Newer
Older
v2 = max_vert_index
new_verts.append(loc2)
next_verts.append(loc2)
next_vert_indices.append(max_vert_index)
if end_face:
faces.append([v1, v2, lines[i + 1][1], line[1]])
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prev_verts = next_verts[:]
prev_vert_indices = next_vert_indices[:]
next_verts = []
next_vert_indices = []
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return(new_verts, faces, max_vert_index)
# calculate lines (list of lists, vertex indices) that are used for bridging
def bridge_calculate_lines(bm, loops, mode, twist, reverse):
lines = []
loop1, loop2 = [i[0] for i in loops]
loop1_circular, loop2_circular = [i[1] for i in loops]
circular = loop1_circular or loop2_circular
circle_full = False
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# calculate loop centers
centers = []
for loop in [loop1, loop2]:
center = mathutils.Vector()
for vertex in loop:
center += bm.verts[vertex].co
center /= len(loop)
centers.append(center)
for i, loop in enumerate([loop1, loop2]):
for vertex in loop:
if bm.verts[vertex].co == centers[i]:
# prevent zero-length vectors in angle comparisons
centers[i] += mathutils.Vector((0.01, 0, 0))
break
center1, center2 = centers
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# calculate the normals of the virtual planes that the loops are on
normals = []
normal_plurity = False
for i, loop in enumerate([loop1, loop2]):
# covariance matrix
mat = mathutils.Matrix(((0.0, 0.0, 0.0),
(0.0, 0.0, 0.0),
(0.0, 0.0, 0.0)))
x, y, z = centers[i]
for loc in [bm.verts[vertex].co for vertex in loop]:
mat[0][0] += (loc[0] - x) ** 2
mat[1][0] += (loc[0] - x) * (loc[1] - y)
mat[2][0] += (loc[0] - x) * (loc[2] - z)
mat[0][1] += (loc[1] - y) * (loc[0] - x)
mat[1][1] += (loc[1] - y) ** 2
mat[2][1] += (loc[1] - y) * (loc[2] - z)
mat[0][2] += (loc[2] - z) * (loc[0] - x)
mat[1][2] += (loc[2] - z) * (loc[1] - y)
mat[2][2] += (loc[2] - z) ** 2
# plane normal
normal = False
if sum(mat[0]) < 1e-6 or sum(mat[1]) < 1e-6 or sum(mat[2]) < 1e-6:
normal_plurity = True
try:
mat.invert()
except:
if sum(mat[0]) == 0:
normal = mathutils.Vector((1.0, 0.0, 0.0))
elif sum(mat[1]) == 0:
normal = mathutils.Vector((0.0, 1.0, 0.0))
elif sum(mat[2]) == 0:
normal = mathutils.Vector((0.0, 0.0, 1.0))
if not normal:
# warning! this is different from .normalize()
itermax = 500
iter = 0
vec = mathutils.Vector((1.0, 1.0, 1.0))
while vec != vec2 and iter < itermax:
iter += 1
if vec2.length != 0:
vec2 /= vec2.length
if vec2.length == 0:
vec2 = mathutils.Vector((1.0, 1.0, 1.0))
normal = vec2
normals.append(normal)
# have plane normals face in the same direction (maximum angle: 90 degrees)
if ((center1 + normals[0]) - center2).length < \
((center1 - normals[0]) - center2).length:
normals[0].negate()
if ((center2 + normals[1]) - center1).length > \
((center2 - normals[1]) - center1).length:
normals[1].negate()
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# rotation matrix, representing the difference between the plane normals
axis = normals[0].cross(normals[1])
axis = mathutils.Vector([loc if abs(loc) > 1e-8 else 0 for loc in axis])
if axis.angle(mathutils.Vector((0, 0, 1)), 0) > 1.5707964:
axis.negate()
angle = normals[0].dot(normals[1])
rotation_matrix = mathutils.Matrix.Rotation(angle, 4, axis)
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# if circular, rotate loops so they are aligned
if circular:
# make sure loop1 is the circular one (or both are circular)
if loop2_circular and not loop1_circular:
loop1_circular, loop2_circular = True, False
loop1, loop2 = loop2, loop1
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# match start vertex of loop1 with loop2
target_vector = bm.verts[loop2[0]].co - center2
dif_angles = [[(rotation_matrix @ (bm.verts[vertex].co - center1)
).angle(target_vector, 0), False, i] for
i, vertex in enumerate(loop1)]
dif_angles.sort()
if len(loop1) != len(loop2):
angle_limit = dif_angles[0][0] * 1.2 # 20% margin
dif_angles = [
[(bm.verts[loop2[0]].co -
bm.verts[loop1[index]].co).length, angle, index] for
angle, distance, index in dif_angles if angle <= angle_limit
]
dif_angles.sort()
loop1 = loop1[dif_angles[0][2]:] + loop1[:dif_angles[0][2]]
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# have both loops face the same way
if normal_plurity and not circular:
second_to_first, second_to_second, second_to_last = [
(bm.verts[loop1[1]].co - center1).angle(
bm.verts[loop2[i]].co - center2) for i in [0, 1, -1]
]
last_to_first, last_to_second = [
(bm.verts[loop1[-1]].co -
center1).angle(bm.verts[loop2[i]].co - center2) for
i in [0, 1]
]
if (min(last_to_first, last_to_second) * 1.1 < min(second_to_first,
second_to_second)) or (loop2_circular and second_to_last * 1.1 <
min(second_to_first, second_to_second)):
loop1.reverse()
if circular:
loop1 = [loop1[-1]] + loop1[:-1]
else:
angle = (bm.verts[loop1[0]].co - center1).\
cross(bm.verts[loop1[1]].co - center1).angle(normals[0], 0)
target_angle = (bm.verts[loop2[0]].co - center2).\
cross(bm.verts[loop2[1]].co - center2).angle(normals[1], 0)
limit = 1.5707964 # 0.5*pi, 90 degrees
if not ((angle > limit and target_angle > limit) or
(angle < limit and target_angle < limit)):
loop1.reverse()
if circular:
loop1 = [loop1[-1]] + loop1[:-1]
elif normals[0].angle(normals[1]) > limit:
loop1.reverse()
if circular:
loop1 = [loop1[-1]] + loop1[:-1]
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# both loops have the same length
if len(loop1) == len(loop2):
# manual override
if twist:
if abs(twist) < len(loop1):
loop1 = loop1[twist:] + loop1[:twist]
if reverse:
loop1.reverse()
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lines.append([loop1[0], loop2[0]])
for i in range(1, len(loop1)):
lines.append([loop1[i], loop2[i]])
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# loops of different lengths
else:
# make loop1 longest loop
if len(loop2) > len(loop1):
loop1, loop2 = loop2, loop1
loop1_circular, loop2_circular = loop2_circular, loop1_circular
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# manual override
if twist:
if abs(twist) < len(loop1):
loop1 = loop1[twist:] + loop1[:twist]
if reverse:
loop1.reverse()
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# shortest angle difference doesn't always give correct start vertex
if loop1_circular and not loop2_circular:
shifting = 1
while shifting:
if len(loop1) - shifting < len(loop2):
shifting = False
break
(rotation_matrix @ (bm.verts[loop1[-1]].co - center1)).angle(
(bm.verts[loop2[i]].co - center2), 0) for i in [-1, 0]
]
if to_first < to_last:
loop1 = [loop1[-1]] + loop1[:-1]
shifting += 1
else:
shifting = False
break
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# basic shortest side first
if mode == 'basic':
lines.append([loop1[0], loop2[0]])
for i in range(1, len(loop1)):
if i >= len(loop2) - 1:
# triangles
lines.append([loop1[i], loop2[-1]])
else:
# quads
lines.append([loop1[i], loop2[i]])
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# shortest edge algorithm
lines.append([loop1[0], loop2[0]])
prev_vert2 = 0
if prev_vert2 == len(loop2) - 1 and not loop2_circular:
# force triangles, reached end of loop2
tri, quad = 0, 1
elif prev_vert2 == len(loop2) - 1 and loop2_circular:
# at end of loop2, but circular, so check with first vert
tri, quad = [(bm.verts[loop1[i + 1]].co -
bm.verts[loop2[j]].co).length
for j in [prev_vert2, 0]]
circle_full = 2
elif len(loop1) - 1 - i == len(loop2) - 1 - prev_vert2 and \
not circle_full:
# force quads, otherwise won't make it to end of loop2
tri, quad = 1, 0
else:
# calculate if tri or quad gives shortest edge
tri, quad = [(bm.verts[loop1[i + 1]].co -
bm.verts[loop2[j]].co).length
for j in range(prev_vert2, prev_vert2 + 2)]
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# triangle
if tri < quad:
lines.append([loop1[i + 1], loop2[prev_vert2]])
if circle_full == 2:
circle_full = False
# quad
elif not circle_full:
lines.append([loop1[i + 1], loop2[prev_vert2 + 1]])
prev_vert2 += 1
# quad to first vertex of loop2
else:
lines.append([loop1[i + 1], loop2[0]])
prev_vert2 = 0
circle_full = True
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# final face for circular loops
if loop1_circular and loop2_circular:
lines.append([loop1[0], loop2[0]])
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return(lines)
# calculate number of segments needed
def bridge_calculate_segments(bm, lines, loops, segments):
# return if amount of segments is set by user
if segments != 0:
return segments
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average_edge_length = [
(bm.verts[vertex].co -
bm.verts[loop[0][i + 1]].co).length for loop in loops for
i, vertex in enumerate(loop[0][:-1])
]
# closing edges of circular loops
average_edge_length += [
(bm.verts[loop[0][-1]].co -
bm.verts[loop[0][0]].co).length for loop in loops if loop[1]
]
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# average lengths
average_edge_length = sum(average_edge_length) / len(average_edge_length)
average_bridge_length = sum(
[(bm.verts[v1].co -
bm.verts[v2].co).length for v1, v2 in lines]
) / len(lines)
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segments = max(1, round(average_bridge_length / average_edge_length))
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return(segments)
# return dictionary with vertex index as key, and the normal vector as value
def bridge_calculate_virtual_vertex_normals(bm, lines, loops, edge_faces,
edgekey_to_edge):
if not edge_faces: # interpolation isn't set to cubic
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# pity reduce() isn't one of the basic functions in python anymore
def average_vector_dictionary(dic):
for key, vectors in dic.items():
# if type(vectors) == type([]) and len(vectors) > 1:
if len(vectors) > 1:
average = mathutils.Vector()
for vector in vectors:
average += vector
average /= len(vectors)
dic[key] = [average]
return dic
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# get all edges of the loop
edges = [
[edgekey_to_edge[tuple(sorted([loops[j][0][i],
loops[j][0][i + 1]]))] for i in range(len(loops[j][0]) - 1)] for
j in [0, 1]
]
edges = edges[0] + edges[1]
for j in [0, 1]:
edges.append(edgekey_to_edge[tuple(sorted([loops[j][0][0],
loops[j][0][-1]]))])
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"""
calculation based on face topology (assign edge-normals to vertices)
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edge_normal = face_normal x edge_vector
vertex_normal = average(edge_normals)
"""
vertex_normals = dict([(vertex, []) for vertex in loops[0][0] + loops[1][0]])
for edge in edges:
faces = edge_faces[edgekey(edge)] # valid faces connected to edge
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if faces:
# get edge coordinates
v1, v2 = [bm.verts[edgekey(edge)[i]].co for i in [0, 1]]
edge_vector = v1 - v2
if edge_vector.length < 1e-4:
# zero-length edge, vertices at same location
continue
edge_center = (v1 + v2) / 2
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# average face coordinates, if connected to more than 1 valid face
if len(faces) > 1:
face_normal = mathutils.Vector()
face_center = mathutils.Vector()
for face in faces:
face_normal += face.normal
face_center += face.calc_center_median()
face_normal /= len(faces)
face_center /= len(faces)
else:
face_normal = faces[0].normal
face_center = faces[0].calc_center_median()
if face_normal.length < 1e-4:
# faces with a surface of 0 have no face normal
continue
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# calculate virtual edge normal
edge_normal = edge_vector.cross(face_normal)
edge_normal.length = 0.01
if (face_center - (edge_center + edge_normal)).length > \
(face_center - (edge_center - edge_normal)).length:
# make normal face the correct way
edge_normal.negate()
edge_normal.normalize()
