print3d_toolbox/source/lib.py
Mikhail Rachinskiy 62c52e85b6 Change license from GPL 2 to GPL 3
GPL 3 is a requirement for extensions platform.
Also add LICENSE file.
2024-08-27 04:05:24 +04:00

219 lines
5.4 KiB
Python

# SPDX-License-Identifier: GPL-3.0-or-later
# SPDX-FileCopyrightText: 2013-2022 Campbell Barton
# SPDX-FileContributor: Mikhail Rachinskiy
# Generic helper functions, to be used by any modules.
import bmesh
import bpy
def clean_float(value: float, precision: int = 0) -> str:
# Avoid scientific notation and strip trailing zeros: 0.000 -> 0.0
text = f"{value:.{precision}f}"
index = text.rfind(".")
if index != -1:
index += 2
head, tail = text[:index], text[index:]
tail = tail.rstrip("0")
text = head + tail
return text
# Mesh
# -------------------------------------
def bmesh_copy_from_object(obj, transform=True, triangulate=True, apply_modifiers=False):
"""Returns a transformed, triangulated copy of the mesh"""
assert obj.type == "MESH"
if apply_modifiers and obj.modifiers:
depsgraph = bpy.context.evaluated_depsgraph_get()
obj_eval = obj.evaluated_get(depsgraph)
me = obj_eval.to_mesh()
bm = bmesh.new()
bm.from_mesh(me)
obj_eval.to_mesh_clear()
else:
me = obj.data
if obj.mode == "EDIT":
bm_orig = bmesh.from_edit_mesh(me)
bm = bm_orig.copy()
else:
bm = bmesh.new()
bm.from_mesh(me)
# TODO. remove all customdata layers.
# would save ram
if transform:
matrix = obj.matrix_world.copy()
if not matrix.is_identity:
bm.transform(matrix)
# Update normals if the matrix has no rotation.
matrix.translation.zero()
if not matrix.is_identity:
bm.normal_update()
if triangulate:
bmesh.ops.triangulate(bm, faces=bm.faces)
return bm
def bmesh_from_object(obj):
"""Object/Edit Mode get mesh, use bmesh_to_object() to write back."""
me = obj.data
if obj.mode == "EDIT":
bm = bmesh.from_edit_mesh(me)
else:
bm = bmesh.new()
bm.from_mesh(me)
return bm
def bmesh_to_object(obj, bm):
"""Object/Edit Mode update the object."""
me = obj.data
if obj.mode == "EDIT":
bmesh.update_edit_mesh(me, loop_triangles=True)
else:
bm.to_mesh(me)
me.update()
def bmesh_calc_area(bm):
"""Calculate the surface area."""
return sum(f.calc_area() for f in bm.faces)
def bmesh_check_self_intersect_object(obj):
"""Check if any faces self intersect returns an array of edge index values."""
import array
import mathutils
if not obj.data.polygons:
return array.array("i", ())
bm = bmesh_copy_from_object(obj, transform=False, triangulate=False)
tree = mathutils.bvhtree.BVHTree.FromBMesh(bm, epsilon=0.00001)
overlap = tree.overlap(tree)
faces_error = {i for i_pair in overlap for i in i_pair}
return array.array("i", faces_error)
def bmesh_face_points_random(f, num_points=1, margin=0.05):
import random
from random import uniform
# for pradictable results
random.seed(f.index)
uniform_args = 0.0 + margin, 1.0 - margin
vecs = [v.co for v in f.verts]
for _ in range(num_points):
u1 = uniform(*uniform_args)
u2 = uniform(*uniform_args)
u_tot = u1 + u2
if u_tot > 1.0:
u1 = 1.0 - u1
u2 = 1.0 - u2
side1 = vecs[1] - vecs[0]
side2 = vecs[2] - vecs[0]
yield vecs[0] + u1 * side1 + u2 * side2
def bmesh_check_thick_object(obj, thickness):
import array
# Triangulate
bm = bmesh_copy_from_object(obj, transform=True, triangulate=False)
# map original faces to their index.
face_index_map_org = {f: i for i, f in enumerate(bm.faces)}
ret = bmesh.ops.triangulate(bm, faces=bm.faces)
face_map = ret["face_map"]
del ret
# old edge -> new mapping
# Convert new/old map to index dict.
# Create a real mesh (lame!)
context = bpy.context
layer = context.view_layer
scene_collection = context.layer_collection.collection
me_tmp = bpy.data.meshes.new(name="~temp~")
bm.to_mesh(me_tmp)
obj_tmp = bpy.data.objects.new(name=me_tmp.name, object_data=me_tmp)
scene_collection.objects.link(obj_tmp)
layer.update()
ray_cast = obj_tmp.ray_cast
EPS_BIAS = 0.0001
faces_error = set()
bm_faces_new = bm.faces[:]
for f in bm_faces_new:
no = f.normal
no_sta = no * EPS_BIAS
no_end = no * thickness
for p in bmesh_face_points_random(f, num_points=6):
# Cast the ray backwards
p_a = p - no_sta
p_b = p - no_end
p_dir = p_b - p_a
ok, _co, no, index = ray_cast(p_a, p_dir, distance=p_dir.length)
if ok:
# Add the face we hit
for f_iter in (f, bm_faces_new[index]):
# if the face wasn't triangulated, just use existing
f_org = face_map.get(f_iter, f_iter)
f_org_index = face_index_map_org[f_org]
faces_error.add(f_org_index)
bm.free()
scene_collection.objects.unlink(obj_tmp)
bpy.data.objects.remove(obj_tmp)
bpy.data.meshes.remove(me_tmp)
layer.update()
return array.array("i", faces_error)
def face_is_distorted(ele, angle_distort):
no = ele.normal
angle_fn = no.angle
for loop in ele.loops:
loopno = loop.calc_normal()
if loopno.dot(no) < 0.0:
loopno.negate()
if angle_fn(loopno, 1000.0) > angle_distort:
return True
return False