF.append(NMesh.Face([newV[ind2-1][0],newV[ind2-1][1],newV[ind2][0],newV[ind2][1]]))
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						NF.append(NMesh.Face([newV[ind2][1],newV[ind2-3][0],newV[ind2-2][1],newV[ind2-1][0]]))
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						NF.append(NMesh.Face([newV[ind2-3][0],newV[ind2-3][1],newV[ind2-2][0],newV[ind2-2][1]]))
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				else :					  # f is a tri
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					if nb2 == 1:
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						ind2 = lenV.index(2)
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						NF.append(NMesh.Face([newV[ind2-2],newV[ind2-1],newV[ind2][0],newV[ind2][1]]))
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					elif nb2 == 2:
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						ind2 = lenV.index(3)
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						NF.append(NMesh.Face([newV[ind2-1][1],newV[ind2],newV[ind2-2][0]]))
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						NF.append(NMesh.Face([newV[ind2-2][0],newV[ind2-2][1],newV[ind2-1][0],newV[ind2-1][1]]))
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					else:
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						ind2 = min(((newV[i][1].co-newV[i-1][0].co).length, i) for i in enumV)[1]
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						NF.append(NMesh.Face([newV[ind2-1][1],newV[ind2][0],newV[ind2][1],newV[ind2-2][0]]))
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						NF.append(NMesh.Face([newV[ind2-2][0],newV[ind2-2][1],newV[ind2-1][0],newV[ind2-1][1]]))
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				# Preparing the corners
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				for i in enumV:
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					if lenV[i] == 2 :	   NC.setdefault(V[i],[]).append(newV[i])
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			old_faces.append(f)
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			# Preparing the Edges
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			for i in enumV:
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				if Esel[i]:
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					verts = [newV[i],newV[(i+1) % nV]]
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					if V[i].index > V[(i+1) % nV].index : verts.reverse()
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					NE.setdefault(E[i],[]).append(verts)
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	# Create the faces
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	for f in NF: me.addFace(f)
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def make_edges():
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	""" Make the faces corresponding to selected edges """
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	for old,new in NE.iteritems() :
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		if len(new) == 1 :					  # This edge was on a border 
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			oldv = [old.v1, old.v2]
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			if old.v1.index < old.v2.index : oldv.reverse()
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			make_sel_face(oldv+new[0])
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			me.findEdge(*oldv).flag   |= E_selected
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			me.findEdge(*new[0]).flag |= E_selected
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			for v in oldv : NV_ext.add(v)
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		else:
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			make_sel_face(new[0] + new[1][::-1])
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			me.findEdge(*new[0]).flag |= E_selected
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			me.findEdge(*new[1]).flag |= E_selected
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def make_corners():
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	""" Make the faces corresponding to corners """
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	for v in NV.keys():
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		V = NV[v].values()
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		nV = len(V)
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		if nV == 1:	 pass
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		elif nV == 2 :
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			if v in NV_ext:
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				make_sel_face(V+[v])
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				me.findEdge(*V).flag   |= E_selected
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		else:
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			if nV == 3 and v not in NV_ext : make_sel_face(V)
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			else :
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				# We need to know which are the edges around the corner.
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				# First, we look for the quads surrounding the corner.
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				eed = []
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				for old, new in NE.iteritems():
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					if v in (old.v1,old.v2) :
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						if v.index == min(old.v1.index,old.v2.index) :   ind = 0
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						else										 :   ind = 1
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						if len(new) == 1:	   eed.append([v,new[0][ind]])
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						else :				  eed.append([new[0][ind],new[1][ind]])
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				# We will add the edges coming from faces where only one vertice is selected.
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				# They are stored in NC.
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				if v in NC:					 eed = eed+NC[v]
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				# Now we have to sort these vertices
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				hc = {}
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				for (a,b) in eed :
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					hc.setdefault(a,[]).append(b)
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					hc.setdefault(b,[]).append(a)
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				for x0,edges in hc.iteritems():
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					if len(edges) == 1 :		break
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				b = [x0]						# b will contain the sorted list of vertices
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				for i in range(len(hc)-1):
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					for x in hc[x0] :
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						if x not in b :		 break
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					b.append(x)
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					x0 = x
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				b.append(b[0])
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				# Now we can create the faces
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				if len(b) == 5:				 make_sel_face(b[:4])
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				else:
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					New_V = Vector(0.0, 0.0,0.0)
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					New_d = [0.0, 0.0,0.0]
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					for x in hc.keys():		 New_V += x.co
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					for dir in NV[v] :
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						for i in xrange(3):	 New_d[i] += dir[i]
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					New_V *= 1./len(hc)
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					for i in range(3) :		 New_d[i] /= nV
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					center = make_sel_vert(New_V.x,New_V.y,New_V.z)
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					add_to_NV(v,tuple(New_d),center)
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					for k in range(len(b)-1):   make_sel_face([center, b[k], b[k+1]])
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		if  2 < nV and v in NC :
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			for edge in NC[v] :				 me.findEdge(*edge).flag   |= E_selected
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def clear_old():
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	""" Erase old faces and vertices """
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	for f in old_faces: me.removeFace(f)
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	for v in NV.keys():
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		if v not in NV_ext :  me.verts.remove(v)
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	for e in me.edges:
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		if e.flag & E_selected :
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			e.v1.sel = 1
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			e.v2.sel = 1
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######################################################################
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# Interface
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global dist
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dist = Create(0.2)
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left = Create(0.0)
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right = Create(1.0)
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num = Create(2)
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# Events
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EVENT_NOEVENT = 1
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EVENT_BEVEL = 2
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EVENT_UPDATE = 3
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EVENT_RECURS = 4
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EVENT_EXIT = 5
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def draw():
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	global dist, left, right, num
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	global EVENT_NOEVENT, EVENT_BEVEL, EVENT_UPDATE, EVENT_RECURS, EVENT_EXIT
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	glClear(GL_COLOR_BUFFER_BIT)
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	Button("Bevel",EVENT_BEVEL,10,100,280,25)
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	left=Number('',  EVENT_NOEVENT,10,70,45, 20,left.val,0,right.val,'Set the minimum of the slider')
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	right = Number("",EVENT_NOEVENT,245,70,45,20,right.val,left.val,200,"Set the maximum of the slider")
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	dist=Slider("Thickness  ",EVENT_UPDATE,60,70,180,20,dist.val,left.val,right.val,0, \
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			"Thickness of the bevel, can be changed even after bevelling")
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	glRasterPos2d(8,40)
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	Text('To finish, you can use recursive bevel to smooth it')
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	num=Number('',  EVENT_NOEVENT,10,10,40, 16,num.val,1,100,'Recursion level')
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	Button("Recursive",EVENT_RECURS,55,10,100,16)
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	Button("Exit",EVENT_EXIT,210,10,80,20)
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def event(evt, val):
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	if ((evt == QKEY or evt == ESCKEY) and not val): Exit()
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def bevent(evt):
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	if evt == EVENT_EXIT		: Exit()
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	elif evt == EVENT_BEVEL	 : bevel()
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	elif evt == EVENT_UPDATE	:
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		try: bevel_update()
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		except NameError		: pass
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	elif evt == EVENT_RECURS	: recursive()
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Register(draw, event, bevent)
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######################################################################
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def bevel():
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	""" The main function, which creates the bevel """
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	global me,NV,NV_ext,NE,NC, old_faces,old_dist
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	scn = Scene.GetCurrent()
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	ob = scn.getActiveObject() 
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	if ob == None or ob.getType() != 'Mesh': 
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		Draw.PupMenu('ERROR%t|Select a mesh object.')
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		return
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	Window.WaitCursor(1) # Change the Cursor
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	is_editmode = Window.EditMode() 
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	if is_editmode: Window.EditMode(0)
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	me = ob.getData()
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	NV = {}
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	NV_ext = set()
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	NE = {}
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	NC = {}
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	old_faces = []
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	make_faces()
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	make_edges()
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	make_corners()
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	clear_old()
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	old_dist = dist.val
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	me.update(1)
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	if is_editmode: Window.EditMode(1)
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	Window.WaitCursor(0)
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	Blender.Redraw()
 | 
						|
 | 
						|
def bevel_update():
 | 
						|
	""" Use NV to update the bevel """
 | 
						|
	global dist, old_dist
 | 
						|
	is_editmode = Window.EditMode()
 | 
						|
	if is_editmode: Window.EditMode(0)
 | 
						|
	fac = dist.val - old_dist
 | 
						|
	old_dist = dist.val
 | 
						|
 | 
						|
	for old_v in NV.keys():
 | 
						|
		for dir in NV[old_v].keys():
 | 
						|
			for i in range(3):
 | 
						|
				NV[old_v][dir].co[i] += fac*dir[i]
 | 
						|
 | 
						|
	me.update(1)
 | 
						|
	if is_editmode: Window.EditMode(1)
 | 
						|
	Blender.Redraw()
 | 
						|
 | 
						|
def recursive():
 | 
						|
	""" Make a recursive bevel... still experimental """
 | 
						|
	global dist
 | 
						|
	from math import pi, sin
 | 
						|
 | 
						|
	if num.val > 1:
 | 
						|
		a = pi/4
 | 
						|
		ang = []
 | 
						|
		for k in range(num.val):
 | 
						|
			ang.append(a)
 | 
						|
			a = (pi+2*a)/4
 | 
						|
 | 
						|
		l = [2*(1-sin(x))/sin(2*x) for x in ang]
 | 
						|
		R = dist.val/sum(l)
 | 
						|
		l = [x*R for x in l]
 | 
						|
 | 
						|
		dist.val = l[0]
 | 
						|
		bevel_update()
 | 
						|
 | 
						|
		for x in l[1:]:
 | 
						|
			dist.val = x
 | 
						|
			bevel()
 | 
						|
 |