# add virtual edge normal as entry for both vertices it connects
for vertex in edgekey(edge):
vertex_normals[vertex].append(edge_normal)
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"""
calculation based on connection with other loop (vertex focused method)
- used for vertices that aren't connected to any valid faces
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plane_normal = edge_vector x connection_vector
vertex_normal = plane_normal x edge_vector
"""
vertices = [
vertex for vertex, normal in vertex_normals.items() if not normal
]
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if vertices:
# edge vectors connected to vertices
edge_vectors = dict([[vertex, []] for vertex in vertices])
for edge in edges:
for v in edgekey(edge):
if v in edge_vectors:
edge_vector = bm.verts[edgekey(edge)[0]].co - \
bm.verts[edgekey(edge)[1]].co
if edge_vector.length < 1e-4:
# zero-length edge, vertices at same location
continue
edge_vectors[v].append(edge_vector)
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# connection vectors between vertices of both loops
connection_vectors = dict([[vertex, []] for vertex in vertices])
connections = dict([[vertex, []] for vertex in vertices])
for v1, v2 in lines:
if v1 in connection_vectors or v2 in connection_vectors:
new_vector = bm.verts[v1].co - bm.verts[v2].co
if new_vector.length < 1e-4:
# zero-length connection vector,
# vertices in different loops at same location
continue
if v1 in connection_vectors:
connection_vectors[v1].append(new_vector)
connections[v1].append(v2)
if v2 in connection_vectors:
connection_vectors[v2].append(new_vector)
connections[v2].append(v1)
connection_vectors = average_vector_dictionary(connection_vectors)
connection_vectors = dict(
[[vertex, vector[0]] if vector else
[vertex, []] for vertex, vector in connection_vectors.items()]
)
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for vertex, values in edge_vectors.items():
# vertex normal doesn't matter, just assign a random vector to it
if not connection_vectors[vertex]:
vertex_normals[vertex] = [mathutils.Vector((1, 0, 0))]
continue
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# calculate to what location the vertex is connected,
# used to determine what way to flip the normal
connected_center = mathutils.Vector()
for v in connections[vertex]:
connected_center += bm.verts[v].co
if len(connections[vertex]) > 1:
connected_center /= len(connections[vertex])
if len(connections[vertex]) == 0:
# shouldn't be possible, but better safe than sorry
vertex_normals[vertex] = [mathutils.Vector((1, 0, 0))]
continue
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# can't do proper calculations, because of zero-length vector
if not values:
if (connected_center - (bm.verts[vertex].co +
connection_vectors[vertex])).length < (connected_center -
(bm.verts[vertex].co - connection_vectors[vertex])).length:
connection_vectors[vertex].negate()
vertex_normals[vertex] = [connection_vectors[vertex].normalized()]
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# calculate vertex normals using edge-vectors,
# connection-vectors and the derived plane normal
for edge_vector in values:
plane_normal = edge_vector.cross(connection_vectors[vertex])
vertex_normal = edge_vector.cross(plane_normal)
vertex_normal.length = 0.1
if (connected_center - (bm.verts[vertex].co +
vertex_normal)).length < (connected_center -
(bm.verts[vertex].co - vertex_normal)).length:
# make normal face the correct way
vertex_normal.negate()
vertex_normal.normalize()
vertex_normals[vertex].append(vertex_normal)
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# average virtual vertex normals, based on all edges it's connected to
vertex_normals = average_vector_dictionary(vertex_normals)
vertex_normals = dict([[vertex, vector[0]] for vertex, vector in vertex_normals.items()])
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return(vertex_normals)
# add vertices to mesh
def bridge_create_vertices(bm, vertices):
for i in range(len(vertices)):
bm.verts.new(vertices[i])
# add faces to mesh
def bridge_create_faces(object, bm, faces, twist):
# have the normal point the correct way
if twist < 0:
[face.reverse() for face in faces]
faces = [face[2:] + face[:2] if face[0] == face[1] else face for face in faces]
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# eekadoodle prevention
for i in range(len(faces)):
if not faces[i][-1]:
if faces[i][0] == faces[i][-1]:
faces[i] = [faces[i][1], faces[i][2], faces[i][3], faces[i][1]]
else:
faces[i] = [faces[i][-1]] + faces[i][:-1]
# result of converting from pre-bmesh period
if faces[i][-1] == faces[i][-2]:
faces[i] = faces[i][:-1]
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for i in range(len(faces)):
Vladimir Spivak(cwolf3d)
committed
try:
new_faces.append(bm.faces.new([bm.verts[v] for v in faces[i]]))
except:
# face already exists
pass
bm.normal_update()
object.data.update(calc_edges=True) # calc_edges prevents memory-corruption
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.faces.ensure_lookup_table()
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# calculate input loops
def bridge_get_input(bm):
# create list of internal edges, which should be skipped
eks_of_selected_faces = [
item for sublist in [face_edgekeys(face) for
face in bm.faces if face.select and not face.hide] for item in sublist
]
edge_count = {}
for ek in eks_of_selected_faces:
if ek in edge_count:
edge_count[ek] += 1
else:
edge_count[ek] = 1
internal_edges = [ek for ek in edge_count if edge_count[ek] > 1]
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# sort correct edges into loops
selected_edges = [
edgekey(edge) for edge in bm.edges if edge.select and
not edge.hide and edgekey(edge) not in internal_edges
]
loops = get_connected_selections(selected_edges)
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return(loops)
# return values needed by the bridge operator
def bridge_initialise(bm, interpolation):
if interpolation == 'cubic':
# dict with edge-key as key and list of connected valid faces as value
face_blacklist = [
face.index for face in bm.faces if face.select or
face.hide
]
edge_faces = dict(
[[edgekey(edge), []] for edge in bm.edges if not edge.hide]
)
for face in bm.faces:
if face.index in face_blacklist:
continue
for key in face_edgekeys(face):
edge_faces[key].append(face)
# dictionary with the edge-key as key and edge as value
edgekey_to_edge = dict(
[[edgekey(edge), edge] for edge in bm.edges if edge.select and not edge.hide]
)
else:
edge_faces = False
edgekey_to_edge = False
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# selected faces input
old_selected_faces = [
face.index for face in bm.faces if face.select and not face.hide
]
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# find out if faces created by bridging should be smoothed
smooth = False
if bm.faces:
if sum([face.smooth for face in bm.faces]) / len(bm.faces) >= 0.5:
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return(edge_faces, edgekey_to_edge, old_selected_faces, smooth)
# return a string with the input method
def bridge_input_method(loft, loft_loop):
method = ""
if loft:
if loft_loop:
method = "Loft loop"
else:
method = "Loft no-loop"
else:
method = "Bridge"
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return(method)
# match up loops in pairs, used for multi-input bridging
def bridge_match_loops(bm, loops):
# calculate average loop normals and centers
normals = []
centers = []
for vertices, circular in loops:
normal = mathutils.Vector()
center = mathutils.Vector()
for vertex in vertices:
normal += bm.verts[vertex].normal
center += bm.verts[vertex].co
normals.append(normal / len(vertices) / 10)
centers.append(center / len(vertices))
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# possible matches if loop normals are faced towards the center
# of the other loop
matches = dict([[i, []] for i in range(len(loops))])
