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  •                                 prev_vert_indices[seg - 1]])
    
                                v1 = prev_vert_indices[seg - 1]
    
                                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]])
    
                    prev_verts = next_verts[:]
                    prev_vert_indices = next_vert_indices[:]
                    next_verts = []
                    next_vert_indices = []
    
        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
    
        # 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
    
        # 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))
    
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                vec2 = (mat @ vec) / (mat @ vec).length
    
                while vec != vec2 and iter < itermax:
                    iter += 1
    
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                    vec2 = mat @ vec
    
                    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()
    
        # 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)
    
        # 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
    
            # match start vertex of loop1 with loop2
            target_vector = bm.verts[loop2[0]].co - center2
    
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            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]]
    
        # 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]
    
        # 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()
    
            lines.append([loop1[0], loop2[0]])
            for i in range(1, len(loop1)):
                lines.append([loop1[i], loop2[i]])
    
        # 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
    
            # manual override
            if twist:
                if abs(twist) < len(loop1):
    
                    loop1 = loop1[twist:] + loop1[:twist]
    
            if reverse:
                loop1.reverse()
    
            # 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
    
                    to_last, to_first = [
    
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                        (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
    
            # 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]])
    
            # shortest edge algorithm
    
            else:  # mode == 'shortest'
    
                lines.append([loop1[0], loop2[0]])
                prev_vert2 = 0
    
                for i in range(len(loop1) - 1):
    
                    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)]
    
                        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
    
        # final face for circular loops
        if loop1_circular and loop2_circular:
            lines.append([loop1[0], loop2[0]])
    
        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
    
        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]
            ]
    
        # 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)
    
        segments = max(1, round(average_bridge_length / average_edge_length))
    
        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
    
        # 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
    
        # 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]:
    
            if loops[j][1]:  # circular
    
                edges.append(edgekey_to_edge[tuple(sorted([loops[j][0][0],
                    loops[j][0][-1]]))])
    
        """
        calculation based on face topology (assign edge-normals to vertices)
    
        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]])
    
            faces = edge_faces[edgekey(edge)]  # valid faces connected to edge
    
            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
    
                # 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
    
                # 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)
    
    
        """
        calculation based on connection with other loop (vertex focused method)
    
        - used for vertices that aren't connected to any valid faces
    
        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
            ]
    
        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)
    
            # 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()]
                )
    
            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
    
    
                # 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
    
                # 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()]
    
                # 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)
    
        # 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()])
    
        return(vertex_normals)
    
    
    # add vertices to mesh
    def bridge_create_vertices(bm, vertices):
        for i in range(len(vertices)):
            bm.verts.new(vertices[i])
    
        bm.verts.ensure_lookup_table()
    
    
    
    # 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]
    
        # 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]
    
        for i in range(len(faces)):
    
            try:
                new_faces.append(bm.faces.new([bm.verts[v] for v in faces[i]]))
            except:
                # face already exists
                pass
    
        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()
    
    
    # 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]
    
        # 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)
    
        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
    
        # selected faces input
    
        old_selected_faces = [
            face.index for face in bm.faces if face.select and not face.hide
            ]
    
        # 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:
    
        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"
    
        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))
    
        # 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()
    
        # 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
    
        # reorder loops based on matches
        if len(new_order) >= 2:
            loops = [loops[i] for i in new_order]
    
        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]
    
        # 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()
    
    
    # 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]
    
        # 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)
    
        # 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
    
        # 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))]
    
        active_node = 0
        open = [i for i in range(1, len(loops))]
    
        path = [[0, 0]]
    
        # 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
    
        # 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]]
    
    # 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
            ]
    
    # ########################################
    # ##### 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)
    
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        if p.dot(p) < 1e-6:
    
            m = mathutils.Vector((normal[0], normal[1] + 1.0, normal[2]))
            p = m - (m.dot(normal) * normal)
        q = p.cross(normal)
    
        # 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])
    
        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
    
        # 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
    
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            dx0, dy0, dr = jmat2 @ k2
    
            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:
    
        # 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])
    
        # 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])
    
        if flatten:  # flat circle
    
        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
    
                    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]
    
                            if len(verts) == 3:  # triangle
    
                                v1, v2, v3 = verts
                                v4 = False
    
                            else:  # assume quad
    
                                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]
    
                        if len(verts) == 3:  # triangle
    
                            v1, v2, v3 = verts
                            v4 = False
    
                        else:  # assume quad
    
                            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])
    
            # 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: