blender-addons/mesh_f2.py
Campbell Barton e8da6131fd License headers: use SPDX-FileCopyrightText for all addons
Move copyright text to SPDX-FileCopyrightText or set to the
Blender Foundation so "make check_licenses" now runs without warnings.
2023-06-15 16:54:05 +10:00

611 lines
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Python

# SPDX-FileCopyrightText: 2013-2022 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
# Updated for 2.8 jan 5 2019
bl_info = {
"name": "F2",
"author": "Bart Crouch, Alexander Nedovizin, Paul Kotelevets "
"(concept design), Adrian Rutkowski",
"version": (1, 8, 4),
"blender": (2, 80, 0),
"location": "Editmode > F",
"warning": "",
"description": "Extends the 'Make Edge/Face' functionality",
"doc_url": "{BLENDER_MANUAL_URL}/addons/mesh/f2.html",
"category": "Mesh",
}
# ref: https://github.com/Cfyzzz/Other-scripts/blob/master/f2.py
import bmesh
import bpy
import itertools
import mathutils
import math
from mathutils import Vector
from bpy_extras import view3d_utils
# returns a custom data layer of the UV map, or None
def get_uv_layer(ob, bm, mat_index):
uv = None
uv_layer = None
if ob.material_slots:
me = ob.data
if me.uv_layers:
uv = me.uv_layers.active.name
# 'material_slots' is deprecated (Blender Internal)
# else:
# mat = ob.material_slots[mat_index].material
# if mat is not None:
# slot = mat.texture_slots[mat.active_texture_index]
# if slot and slot.uv_layer:
# uv = slot.uv_layer
# else:
# for tex_slot in mat.texture_slots:
# if tex_slot and tex_slot.uv_layer:
# uv = tex_slot.uv_layer
# break
if uv:
uv_layer = bm.loops.layers.uv.get(uv)
return (uv_layer)
# create a face from a single selected edge
def quad_from_edge(bm, edge_sel, context, event):
addon_prefs = context.preferences.addons[__name__].preferences
ob = context.active_object
region = context.region
region_3d = context.space_data.region_3d
# find linked edges that are open (<2 faces connected) and not part of
# the face the selected edge belongs to
all_edges = [[edge for edge in edge_sel.verts[i].link_edges if \
len(edge.link_faces) < 2 and edge != edge_sel and \
sum([face in edge_sel.link_faces for face in edge.link_faces]) == 0] \
for i in range(2)]
if not all_edges[0] or not all_edges[1]:
return
# determine which edges to use, based on mouse cursor position
mouse_pos = mathutils.Vector([event.mouse_region_x, event.mouse_region_y])
optimal_edges = []
for edges in all_edges:
min_dist = False
for edge in edges:
vert = [vert for vert in edge.verts if not vert.select][0]
world_pos = ob.matrix_world @ vert.co.copy()
screen_pos = view3d_utils.location_3d_to_region_2d(region,
region_3d, world_pos)
dist = (mouse_pos - screen_pos).length
if not min_dist or dist < min_dist[0]:
min_dist = (dist, edge, vert)
optimal_edges.append(min_dist)
# determine the vertices, which make up the quad
v1 = edge_sel.verts[0]
v2 = edge_sel.verts[1]
edge_1 = optimal_edges[0][1]
edge_2 = optimal_edges[1][1]
v3 = optimal_edges[0][2]
v4 = optimal_edges[1][2]
# normal detection
flip_align = True
normal_edge = edge_1
if not normal_edge.link_faces:
normal_edge = edge_2
if not normal_edge.link_faces:
normal_edge = edge_sel
if not normal_edge.link_faces:
# no connected faces, so no need to flip the face normal
flip_align = False
if flip_align: # there is a face to which the normal can be aligned
ref_verts = [v for v in normal_edge.link_faces[0].verts]
if v3 in ref_verts and v1 in ref_verts:
va_1 = v3
va_2 = v1
elif normal_edge == edge_sel:
va_1 = v1
va_2 = v2
else:
va_1 = v2
va_2 = v4
if (va_1 == ref_verts[0] and va_2 == ref_verts[-1]) or \
(va_2 == ref_verts[0] and va_1 == ref_verts[-1]):
# reference verts are at start and end of the list -> shift list
ref_verts = ref_verts[1:] + [ref_verts[0]]
if ref_verts.index(va_1) > ref_verts.index(va_2):
# connected face has same normal direction, so don't flip
flip_align = False
# material index detection
ref_faces = edge_sel.link_faces
if not ref_faces:
ref_faces = edge_sel.verts[0].link_faces
if not ref_faces:
ref_faces = edge_sel.verts[1].link_faces
if not ref_faces:
mat_index = False
smooth = False
else:
mat_index = ref_faces[0].material_index
smooth = ref_faces[0].smooth
if addon_prefs.quad_from_e_mat:
mat_index = bpy.context.object.active_material_index
# create quad
try:
if v3 == v4:
# triangle (usually at end of quad-strip
verts = [v3, v1, v2]
else:
# normal face creation
verts = [v3, v1, v2, v4]
if flip_align:
verts.reverse()
face = bm.faces.new(verts)
if mat_index:
face.material_index = mat_index
face.smooth = smooth
except:
# face already exists
return
# change selection
edge_sel.select = False
for vert in edge_sel.verts:
vert.select = False
for edge in face.edges:
if edge.index < 0:
edge.select = True
v3.select = True
v4.select = True
# adjust uv-map
if __name__ != '__main__':
if addon_prefs.adjustuv:
uv_layer = get_uv_layer(ob, bm, mat_index)
if uv_layer:
uv_ori = {}
for vert in [v1, v2, v3, v4]:
for loop in vert.link_loops:
if loop.face.index > -1:
uv_ori[loop.vert.index] = loop[uv_layer].uv
if len(uv_ori) == 4 or len(uv_ori) == 3:
for loop in face.loops:
if loop.vert.index in uv_ori:
loop[uv_layer].uv = uv_ori[loop.vert.index]
# toggle mode, to force correct drawing
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
# create a face from a single selected vertex, if it is an open vertex
def quad_from_vertex(bm, vert_sel, context, event):
addon_prefs = context.preferences.addons[__name__].preferences
ob = context.active_object
me = ob.data
region = context.region
region_3d = context.space_data.region_3d
# find linked edges that are open (<2 faces connected)
edges = [edge for edge in vert_sel.link_edges if len(edge.link_faces) < 2]
if len(edges) < 2:
return
# determine which edges to use, based on mouse cursor position
min_dist = False
mouse_pos = mathutils.Vector([event.mouse_region_x, event.mouse_region_y])
for a, b in itertools.combinations(edges, 2):
other_verts = [vert for edge in [a, b] for vert in edge.verts \
if not vert.select]
mid_other = (other_verts[0].co.copy() + other_verts[1].co.copy()) \
/ 2
new_pos = 2 * (mid_other - vert_sel.co.copy()) + vert_sel.co.copy()
world_pos = ob.matrix_world @ new_pos
screen_pos = view3d_utils.location_3d_to_region_2d(region, region_3d,
world_pos)
dist = (mouse_pos - screen_pos).length
if not min_dist or dist < min_dist[0]:
min_dist = (dist, (a, b), other_verts, new_pos)
# create vertex at location mirrored in the line, connecting the open edges
edges = min_dist[1]
other_verts = min_dist[2]
new_pos = min_dist[3]
vert_new = bm.verts.new(new_pos)
# normal detection
flip_align = True
normal_edge = edges[0]
if not normal_edge.link_faces:
normal_edge = edges[1]
if not normal_edge.link_faces:
# no connected faces, so no need to flip the face normal
flip_align = False
if flip_align: # there is a face to which the normal can be aligned
ref_verts = [v for v in normal_edge.link_faces[0].verts]
if other_verts[0] in ref_verts:
va_1 = other_verts[0]
va_2 = vert_sel
else:
va_1 = vert_sel
va_2 = other_verts[1]
if (va_1 == ref_verts[0] and va_2 == ref_verts[-1]) or \
(va_2 == ref_verts[0] and va_1 == ref_verts[-1]):
# reference verts are at start and end of the list -> shift list
ref_verts = ref_verts[1:] + [ref_verts[0]]
if ref_verts.index(va_1) > ref_verts.index(va_2):
# connected face has same normal direction, so don't flip
flip_align = False
# material index detection
ref_faces = vert_sel.link_faces
if not ref_faces:
mat_index = False
smooth = False
else:
mat_index = ref_faces[0].material_index
smooth = ref_faces[0].smooth
if addon_prefs.quad_from_v_mat:
mat_index = bpy.context.object.active_material_index
# create face between all 4 vertices involved
verts = [other_verts[0], vert_sel, other_verts[1], vert_new]
if flip_align:
verts.reverse()
face = bm.faces.new(verts)
if mat_index:
face.material_index = mat_index
face.smooth = smooth
# change selection
vert_new.select = True
vert_sel.select = False
# adjust uv-map
if __name__ != '__main__':
if addon_prefs.adjustuv:
uv_layer = get_uv_layer(ob, bm, mat_index)
if uv_layer:
uv_others = {}
uv_sel = None
uv_new = None
# get original uv coordinates
for i in range(2):
for loop in other_verts[i].link_loops:
if loop.face.index > -1:
uv_others[loop.vert.index] = loop[uv_layer].uv
break
if len(uv_others) == 2:
mid_other = (list(uv_others.values())[0] +
list(uv_others.values())[1]) / 2
for loop in vert_sel.link_loops:
if loop.face.index > -1:
uv_sel = loop[uv_layer].uv
break
if uv_sel:
uv_new = 2 * (mid_other - uv_sel) + uv_sel
# set uv coordinates for new loops
if uv_new:
for loop in face.loops:
if loop.vert.index == -1:
x, y = uv_new
elif loop.vert.index in uv_others:
x, y = uv_others[loop.vert.index]
else:
x, y = uv_sel
loop[uv_layer].uv = (x, y)
# toggle mode, to force correct drawing
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
def expand_vert(self, context, event):
addon_prefs = context.preferences.addons[__name__].preferences
ob = context.active_object
obj = bpy.context.object
me = obj.data
bm = bmesh.from_edit_mesh(me)
region = context.region
region_3d = context.space_data.region_3d
rv3d = context.space_data.region_3d
for v in bm.verts:
if v.select:
v_active = v
try:
depth_location = v_active.co
except:
return {'CANCELLED'}
# create vert in mouse cursor location
mouse_pos = Vector((event.mouse_region_x, event.mouse_region_y))
location_3d = view3d_utils.region_2d_to_location_3d(region, rv3d, mouse_pos, depth_location)
c_verts = []
# find and select linked edges that are open (<2 faces connected) add those edge verts to c_verts list
linked = v_active.link_edges
for edges in linked:
if len(edges.link_faces) < 2:
edges.select = True
for v in edges.verts:
if v is not v_active:
c_verts.append(v)
# Compare distance in 2d between mouse and edges middle points
screen_pos_va = view3d_utils.location_3d_to_region_2d(region, region_3d,
ob.matrix_world @ v_active.co)
screen_pos_v1 = view3d_utils.location_3d_to_region_2d(region, region_3d,
ob.matrix_world @ c_verts[0].co)
screen_pos_v2 = view3d_utils.location_3d_to_region_2d(region, region_3d,
ob.matrix_world @ c_verts[1].co)
mid_pos_v1 = Vector(((screen_pos_va[0] + screen_pos_v1[0]) / 2, (screen_pos_va[1] + screen_pos_v1[1]) / 2))
mid_pos_V2 = Vector(((screen_pos_va[0] + screen_pos_v2[0]) / 2, (screen_pos_va[1] + screen_pos_v2[1]) / 2))
dist1 = math.log10(pow((mid_pos_v1[0] - mouse_pos[0]), 2) + pow((mid_pos_v1[1] - mouse_pos[1]), 2))
dist2 = math.log10(pow((mid_pos_V2[0] - mouse_pos[0]), 2) + pow((mid_pos_V2[1] - mouse_pos[1]), 2))
bm.normal_update()
bm.verts.ensure_lookup_table()
# Deselect not needed point and create new face
if dist1 < dist2:
c_verts[1].select = False
lleft = c_verts[0].link_faces
else:
c_verts[0].select = False
lleft = c_verts[1].link_faces
lactive = v_active.link_faces
# lverts = lactive[0].verts
mat_index = lactive[0].material_index
smooth = lactive[0].smooth
for faces in lactive:
if faces in lleft:
cface = faces
if len(faces.verts) == 3:
bm.normal_update()
bmesh.update_edit_mesh(obj.data)
bpy.ops.mesh.select_all(action='DESELECT')
v_active.select = True
bpy.ops.mesh.rip_edge_move('INVOKE_DEFAULT')
return {'FINISHED'}
lverts = cface.verts
# create triangle with correct normal orientation
# if You looking at that part - yeah... I know. I still dont get how blender calculates normals...
# from L to R
if dist1 < dist2:
if (lverts[0] == v_active and lverts[3] == c_verts[0]) \
or (lverts[2] == v_active and lverts[1] == c_verts[0]) \
or (lverts[1] == v_active and lverts[0] == c_verts[0]) \
or (lverts[3] == v_active and lverts[2] == c_verts[0]):
v_new = bm.verts.new(v_active.co)
face_new = bm.faces.new((c_verts[0], v_new, v_active))
elif (lverts[1] == v_active and lverts[2] == c_verts[0]) \
or (lverts[0] == v_active and lverts[1] == c_verts[0]) \
or (lverts[3] == v_active and lverts[0] == c_verts[0]) \
or (lverts[2] == v_active and lverts[3] == c_verts[0]):
v_new = bm.verts.new(v_active.co)
face_new = bm.faces.new((v_active, v_new, c_verts[0]))
else:
pass
# from R to L
else:
if (lverts[2] == v_active and lverts[3] == c_verts[1]) \
or (lverts[0] == v_active and lverts[1] == c_verts[1]) \
or (lverts[1] == v_active and lverts[2] == c_verts[1]) \
or (lverts[3] == v_active and lverts[0] == c_verts[1]):
v_new = bm.verts.new(v_active.co)
face_new = bm.faces.new((v_active, v_new, c_verts[1]))
elif (lverts[0] == v_active and lverts[3] == c_verts[1]) \
or (lverts[2] == v_active and lverts[1] == c_verts[1]) \
or (lverts[1] == v_active and lverts[0] == c_verts[1]) \
or (lverts[3] == v_active and lverts[2] == c_verts[1]):
v_new = bm.verts.new(v_active.co)
face_new = bm.faces.new((c_verts[1], v_new, v_active))
else:
pass
# set smooth and mat based on starting face
if addon_prefs.tris_from_v_mat:
face_new.material_index = bpy.context.object.active_material_index
else:
face_new.material_index = mat_index
face_new.smooth = smooth
# update normals
bpy.ops.mesh.select_all(action='DESELECT')
v_new.select = True
bm.select_history.add(v_new)
bm.normal_update()
bmesh.update_edit_mesh(obj.data)
bpy.ops.transform.translate('INVOKE_DEFAULT')
def checkforconnected(connection):
obj = bpy.context.object
me = obj.data
bm = bmesh.from_edit_mesh(me)
# Checks for number of edes or faces connected to selected vertex
for v in bm.verts:
if v.select:
v_active = v
if connection == 'faces':
linked = v_active.link_faces
elif connection == 'edges':
linked = v_active.link_edges
bmesh.update_edit_mesh(obj.data)
return len(linked)
# autograb preference in addons panel
class F2AddonPreferences(bpy.types.AddonPreferences):
bl_idname = __name__
adjustuv : bpy.props.BoolProperty(
name="Adjust UV",
description="Automatically update UV unwrapping",
default=False)
autograb : bpy.props.BoolProperty(
name="Auto Grab",
description="Automatically puts a newly created vertex in grab mode",
default=True)
extendvert : bpy.props.BoolProperty(
name="Enable Extend Vert",
description="Enables a way to build tris and quads by adding verts",
default=False)
quad_from_e_mat : bpy.props.BoolProperty(
name="Quad From Edge",
description="Use active material for created face instead of close one",
default=True)
quad_from_v_mat : bpy.props.BoolProperty(
name="Quad From Vert",
description="Use active material for created face instead of close one",
default=True)
tris_from_v_mat : bpy.props.BoolProperty(
name="Tris From Vert",
description="Use active material for created face instead of close one",
default=True)
ngons_v_mat : bpy.props.BoolProperty(
name="Ngons",
description="Use active material for created face instead of close one",
default=True)
def draw(self, context):
layout = self.layout
col = layout.column()
col.label(text="behaviours:")
col.prop(self, "autograb")
col.prop(self, "adjustuv")
col.prop(self, "extendvert")
col = layout.column()
col.label(text="use active material when creating:")
col.prop(self, "quad_from_e_mat")
col.prop(self, "quad_from_v_mat")
col.prop(self, "tris_from_v_mat")
col.prop(self, "ngons_v_mat")
class MeshF2(bpy.types.Operator):
"""Tooltip"""
bl_idname = "mesh.f2"
bl_label = "Make Edge/Face"
bl_description = "Extends the 'Make Edge/Face' functionality"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
# check we are in mesh editmode
ob = context.active_object
return (ob and ob.type == 'MESH' and context.mode == 'EDIT_MESH')
def usequad(self, bm, sel, context, event):
quad_from_vertex(bm, sel, context, event)
if __name__ != '__main__':
addon_prefs = context.preferences.addons[__name__].preferences
if addon_prefs.autograb:
bpy.ops.transform.translate('INVOKE_DEFAULT')
def invoke(self, context, event):
bm = bmesh.from_edit_mesh(context.active_object.data)
sel = [v for v in bm.verts if v.select]
if len(sel) > 2:
# original 'Make Edge/Face' behaviour
try:
bpy.ops.mesh.edge_face_add('INVOKE_DEFAULT')
addon_prefs = context.preferences.addons[__name__].preferences
if addon_prefs.ngons_v_mat:
bpy.ops.object.material_slot_assign()
except:
return {'CANCELLED'}
elif len(sel) == 1:
# single vertex selected -> mirror vertex and create new face
addon_prefs = context.preferences.addons[__name__].preferences
if addon_prefs.extendvert:
if checkforconnected('faces') in [2]:
if checkforconnected('edges') in [3]:
expand_vert(self, context, event)
else:
self.usequad(bm, sel[0], context, event)
elif checkforconnected('faces') in [1]:
if checkforconnected('edges') in [2]:
expand_vert(self, context, event)
else:
self.usequad(bm, sel[0], context, event)
else:
self.usequad(bm, sel[0], context, event)
else:
self.usequad(bm, sel[0], context, event)
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
bpy.ops.mesh.edge_face_add()
else:
# single edge selected -> new face from linked open edges
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()