matches_amount = 0
for i in range(len(loops) + 1):
for j in range(i + 1, len(loops)):
if (centers[i] - centers[j]).length > \
(centers[i] - (centers[j] + normals[j])).length and \
(centers[j] - centers[i]).length > \
(centers[j] - (centers[i] + normals[i])).length:
matches_amount += 1
matches[i].append([(centers[i] - centers[j]).length, i, j])
matches[j].append([(centers[i] - centers[j]).length, j, i])
# if no loops face each other, just make matches between all the loops
if matches_amount == 0:
for i in range(len(loops) + 1):
for j in range(i + 1, len(loops)):
matches[i].append([(centers[i] - centers[j]).length, i, j])
matches[j].append([(centers[i] - centers[j]).length, j, i])
for key, value in matches.items():
value.sort()
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# matches based on distance between centers and number of vertices in loops
new_order = []
for loop_index in range(len(loops)):
if loop_index in new_order:
continue
loop_matches = matches[loop_index]
if not loop_matches:
continue
shortest_distance = loop_matches[0][0]
shortest_distance *= 1.1
loop_matches = [
[abs(len(loops[loop_index][0]) -
len(loops[loop[2]][0])), loop[0], loop[1], loop[2]] for loop in
loop_matches if loop[0] < shortest_distance
]
loop_matches.sort()
for match in loop_matches:
if match[3] not in new_order:
new_order += [loop_index, match[3]]
break
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# reorder loops based on matches
if len(new_order) >= 2:
loops = [loops[i] for i in new_order]
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return(loops)
# remove old_selected_faces
def bridge_remove_internal_faces(bm, old_selected_faces):
# collect bmesh faces and internal bmesh edges
remove_faces = [bm.faces[face] for face in old_selected_faces]
edges = collections.Counter(
[edge.index for face in remove_faces for edge in face.edges]
)
remove_edges = [bm.edges[edge] for edge in edges if edges[edge] > 1]
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# remove internal faces and edges
for face in remove_faces:
bm.faces.remove(face)
for edge in remove_edges:
bm.edges.remove(edge)
bm.faces.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.verts.ensure_lookup_table()
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# update list of internal faces that are flagged for removal
def bridge_save_unused_faces(bm, old_selected_faces, loops):
# key: vertex index, value: lists of selected faces using it
vertex_to_face = dict([[i, []] for i in range(len(bm.verts))])
[[vertex_to_face[vertex.index].append(face) for vertex in
bm.faces[face].verts] for face in old_selected_faces]
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# group selected faces that are connected
groups = []
grouped_faces = []
for face in old_selected_faces:
if face in grouped_faces:
continue
grouped_faces.append(face)
group = [face]
new_faces = [face]
while new_faces:
grow_face = new_faces[0]
for vertex in bm.faces[grow_face].verts:
vertex_face_group = [
face for face in vertex_to_face[vertex.index] if
face not in grouped_faces
]
new_faces += vertex_face_group
grouped_faces += vertex_face_group
group += vertex_face_group
new_faces.pop(0)
groups.append(group)
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# key: vertex index, value: True/False (is it in a loop that is used)
used_vertices = dict([[i, 0] for i in range(len(bm.verts))])
for loop in loops:
for vertex in loop[0]:
used_vertices[vertex] = True
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# check if group is bridged, if not remove faces from internal faces list
for group in groups:
used = False
for face in group:
if used:
break
for vertex in bm.faces[face].verts:
if used_vertices[vertex.index]:
used = True
break
if not used:
for face in group:
old_selected_faces.remove(face)
# add the newly created faces to the selection
def bridge_select_new_faces(new_faces, smooth):
for face in new_faces:
face.select_set(True)
face.smooth = smooth
# sort loops, so they are connected in the correct order when lofting
def bridge_sort_loops(bm, loops, loft_loop):
# simplify loops to single points, and prepare for pathfinding
x, y, z = [
[sum([bm.verts[i].co[j] for i in loop[0]]) /
len(loop[0]) for loop in loops] for j in range(3)
]
nodes = [mathutils.Vector((x[i], y[i], z[i])) for i in range(len(loops))]
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active_node = 0
open = [i for i in range(1, len(loops))]
# connect node to path, that is shortest to active_node
while len(open) > 0:
distances = [(nodes[active_node] - nodes[i]).length for i in open]
active_node = open[distances.index(min(distances))]
open.remove(active_node)
path.append([active_node, min(distances)])
# check if we didn't start in the middle of the path
for i in range(2, len(path)):
if (nodes[path[i][0]] - nodes[0]).length < path[i][1]:
temp = path[:i]
path.reverse()
path = path[:-i] + temp
break
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# reorder loops
loops = [loops[i[0]] for i in path]
# if requested, duplicate first loop at last position, so loft can loop
if loft_loop:
loops = loops + [loops[0]]
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return(loops)
# remapping old indices to new position in list
def bridge_update_old_selection(bm, old_selected_faces):
"""
old_indices = old_selected_faces[:]
old_selected_faces = []
for i, face in enumerate(bm.faces):
if face.index in old_indices:
old_selected_faces.append(i)
"""
old_selected_faces = [
i for i, face in enumerate(bm.faces) if face.index in old_selected_faces
]
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return(old_selected_faces)
# ########################################
# ##### Circle functions #################
# ########################################
# convert 3d coordinates to 2d coordinates on plane
def circle_3d_to_2d(bm_mod, loop, com, normal):
# project vertices onto the plane
verts = [bm_mod.verts[v] for v in loop[0]]
verts_projected = [[v.co - (v.co - com).dot(normal) * normal, v.index]
for v in verts]
# calculate two vectors (p and q) along the plane
m = mathutils.Vector((normal[0] + 1.0, normal[1], normal[2]))
p = m - (m.dot(normal) * normal)
m = mathutils.Vector((normal[0], normal[1] + 1.0, normal[2]))
p = m - (m.dot(normal) * normal)
q = p.cross(normal)
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# change to 2d coordinates using perpendicular projection
locs_2d = []
for loc, vert in verts_projected:
vloc = loc - com
x = p.dot(vloc) / p.dot(p)
y = q.dot(vloc) / q.dot(q)
locs_2d.append([x, y, vert])
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return(locs_2d, p, q)
# calculate a best-fit circle to the 2d locations on the plane
def circle_calculate_best_fit(locs_2d):
# initial guess
x0 = 0.0
y0 = 0.0
r = 1.0
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# calculate center and radius (non-linear least squares solution)
for iter in range(500):
jmat = []
k = []
for v in locs_2d:
d = (v[0] ** 2 - 2.0 * x0 * v[0] + v[1] ** 2 - 2.0 * y0 * v[1] + x0 ** 2 + y0 ** 2) ** 0.5
jmat.append([(x0 - v[0]) / d, (y0 - v[1]) / d, -1.0])
k.append(-(((v[0] - x0) ** 2 + (v[1] - y0) ** 2) ** 0.5 - r))
jmat2 = mathutils.Matrix(((0.0, 0.0, 0.0),
(0.0, 0.0, 0.0),
(0.0, 0.0, 0.0),
))
k2 = mathutils.Vector((0.0, 0.0, 0.0))
for i in range(len(jmat)):
k2 += mathutils.Vector(jmat[i]) * k[i]
jmat2[0][0] += jmat[i][0] ** 2
jmat2[1][0] += jmat[i][0] * jmat[i][1]
jmat2[2][0] += jmat[i][0] * jmat[i][2]
jmat2[1][1] += jmat[i][1] ** 2
jmat2[2][1] += jmat[i][1] * jmat[i][2]
jmat2[2][2] += jmat[i][2] ** 2
jmat2[0][1] = jmat2[1][0]
jmat2[0][2] = jmat2[2][0]
jmat2[1][2] = jmat2[2][1]
try:
jmat2.invert()
except:
pass
x0 += dx0
y0 += dy0
r += dr
# stop iterating if we're close enough to optimal solution
if abs(dx0) < 1e-6 and abs(dy0) < 1e-6 and abs(dr) < 1e-6:
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# return center of circle and radius
