609 lines
22 KiB
Python
609 lines
22 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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# Updated for 2.8 jan 5 2019
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bl_info = {
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"name": "F2",
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"author": "Bart Crouch, Alexander Nedovizin, Paul Kotelevets "
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"(concept design), Adrian Rutkowski",
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"version": (1, 8, 4),
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"blender": (2, 80, 0),
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"location": "Editmode > F",
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"warning": "",
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"description": "Extends the 'Make Edge/Face' functionality",
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"doc_url": "{BLENDER_MANUAL_URL}/addons/mesh/f2.html",
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"category": "Mesh",
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}
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# ref: https://github.com/Cfyzzz/Other-scripts/blob/master/f2.py
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import bmesh
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import bpy
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import itertools
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import mathutils
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import math
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from mathutils import Vector
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from bpy_extras import view3d_utils
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# returns a custom data layer of the UV map, or None
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def get_uv_layer(ob, bm, mat_index):
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uv = None
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uv_layer = None
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if ob.material_slots:
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me = ob.data
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if me.uv_layers:
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uv = me.uv_layers.active.name
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# 'material_slots' is deprecated (Blender Internal)
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# else:
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# mat = ob.material_slots[mat_index].material
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# if mat is not None:
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# slot = mat.texture_slots[mat.active_texture_index]
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# if slot and slot.uv_layer:
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# uv = slot.uv_layer
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# else:
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# for tex_slot in mat.texture_slots:
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# if tex_slot and tex_slot.uv_layer:
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# uv = tex_slot.uv_layer
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# break
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if uv:
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uv_layer = bm.loops.layers.uv.get(uv)
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return (uv_layer)
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# create a face from a single selected edge
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def quad_from_edge(bm, edge_sel, context, event):
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addon_prefs = context.preferences.addons[__name__].preferences
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ob = context.active_object
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region = context.region
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region_3d = context.space_data.region_3d
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# find linked edges that are open (<2 faces connected) and not part of
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# the face the selected edge belongs to
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all_edges = [[edge for edge in edge_sel.verts[i].link_edges if \
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len(edge.link_faces) < 2 and edge != edge_sel and \
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sum([face in edge_sel.link_faces for face in edge.link_faces]) == 0] \
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for i in range(2)]
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if not all_edges[0] or not all_edges[1]:
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return
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# determine which edges to use, based on mouse cursor position
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mouse_pos = mathutils.Vector([event.mouse_region_x, event.mouse_region_y])
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optimal_edges = []
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for edges in all_edges:
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min_dist = False
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for edge in edges:
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vert = [vert for vert in edge.verts if not vert.select][0]
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world_pos = ob.matrix_world @ vert.co.copy()
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screen_pos = view3d_utils.location_3d_to_region_2d(region,
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region_3d, world_pos)
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dist = (mouse_pos - screen_pos).length
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if not min_dist or dist < min_dist[0]:
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min_dist = (dist, edge, vert)
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optimal_edges.append(min_dist)
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# determine the vertices, which make up the quad
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v1 = edge_sel.verts[0]
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v2 = edge_sel.verts[1]
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edge_1 = optimal_edges[0][1]
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edge_2 = optimal_edges[1][1]
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v3 = optimal_edges[0][2]
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v4 = optimal_edges[1][2]
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# normal detection
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flip_align = True
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normal_edge = edge_1
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if not normal_edge.link_faces:
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normal_edge = edge_2
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if not normal_edge.link_faces:
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normal_edge = edge_sel
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if not normal_edge.link_faces:
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# no connected faces, so no need to flip the face normal
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flip_align = False
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if flip_align: # there is a face to which the normal can be aligned
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ref_verts = [v for v in normal_edge.link_faces[0].verts]
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if v3 in ref_verts and v1 in ref_verts:
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va_1 = v3
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va_2 = v1
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elif normal_edge == edge_sel:
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va_1 = v1
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va_2 = v2
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else:
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va_1 = v2
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va_2 = v4
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if (va_1 == ref_verts[0] and va_2 == ref_verts[-1]) or \
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(va_2 == ref_verts[0] and va_1 == ref_verts[-1]):
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# reference verts are at start and end of the list -> shift list
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ref_verts = ref_verts[1:] + [ref_verts[0]]
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if ref_verts.index(va_1) > ref_verts.index(va_2):
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# connected face has same normal direction, so don't flip
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flip_align = False
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# material index detection
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ref_faces = edge_sel.link_faces
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if not ref_faces:
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ref_faces = edge_sel.verts[0].link_faces
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if not ref_faces:
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ref_faces = edge_sel.verts[1].link_faces
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if not ref_faces:
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mat_index = False
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smooth = False
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else:
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mat_index = ref_faces[0].material_index
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smooth = ref_faces[0].smooth
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if addon_prefs.quad_from_e_mat:
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mat_index = bpy.context.object.active_material_index
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# create quad
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try:
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if v3 == v4:
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# triangle (usually at end of quad-strip
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verts = [v3, v1, v2]
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else:
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# normal face creation
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verts = [v3, v1, v2, v4]
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if flip_align:
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verts.reverse()
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face = bm.faces.new(verts)
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if mat_index:
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face.material_index = mat_index
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face.smooth = smooth
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except:
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# face already exists
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return
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# change selection
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edge_sel.select = False
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for vert in edge_sel.verts:
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vert.select = False
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for edge in face.edges:
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if edge.index < 0:
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edge.select = True
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v3.select = True
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v4.select = True
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# adjust uv-map
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if __name__ != '__main__':
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if addon_prefs.adjustuv:
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uv_layer = get_uv_layer(ob, bm, mat_index)
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if uv_layer:
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uv_ori = {}
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for vert in [v1, v2, v3, v4]:
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for loop in vert.link_loops:
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if loop.face.index > -1:
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uv_ori[loop.vert.index] = loop[uv_layer].uv
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if len(uv_ori) == 4 or len(uv_ori) == 3:
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for loop in face.loops:
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if loop.vert.index in uv_ori:
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loop[uv_layer].uv = uv_ori[loop.vert.index]
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# toggle mode, to force correct drawing
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.mode_set(mode='EDIT')
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# create a face from a single selected vertex, if it is an open vertex
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def quad_from_vertex(bm, vert_sel, context, event):
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addon_prefs = context.preferences.addons[__name__].preferences
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ob = context.active_object
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me = ob.data
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region = context.region
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region_3d = context.space_data.region_3d
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# find linked edges that are open (<2 faces connected)
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edges = [edge for edge in vert_sel.link_edges if len(edge.link_faces) < 2]
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if len(edges) < 2:
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return
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# determine which edges to use, based on mouse cursor position
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min_dist = False
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mouse_pos = mathutils.Vector([event.mouse_region_x, event.mouse_region_y])
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for a, b in itertools.combinations(edges, 2):
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other_verts = [vert for edge in [a, b] for vert in edge.verts \
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if not vert.select]
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mid_other = (other_verts[0].co.copy() + other_verts[1].co.copy()) \
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/ 2
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new_pos = 2 * (mid_other - vert_sel.co.copy()) + vert_sel.co.copy()
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world_pos = ob.matrix_world @ new_pos
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screen_pos = view3d_utils.location_3d_to_region_2d(region, region_3d,
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world_pos)
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dist = (mouse_pos - screen_pos).length
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if not min_dist or dist < min_dist[0]:
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min_dist = (dist, (a, b), other_verts, new_pos)
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# create vertex at location mirrored in the line, connecting the open edges
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edges = min_dist[1]
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other_verts = min_dist[2]
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new_pos = min_dist[3]
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vert_new = bm.verts.new(new_pos)
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# normal detection
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flip_align = True
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normal_edge = edges[0]
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if not normal_edge.link_faces:
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normal_edge = edges[1]
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if not normal_edge.link_faces:
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# no connected faces, so no need to flip the face normal
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flip_align = False
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if flip_align: # there is a face to which the normal can be aligned
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ref_verts = [v for v in normal_edge.link_faces[0].verts]
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if other_verts[0] in ref_verts:
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va_1 = other_verts[0]
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va_2 = vert_sel
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else:
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va_1 = vert_sel
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va_2 = other_verts[1]
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if (va_1 == ref_verts[0] and va_2 == ref_verts[-1]) or \
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(va_2 == ref_verts[0] and va_1 == ref_verts[-1]):
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# reference verts are at start and end of the list -> shift list
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ref_verts = ref_verts[1:] + [ref_verts[0]]
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if ref_verts.index(va_1) > ref_verts.index(va_2):
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# connected face has same normal direction, so don't flip
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flip_align = False
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# material index detection
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ref_faces = vert_sel.link_faces
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if not ref_faces:
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mat_index = False
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smooth = False
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else:
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mat_index = ref_faces[0].material_index
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smooth = ref_faces[0].smooth
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if addon_prefs.quad_from_v_mat:
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mat_index = bpy.context.object.active_material_index
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# create face between all 4 vertices involved
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verts = [other_verts[0], vert_sel, other_verts[1], vert_new]
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if flip_align:
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verts.reverse()
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face = bm.faces.new(verts)
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if mat_index:
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face.material_index = mat_index
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face.smooth = smooth
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# change selection
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vert_new.select = True
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vert_sel.select = False
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# adjust uv-map
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if __name__ != '__main__':
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if addon_prefs.adjustuv:
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uv_layer = get_uv_layer(ob, bm, mat_index)
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if uv_layer:
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uv_others = {}
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uv_sel = None
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uv_new = None
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# get original uv coordinates
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for i in range(2):
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for loop in other_verts[i].link_loops:
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if loop.face.index > -1:
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uv_others[loop.vert.index] = loop[uv_layer].uv
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break
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if len(uv_others) == 2:
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mid_other = (list(uv_others.values())[0] +
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list(uv_others.values())[1]) / 2
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for loop in vert_sel.link_loops:
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if loop.face.index > -1:
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uv_sel = loop[uv_layer].uv
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break
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if uv_sel:
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uv_new = 2 * (mid_other - uv_sel) + uv_sel
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# set uv coordinates for new loops
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if uv_new:
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for loop in face.loops:
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if loop.vert.index == -1:
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x, y = uv_new
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elif loop.vert.index in uv_others:
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x, y = uv_others[loop.vert.index]
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else:
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x, y = uv_sel
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loop[uv_layer].uv = (x, y)
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# toggle mode, to force correct drawing
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.mode_set(mode='EDIT')
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def expand_vert(self, context, event):
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addon_prefs = context.preferences.addons[__name__].preferences
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ob = context.active_object
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obj = bpy.context.object
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me = obj.data
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bm = bmesh.from_edit_mesh(me)
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region = context.region
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region_3d = context.space_data.region_3d
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rv3d = context.space_data.region_3d
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for v in bm.verts:
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if v.select:
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v_active = v
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try:
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depth_location = v_active.co
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except:
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return {'CANCELLED'}
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# create vert in mouse cursor location
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mouse_pos = Vector((event.mouse_region_x, event.mouse_region_y))
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location_3d = view3d_utils.region_2d_to_location_3d(region, rv3d, mouse_pos, depth_location)
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c_verts = []
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# find and select linked edges that are open (<2 faces connected) add those edge verts to c_verts list
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linked = v_active.link_edges
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for edges in linked:
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if len(edges.link_faces) < 2:
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edges.select = True
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for v in edges.verts:
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if v is not v_active:
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c_verts.append(v)
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# Compare distance in 2d between mouse and edges middle points
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screen_pos_va = view3d_utils.location_3d_to_region_2d(region, region_3d,
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ob.matrix_world @ v_active.co)
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screen_pos_v1 = view3d_utils.location_3d_to_region_2d(region, region_3d,
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ob.matrix_world @ c_verts[0].co)
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screen_pos_v2 = view3d_utils.location_3d_to_region_2d(region, region_3d,
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ob.matrix_world @ c_verts[1].co)
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mid_pos_v1 = Vector(((screen_pos_va[0] + screen_pos_v1[0]) / 2, (screen_pos_va[1] + screen_pos_v1[1]) / 2))
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mid_pos_V2 = Vector(((screen_pos_va[0] + screen_pos_v2[0]) / 2, (screen_pos_va[1] + screen_pos_v2[1]) / 2))
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dist1 = math.log10(pow((mid_pos_v1[0] - mouse_pos[0]), 2) + pow((mid_pos_v1[1] - mouse_pos[1]), 2))
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dist2 = math.log10(pow((mid_pos_V2[0] - mouse_pos[0]), 2) + pow((mid_pos_V2[1] - mouse_pos[1]), 2))
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bm.normal_update()
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bm.verts.ensure_lookup_table()
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# Deselect not needed point and create new face
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if dist1 < dist2:
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c_verts[1].select = False
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lleft = c_verts[0].link_faces
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else:
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c_verts[0].select = False
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lleft = c_verts[1].link_faces
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lactive = v_active.link_faces
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# lverts = lactive[0].verts
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mat_index = lactive[0].material_index
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smooth = lactive[0].smooth
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for faces in lactive:
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if faces in lleft:
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cface = faces
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if len(faces.verts) == 3:
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bm.normal_update()
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bmesh.update_edit_mesh(obj.data)
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bpy.ops.mesh.select_all(action='DESELECT')
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v_active.select = True
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bpy.ops.mesh.rip_edge_move('INVOKE_DEFAULT')
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return {'FINISHED'}
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lverts = cface.verts
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# create triangle with correct normal orientation
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# if You looking at that part - yeah... I know. I still dont get how blender calculates normals...
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# from L to R
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if dist1 < dist2:
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if (lverts[0] == v_active and lverts[3] == c_verts[0]) \
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or (lverts[2] == v_active and lverts[1] == c_verts[0]) \
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or (lverts[1] == v_active and lverts[0] == c_verts[0]) \
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or (lverts[3] == v_active and lverts[2] == c_verts[0]):
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v_new = bm.verts.new(v_active.co)
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face_new = bm.faces.new((c_verts[0], v_new, v_active))
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elif (lverts[1] == v_active and lverts[2] == c_verts[0]) \
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or (lverts[0] == v_active and lverts[1] == c_verts[0]) \
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or (lverts[3] == v_active and lverts[0] == c_verts[0]) \
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or (lverts[2] == v_active and lverts[3] == c_verts[0]):
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v_new = bm.verts.new(v_active.co)
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face_new = bm.faces.new((v_active, v_new, c_verts[0]))
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else:
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pass
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# from R to L
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else:
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if (lverts[2] == v_active and lverts[3] == c_verts[1]) \
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or (lverts[0] == v_active and lverts[1] == c_verts[1]) \
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or (lverts[1] == v_active and lverts[2] == c_verts[1]) \
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or (lverts[3] == v_active and lverts[0] == c_verts[1]):
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v_new = bm.verts.new(v_active.co)
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face_new = bm.faces.new((v_active, v_new, c_verts[1]))
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elif (lverts[0] == v_active and lverts[3] == c_verts[1]) \
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or (lverts[2] == v_active and lverts[1] == c_verts[1]) \
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or (lverts[1] == v_active and lverts[0] == c_verts[1]) \
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or (lverts[3] == v_active and lverts[2] == c_verts[1]):
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v_new = bm.verts.new(v_active.co)
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face_new = bm.faces.new((c_verts[1], v_new, v_active))
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else:
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pass
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# set smooth and mat based on starting face
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if addon_prefs.tris_from_v_mat:
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face_new.material_index = bpy.context.object.active_material_index
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else:
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face_new.material_index = mat_index
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face_new.smooth = smooth
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# update normals
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bpy.ops.mesh.select_all(action='DESELECT')
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v_new.select = True
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bm.select_history.add(v_new)
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bm.normal_update()
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bmesh.update_edit_mesh(obj.data)
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bpy.ops.transform.translate('INVOKE_DEFAULT')
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def checkforconnected(connection):
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obj = bpy.context.object
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me = obj.data
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bm = bmesh.from_edit_mesh(me)
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# Checks for number of edes or faces connected to selected vertex
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for v in bm.verts:
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if v.select:
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v_active = v
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if connection == 'faces':
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linked = v_active.link_faces
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elif connection == 'edges':
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linked = v_active.link_edges
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bmesh.update_edit_mesh(obj.data)
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return len(linked)
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# autograb preference in addons panel
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class F2AddonPreferences(bpy.types.AddonPreferences):
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bl_idname = __name__
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adjustuv : bpy.props.BoolProperty(
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name="Adjust UV",
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description="Automatically update UV unwrapping",
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default=False)
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autograb : bpy.props.BoolProperty(
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name="Auto Grab",
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description="Automatically puts a newly created vertex in grab mode",
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default=True)
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extendvert : bpy.props.BoolProperty(
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name="Enable Extend Vert",
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description="Enables a way to build tris and quads by adding verts",
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default=False)
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quad_from_e_mat : bpy.props.BoolProperty(
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name="Quad From Edge",
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description="Use active material for created face instead of close one",
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default=True)
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quad_from_v_mat : bpy.props.BoolProperty(
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name="Quad From Vert",
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description="Use active material for created face instead of close one",
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default=True)
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tris_from_v_mat : bpy.props.BoolProperty(
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name="Tris From Vert",
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description="Use active material for created face instead of close one",
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default=True)
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ngons_v_mat : bpy.props.BoolProperty(
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name="Ngons",
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description="Use active material for created face instead of close one",
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default=True)
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def draw(self, context):
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layout = self.layout
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col = layout.column()
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col.label(text="behaviours:")
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col.prop(self, "autograb")
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col.prop(self, "adjustuv")
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col.prop(self, "extendvert")
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col = layout.column()
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col.label(text="use active material when creating:")
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col.prop(self, "quad_from_e_mat")
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col.prop(self, "quad_from_v_mat")
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col.prop(self, "tris_from_v_mat")
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col.prop(self, "ngons_v_mat")
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class MeshF2(bpy.types.Operator):
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"""Tooltip"""
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bl_idname = "mesh.f2"
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bl_label = "Make Edge/Face"
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bl_description = "Extends the 'Make Edge/Face' functionality"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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# check we are in mesh editmode
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ob = context.active_object
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return (ob and ob.type == 'MESH' and context.mode == 'EDIT_MESH')
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def usequad(self, bm, sel, context, event):
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quad_from_vertex(bm, sel, context, event)
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if __name__ != '__main__':
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addon_prefs = context.preferences.addons[__name__].preferences
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if addon_prefs.autograb:
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bpy.ops.transform.translate('INVOKE_DEFAULT')
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def invoke(self, context, event):
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bm = bmesh.from_edit_mesh(context.active_object.data)
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sel = [v for v in bm.verts if v.select]
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if len(sel) > 2:
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# original 'Make Edge/Face' behaviour
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try:
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bpy.ops.mesh.edge_face_add('INVOKE_DEFAULT')
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addon_prefs = context.preferences.addons[__name__].preferences
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if addon_prefs.ngons_v_mat:
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bpy.ops.object.material_slot_assign()
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except:
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return {'CANCELLED'}
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elif len(sel) == 1:
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# single vertex selected -> mirror vertex and create new face
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addon_prefs = context.preferences.addons[__name__].preferences
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if addon_prefs.extendvert:
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if checkforconnected('faces') in [2]:
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if checkforconnected('edges') in [3]:
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expand_vert(self, context, event)
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else:
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self.usequad(bm, sel[0], context, event)
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|
|
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elif checkforconnected('faces') in [1]:
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if checkforconnected('edges') in [2]:
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expand_vert(self, context, event)
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else:
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self.usequad(bm, sel[0], context, event)
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else:
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|
self.usequad(bm, sel[0], context, event)
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|
else:
|
|
self.usequad(bm, sel[0], context, event)
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|
elif len(sel) == 2:
|
|
edges_sel = [ed for ed in bm.edges if ed.select]
|
|
if len(edges_sel) != 1:
|
|
# 2 vertices selected, but not on the same edge
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|
bpy.ops.mesh.edge_face_add()
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|
else:
|
|
# single edge selected -> new face from linked open edges
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|
quad_from_edge(bm, edges_sel[0], context, event)
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
# registration
|
|
classes = [MeshF2, F2AddonPreferences]
|
|
addon_keymaps = []
|
|
|
|
|
|
def register():
|
|
# add operator
|
|
for c in classes:
|
|
bpy.utils.register_class(c)
|
|
|
|
# add keymap entry
|
|
kcfg = bpy.context.window_manager.keyconfigs.addon
|
|
if kcfg:
|
|
km = kcfg.keymaps.new(name='Mesh', space_type='EMPTY')
|
|
kmi = km.keymap_items.new("mesh.f2", 'F', 'PRESS')
|
|
addon_keymaps.append((km, kmi.idname))
|
|
|
|
|
|
def unregister():
|
|
# remove keymap entry
|
|
for km, kmi_idname in addon_keymaps:
|
|
for kmi in km.keymap_items:
|
|
if kmi.idname == kmi_idname:
|
|
km.keymap_items.remove(kmi)
|
|
addon_keymaps.clear()
|
|
|
|
# remove operator and preferences
|
|
for c in reversed(classes):
|
|
bpy.utils.unregister_class(c)
|
|
|
|
|
|
if __name__ == "__main__":
|
|
register()
|