return(x0, y0, r)
# calculate circle so no vertices have to be moved away from the center
def circle_calculate_min_fit(locs_2d):
# center of circle
x0 = (min([i[0] for i in locs_2d]) + max([i[0] for i in locs_2d])) / 2.0
y0 = (min([i[1] for i in locs_2d]) + max([i[1] for i in locs_2d])) / 2.0
center = mathutils.Vector([x0, y0])
# radius of circle
r = min([(mathutils.Vector([i[0], i[1]]) - center).length for i in locs_2d])
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# return center of circle and radius
return(x0, y0, r)
# calculate the new locations of the vertices that need to be moved
def circle_calculate_verts(flatten, bm_mod, locs_2d, com, p, q, normal):
# changing 2d coordinates back to 3d coordinates
locs_3d = []
for loc in locs_2d:
locs_3d.append([loc[2], loc[0] * p + loc[1] * q + com])
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else: # project the locations on the existing mesh
vert_edges = dict_vert_edges(bm_mod)
vert_faces = dict_vert_faces(bm_mod)
faces = [f for f in bm_mod.faces if not f.hide]
rays = [normal, -normal]
new_locs = []
for loc in locs_3d:
projection = False
if bm_mod.verts[loc[0]].co == loc[1]: # vertex hasn't moved
projection = loc[1]
else:
dif = normal.angle(loc[1] - bm_mod.verts[loc[0]].co)
if -1e-6 < dif < 1e-6 or math.pi - 1e-6 < dif < math.pi + 1e-6:
# original location is already along projection normal
projection = bm_mod.verts[loc[0]].co
else:
# quick search through adjacent faces
for face in vert_faces[loc[0]]:
verts = [v.co for v in bm_mod.faces[face].verts]
v1, v2, v3 = verts
v4 = False
v1, v2, v3, v4 = verts[:4]
for ray in rays:
intersect = mathutils.geometry.\
intersect_ray_tri(v1, v2, v3, ray, loc[1])
if intersect:
projection = intersect
break
elif v4:
intersect = mathutils.geometry.\
intersect_ray_tri(v1, v3, v4, ray, loc[1])
if intersect:
projection = intersect
break
if projection:
break
if not projection:
# check if projection is on adjacent edges
for edgekey in vert_edges[loc[0]]:
line1 = bm_mod.verts[edgekey[0]].co
line2 = bm_mod.verts[edgekey[1]].co
intersect, dist = mathutils.geometry.intersect_point_line(
loc[1], line1, line2
)
if 1e-6 < dist < 1 - 1e-6:
projection = intersect
break
if not projection:
# full search through the entire mesh
hits = []
for face in faces:
verts = [v.co for v in face.verts]
v1, v2, v3 = verts
v4 = False
v1, v2, v3, v4 = verts[:4]
for ray in rays:
intersect = mathutils.geometry.intersect_ray_tri(
v1, v2, v3, ray, loc[1]
)
if intersect:
hits.append([(loc[1] - intersect).length,
intersect])
break
elif v4:
intersect = mathutils.geometry.intersect_ray_tri(
v1, v3, v4, ray, loc[1]
)
if intersect:
hits.append([(loc[1] - intersect).length,
intersect])
break
if len(hits) >= 1:
# if more than 1 hit with mesh, closest hit is new loc
hits.sort()
projection = hits[0][1]
if not projection:
# nothing to project on, remain at flat location
projection = loc[1]
new_locs.append([loc[0], projection])
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# return new positions of projected circle
return(new_locs)
# check loops and only return valid ones
def circle_check_loops(single_loops, loops, mapping, bm_mod):
valid_single_loops = {}
valid_loops = []
for i, [loop, circular] in enumerate(loops):
# loop needs to have at least 3 vertices
if len(loop) < 3:
continue
# loop needs at least 1 vertex in the original, non-mirrored mesh
if mapping:
all_virtual = True
for vert in loop:
if mapping[vert] > -1:
all_virtual = False
break
if all_virtual:
continue
# loop has to be non-collinear
collinear = True
loc0 = mathutils.Vector(bm_mod.verts[loop[0]].co[:])
loc1 = mathutils.Vector(bm_mod.verts[loop[1]].co[:])
for v in loop[2:]:
locn = mathutils.Vector(bm_mod.verts[v].co[:])
if loc0 == loc1 or loc1 == locn:
loc0 = loc1
loc1 = locn
continue
d1 = loc1 - loc0
d2 = locn - loc1
if -1e-6 < d1.angle(d2, 0) < 1e-6:
loc0 = loc1
loc1 = locn
continue
collinear = False
break
if collinear: