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tessellate_numpy.py 52.8 KiB
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    # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    # ---------------------------- ADAPTIVE DUPLIFACES ----------------------------#
    #-------------------------------- version 0.83 --------------------------------#
    #                                                                              #
    # Creates duplicates of selected mesh to active morphing the shape according   #
    # to target faces.                                                             #
    #                                                                              #
    #                    (c)  Alessandro Zomparelli                                   #
    #                             (2017)                                           #
    #                                                                              #
    # http://www.co-de-it.com/                                                     #
    #                                                                              #
    ################################################################################
    
    
    import bpy
    from mathutils import Vector
    import numpy as np
    from math import sqrt
    import random
    
    
    def lerp(a,b,t):
        return a + (b-a)*t
    
    
    def lerp2(v1, v2, v3, v4, v):
        v12 = v1 + (v2-v1)*v.x
        v43 = v4 + (v3-v4)*v.x
        return v12 + (v43-v12)*v.y
    
    
    def lerp3(v1, v2, v3, v4, v):
        loc = lerp2(v1.co, v2.co, v3.co, v4.co, v)
        nor = lerp2(v1.normal, v2.normal, v3.normal, v4.normal, v)
        nor.normalize()
        return loc + nor*v.z
    
    
    def tassellate(ob0, ob1, offset, zscale, gen_modifiers, com_modifiers, mode,
                   scale_mode, rotation_mode, rand_seed, fill_mode,
                   bool_vertex_group, bool_selection, bool_shapekeys):
        random.seed(rand_seed)
        old_me0 = ob0.data      # Store generator mesh
        if gen_modifiers:       # Apply generator modifiers
            me0 = ob0.to_mesh(bpy.context.scene, apply_modifiers=True,
                              settings = 'PREVIEW')
        else: me0 = ob0.data
        ob0.data = me0
        base_polygons = []
    
        # Check if zero faces are selected
        if bool_selection:
            for p in ob0.data.polygons:
                if p.select: base_polygons.append(p)
        else:
            base_polygons = ob0.data.polygons
        if len(base_polygons) == 0: return 0
    
        # Apply component modifiers
        if com_modifiers:
            me1 = ob1.to_mesh(bpy.context.scene, apply_modifiers=True,
                              settings = 'PREVIEW')
        else: me1 = ob1.data
    
        verts0 = me0.vertices   # Collect generator vertices
    
        # Component statistics
        n_verts = len(me1.vertices)
        n_edges = len(me1.edges)
        n_faces = len(me1.polygons)
    
        # Component transformations
        loc = ob1.location
        dim = ob1.dimensions
        scale = ob1.scale
    
        # Create empty lists
        new_verts = []
        new_edges = []
        new_faces = []
        new_verts_np = np.array(())
    
        # Component bounding box
        min = Vector((0,0,0))
        max = Vector((0,0,0))
        first = True
        for v in me1.vertices:
            vert = v.co
            if vert[0] < min[0] or first:
                min[0] = vert[0]
            if vert[1] < min[1] or first:
                min[1] = vert[1]
            if vert[2] < min[2] or first:
                min[2] = vert[2]
            if vert[0] > max[0] or first:
                max[0] = vert[0]
            if vert[1] > max[1] or first:
                max[1] = vert[1]
            if vert[2] > max[2] or first:
                max[2] = vert[2]
            first = False
        bb = max-min
    
        # adaptive XY
        verts1 = []
        for v in me1.vertices:
            if mode=="ADAPTIVE":
                vert = v.co - min#( ob1.matrix_world * v.co ) - min
                vert[0] = (vert[0] / bb[0] if bb[0] != 0 else 0.5)
                vert[1] = (vert[1] / bb[1] if bb[1] != 0 else 0.5)
                vert[2] = (vert[2] + (-0.5 + offset*0.5)*bb[2])*zscale
            else:
                vert = v.co.xyz
                vert[2] = (vert[2] - min[2] + (-0.5 + offset*0.5)*bb[2])*zscale
            verts1.append(vert)
    
        # component vertices
        vs1 = np.array([v for v in verts1]).reshape(len(verts1),3,1)
        vx = vs1[:,0]
        vy = vs1[:,1]
        vz = vs1[:,2]
    
        # Component polygons
        fs1 = [[i for i in p.vertices] for p in me1.polygons]
        new_faces = fs1[:]
    
        # Component edges
        es1 = [[i for i in e.vertices] for e in me1.edges if e.is_loose]
        new_edges = es1[:]
    
        # SHAPE KEYS
        shapekeys = []
        do_shapekeys = False
        if me1.shape_keys is not None and bool_shapekeys:
            if len(me1.shape_keys.key_blocks) > 1:
                do_shapekeys = True
    
                # Read active key
                active_key = ob1.active_shape_key_index
                if active_key == 0: active_key = 1
    
                for v in me1.shape_keys.key_blocks[active_key].data:
                    if mode=="ADAPTIVE":
                        vert = v.co - min
                        #vert = ( ob1.matrix_world * v.co ) - min
                        vert[0] = vert[0] / bb[0]
                        vert[1] = vert[1] / bb[1]
                        vert[2] = (vert[2] + (-0.5 + offset*0.5)*bb[2]) * zscale
                    else:
                        vert = v.co.xyz
                        vert[2] = (vert[2] - min[2] + (-0.5 + offset*0.5)*bb[2]) * \
                                  zscale
                    shapekeys.append(vert)
    
                # Component vertices
                key1 = np.array([v for v in shapekeys]).reshape(len(shapekeys),3,1)
                vx_key = key1[:,0]
                vy_key = key1[:,1]
                vz_key = key1[:,2]
    
        # Active vertex group
        if bool_vertex_group:
            try:
                weight = []
                group_index = ob0.vertex_groups.active_index
                active_vertex_group = ob0.vertex_groups[group_index]
                for v in me0.vertices:
                    try:
                        weight.append(active_vertex_group.weight(v.index))
                    except:
                        weight.append(0)
            except:
                bool_vertex_group = False
    
        # FAN tessellation mode
        if fill_mode == 'FAN':
            fan_verts = [v.co.to_tuple() for v in me0.vertices]
            fan_polygons = []
            selected_faces = []
            for p in base_polygons:
                #if bool_selection and not p.select: continue
                fan_center = Vector((0,0,0))
                for v in p.vertices:
                    fan_center += me0.vertices[v].co
                fan_center /= len(p.vertices)
                last_vert = len(fan_verts)
                fan_verts.append(fan_center.to_tuple())
    
                # Vertex Group
                if bool_vertex_group:
                    center_weight = sum([weight[i] for i in p.vertices])/ \
                                    len(p.vertices)
                    weight.append(center_weight)
    
                for i in range(len(p.vertices)):
                    fan_polygons.append((p.vertices[i],
                                         p.vertices[(i+1)%len(p.vertices)],
                                         last_vert, last_vert))
                    #if bool_selection: selected_faces.append(p.select)
            fan_me = bpy.data.meshes.new('Fan.Mesh')
            fan_me.from_pydata(tuple(fan_verts), [], tuple(fan_polygons))
            me0 = fan_me
            verts0 = me0.vertices
            base_polygons = me0.polygons
            #for i in range(len(selected_faces)):
            #    fan_me.polygons[i].select = selected_faces[i]
        count = 0   # necessary for UV calculation
    
        # TESSELLATION
        j = 0
        for p in base_polygons:
            # Random rotation
            if rotation_mode == 'RANDOM':
                shifted_vertices = []
                n_poly_verts = len(p.vertices)
                rand = random.randint(0,n_poly_verts)
                for i in range(n_poly_verts):
                    shifted_vertices.append(p.vertices[(i+rand)%n_poly_verts])
                vs0 = np.array([verts0[i].co for i in shifted_vertices])
                nvs0 = np.array([verts0[i].normal for i in shifted_vertices])
                # vertex weight
                if bool_vertex_group:
                    ws0 = []
                    for i in shifted_vertices:
                        try: ws0.append(weight[i])
                        except: ws0.append(0)
                    ws0 = np.array(ws0)
    
            # UV rotation
            elif rotation_mode == 'UV' and len(ob0.data.uv_layers) > 0 \
                    and fill_mode != 'FAN':
                i = p.index
                v01 = (me0.uv_layers.active.data[count].uv + \
                       me0.uv_layers.active.data[count+1].uv)
                if len(p.vertices) > 3:
                    v32 = (me0.uv_layers.active.data[count+3].uv + \
                           me0.uv_layers.active.data[count+2].uv)
                else:
                    v32 = (me0.uv_layers.active.data[count].uv + \
                           me0.uv_layers.active.data[count+2].uv)
                v0132 = v32-v01
                v0132.normalize()
    
                v12 = (me0.uv_layers.active.data[count+1].uv + \
                       me0.uv_layers.active.data[count+2].uv)
                if len(p.vertices) > 3:
                    v03 = (me0.uv_layers.active.data[count].uv + \
                           me0.uv_layers.active.data[count+3].uv)
                else:
                    v03 = (me0.uv_layers.active.data[count].uv + \
                           me0.uv_layers.active.data[count].uv)
                v1203 = v03 - v12
                v1203.normalize()
    
                vertUV = []
                dot1203 = v1203.x
                dot0132 = v0132.x
                if(abs(dot1203) < abs(dot0132)):
                    if(dot0132 > 0): vertUV = p.vertices[1:] + p.vertices[:1]
                    else: vertUV = p.vertices[3:] + p.vertices[:3]
                else:
                    if(dot1203 < 0): vertUV = p.vertices[:]
                    else: vertUV = p.vertices[2:] + p.vertices[:2]
                vs0 = np.array([verts0[i].co for i in vertUV])
                nvs0 = np.array([verts0[i].normal for i in vertUV])
    
                # Vertex weight
                if bool_vertex_group:
                    ws0 = []
                    for i in vertUV:
                        try: ws0.append(weight[i])
                        except: ws0.append(0)
                    ws0 = np.array(ws0)
    
                count += len(p.vertices)
    
            # Default rotation
            else:
                vs0 = np.array([verts0[i].co for i in p.vertices])
                nvs0 = np.array([verts0[i].normal for i in p.vertices])
                # Vertex weight
                if bool_vertex_group:
                    ws0 = []
                    for i in p.vertices:
                        try: ws0.append(weight[i])
                        except: ws0.append(0)
                    ws0 = np.array(ws0)
    
            # considering only 4 vertices
            vs0 = np.array((vs0[0], vs0[1], vs0[2], vs0[-1]))
            nvs0 = np.array((nvs0[0], nvs0[1], nvs0[2], nvs0[-1]))
    
            # remapped vertex coordinates
            v0 = vs0[0] + (vs0[1] -vs0[0])*vx
            v1 = vs0[3] + (vs0[2] -vs0[3])*vx
            v2 = v0 + (v1 - v0)*vy
    
            # remapped vertex normal
            nv0 = nvs0[0] + (nvs0[1] -nvs0[0])*vx
            nv1 = nvs0[3] + (nvs0[2] -nvs0[3])*vx
            nv2 = nv0 + (nv1 - nv0)*vy
    
            # vertex z to normal
            v3 = v2 + nv2*vz*(sqrt(p.area) if scale_mode == "ADAPTIVE" else 1)
    
            if bool_vertex_group:
                ws0 = np.array((ws0[0], ws0[1], ws0[2], ws0[-1]))
                # Interpolate vertex weight
                w0 = ws0[0] + (ws0[1] -ws0[0])*vx
                w1 = ws0[3] + (ws0[2] -ws0[3])*vx
                w2 = w0 + (w1 - w0)*vy
    
                # Shapekeys
                if do_shapekeys:
                    # remapped vertex coordinates
                    v0 = vs0[0] + (vs0[1] -vs0[0])*vx_key
                    v1 = vs0[3] + (vs0[2] -vs0[3])*vx_key
                    v2 = v0 + (v1 - v0)*vy_key
                    # remapped vertex normal
                    nv0 = nvs0[0] + (nvs0[1] -nvs0[0])*vx_key
                    nv1 = nvs0[3] + (nvs0[2] -nvs0[3])*vx_key
                    nv2 = nv0 + (nv1 - nv0)*vy_key
                    # vertex z to normal
                    v3_key = v2 + nv2*vz_key*(sqrt(p.area) \
                             if scale_mode == "ADAPTIVE" else 1)
                    v3 = v3 + (v3_key - v3) * w2
    
            if j == 0:
                new_verts_np = v3
                if bool_vertex_group: new_vertex_group_np = w2
            else:
                # Appending vertices
                new_verts_np = np.concatenate((new_verts_np, v3), axis=0)
                # Appending vertex group
                if bool_vertex_group:
                    new_vertex_group_np = np.concatenate((new_vertex_group_np, w2),
                                                         axis=0)
                # Appending faces
                for p in fs1: new_faces.append([i+n_verts*j for i in p])
                # Appending edges
                for e in es1: new_edges.append([i+n_verts*j for i in e])
    
            j += 1
    
        new_verts = new_verts_np.tolist()
        new_name = ob0.name + "_" + ob1.name
        new_me = bpy.data.meshes.new(new_name)
        new_me.from_pydata(new_verts, new_edges, new_faces)
        #new_me.from_pydata(new_verts, new_edges, [])
        new_me.update(calc_edges=True)
        new_ob = bpy.data.objects.new("tessellate_temp", new_me)
    
        # vertex group
        if bool_vertex_group:
            new_ob.vertex_groups.new("generator_group")
            for i in range(len(new_vertex_group_np)):
                new_ob.vertex_groups["generator_group"].add([i],
                                                            new_vertex_group_np[i],
                                                            "ADD")
        ob0.data = old_me0
        return new_ob
    
    
    def store_parameters(operator, ob):
        ob.tissue_tessellate.generator = operator.generator
        ob.tissue_tessellate.component = operator.component
        ob.tissue_tessellate.zscale = operator.zscale
        ob.tissue_tessellate.offset = operator.offset
        ob.tissue_tessellate.gen_modifiers = operator.gen_modifiers
        ob.tissue_tessellate.com_modifiers = operator.com_modifiers
        ob.tissue_tessellate.mode = operator.mode
        ob.tissue_tessellate.rotation_mode = operator.rotation_mode
        ob.tissue_tessellate.merge = operator.merge
        ob.tissue_tessellate.merge_thres = operator.merge_thres
        ob.tissue_tessellate.scale_mode = operator.scale_mode
        ob.tissue_tessellate.bool_random = operator.bool_random
        ob.tissue_tessellate.random_seed = operator.random_seed
        ob.tissue_tessellate.fill_mode = operator.fill_mode
        ob.tissue_tessellate.bool_vertex_group = operator.bool_vertex_group
        ob.tissue_tessellate.bool_selection = operator.bool_selection
        ob.tissue_tessellate.bool_shapekeys = operator.bool_shapekeys
        return ob
    
    
    class tissue_tessellate_prop(bpy.types.PropertyGroup):
        generator = bpy.props.StringProperty()
        component = bpy.props.StringProperty()
        offset = bpy.props.FloatProperty()
        zscale = bpy.props.FloatProperty(default=1)
        merge = bpy.props.BoolProperty()
        merge_thres = bpy.props.FloatProperty()
        gen_modifiers = bpy.props.BoolProperty()
        com_modifiers = bpy.props.BoolProperty()
        mode = bpy.props.StringProperty()
        rotation_mode = bpy.props.StringProperty()
        scale_mode = bpy.props.StringProperty()
        fill_mode = bpy.props.StringProperty()
        bool_random = bpy.props.BoolProperty()
        random_seed = bpy.props.IntProperty()
        vertexgroup = bpy.props.StringProperty()
        bool_vertex_group = bpy.props.BoolProperty()
        bool_selection = bpy.props.BoolProperty()
        bool_shapekeys = bpy.props.BoolProperty()
    
    
    class tessellate(bpy.types.Operator):
        bl_idname = "object.tessellate"
        bl_label = "Tessellate"
        bl_description = ("Create a copy of selected object on the active object's "
                          "faces, adapting the shape to the different faces.")
        bl_options = {'REGISTER', 'UNDO'}
    
        object_name = bpy.props.StringProperty(
            name="", description="Name of the generated object")
        zscale = bpy.props.FloatProperty(
            name="Scale", default=1, soft_min=0, soft_max=10,
            description="Scale factor for the component thickness")
        scale_mode = bpy.props.EnumProperty(
            items=(('CONSTANT', "Constant", ""), ('ADAPTIVE', "Proportional", "")),
            default='CONSTANT', name="Z-Scale according to faces size")
        offset = bpy.props.FloatProperty(
            name="Surface Offset", default=0, min=-1, max=1,  soft_min=-1,
            soft_max=1, description="Surface offset")
        mode = bpy.props.EnumProperty(
            items=(('CONSTANT', "Constant", ""), ('ADAPTIVE', "Adaptive", "")),
            default='ADAPTIVE', name="Component Mode")
        rotation_mode = bpy.props.EnumProperty(
            items=(('RANDOM', "Random", ""), ('UV', "Active UV", ""),
            ('DEFAULT', "Default", "")), default='DEFAULT',
            name="Component Rotation")
        fill_mode = bpy.props.EnumProperty(
            items=(('QUAD', "Quad", ""), ('FAN', "Fan", "")), default='QUAD',
            name="Fill Mode")
        gen_modifiers = bpy.props.BoolProperty(
            name="Generator Modifiers", default=False,
            description="Apply modifiers to base object")
        com_modifiers = bpy.props.BoolProperty(
            name="Component Modifiers", default=False,
            description="Apply modifiers to component object")
        merge = bpy.props.BoolProperty(
            name="Merge", default=False,
            description="Merge vertices in adjacent duplicates")
        merge_thres = bpy.props.FloatProperty(
            name="Distance", default=0.001, soft_min=0, soft_max=10,
            description="Limit below which to merge vertices")
        generator = bpy.props.StringProperty(
            name="", description="Base object for the tessellation")
        component = bpy.props.StringProperty(
            name="", description="Component object for the tessellation")
        bool_random = bpy.props.BoolProperty(
            name="Randomize", default=False,
            description="Randomize component rotation")
        random_seed = bpy.props.IntProperty(
            name="Seed", default=0, soft_min=0, soft_max=10,
            description="Random seed")
        bool_vertex_group = bpy.props.BoolProperty(
            name="Map Vertex Group", default=False, description=("Map the active "
            "Vertex Group from the Base object to generated geometry"))
        bool_selection = bpy.props.BoolProperty(
            name="On selected Faces", default=False,
            description="Create Tessellation only on selected faces")
        bool_shapekeys = bpy.props.BoolProperty(
            name="Use Shape Keys", default=False, description=("Use component's "
            "active Shape Key according to active Vertex Group of the base object"))
        working_on = ""
    
        def draw(self, context):
            try:
                bool_working = self.working_on == self.object_name and \
                self.working_on != ""
            except:
                bool_working = False
    
            sel = bpy.context.selected_objects
    
            bool_meshes = False
            if len(sel) == 2:
                bool_meshes = True
                for o in sel:
                    if o.type != 'MESH': bool_meshes = False
    
            if len(sel) != 2 and not bool_working:
                layout = self.layout
                layout.label(icon='INFO')
                layout.label(text="Please, select two different objects")
                layout.label(text="Select first the Component object, then select")
                layout.label(text="the Base mesh.")
            elif not bool_meshes and not bool_working:
                layout = self.layout
                layout.label(icon='INFO')
                layout.label(text="Please, select two Mesh objects")
            else:
                try:
                    ob0 = bpy.data.Objects[self.generator]
                except:
                    ob0 = bpy.context.active_object
                    self.generator = ob0.name
    
                for o in sel:
                    if(o.name == ob0.name or o.type != 'MESH'): continue
                    else:
                        ob1 = o
                        self.component = o.name
                        no_component = False
                        break
    
                # Checks for Tool Shelf panel, it loose the original Selection
                if bpy.context.active_object.name == self.object_name:
                    ob1 = bpy.data.objects[
                        bpy.context.active_object.tissue_tessellate.component]
                    self.component = ob1.name
                    ob0 = bpy.data.objects[
                        bpy.context.active_object.tissue_tessellate.generator]
                    self.generator = ob0.name
                    no_component = False
    
                # new object name
                if self.object_name == "":
                    if self.generator == "": self.object_name = "Tessellation"
                    else: self.object_name = self.generator + "_Tessellation"
    
                layout = self.layout
                # Base and Component
                col = layout.column(align=True)
                row = col.row(align=True)
                row.label(text="BASE : " + self.generator)
                row.label(text="COMPONENT : " + self.component)
                row = col.row(align=True)
                col2 = row.column(align=True)
                col2.prop(self, "gen_modifiers", text="Use Modifiers")
                if len(bpy.data.objects[self.generator].modifiers) == 0:
                    col2.enabled = False
                    self.gen_modifiers = False
                col2 = row.column(align=True)
                col2.prop(self, "com_modifiers", text="Use Modifiers")
                if len(bpy.data.objects[self.component].modifiers) == 0:
                    col2.enabled = False
                    self.com_modifiers = False
    
                # On selected faces
                row = col.row(align=True)
                row.prop(self, "bool_selection", text="On selected Faces")
                col.separator()
    
                # General
                col = layout.column(align=True)
                col.label(text="New Object Name:")
                col.prop(self, "object_name")
    
                # Count number of faces
                try:
                    polygons = 0
                    if self.gen_modifiers: me_temp = ob0.to_mesh(bpy.context.scene,
                        apply_modifiers=True, settings = 'PREVIEW')
                    else: me_temp = ob0.data
                    for p in me_temp.polygons:
                        if not self.bool_selection or p.select:
                            if self.fill_mode == "FAN": polygons += len(p.vertices)
                            else: polygons += 1
    
                    if self.com_modifiers: me_temp = bpy.data.objects[
                        self.component].to_mesh(bpy.context.scene,
                        apply_modifiers=True, settings = 'PREVIEW')
                    else: me_temp = bpy.data.objects[self.component].data
                    polygons *= len(me_temp.polygons)
    
                    str_polygons = '{:0,.0f}'.format(polygons)
                    if polygons > 200000:
                        col.label(text=str_polygons + " polygons will be created!",
                                  icon='ERROR')
                    else:
                        col.label(text=str_polygons + " faces will be created!",
                                  icon='INFO')
                except:
                    pass
                col.separator()
    
                # Fill and Rotation
                row = col.row(align=True)
                row.label(text="Fill Mode:")
                row.separator()
                row.label(text="Rotation:")
                row = col.row(align=True)
    
                # Fill
                row.prop(
                    self, "fill_mode", text="", icon='NONE', expand=False,
                    slider=True, toggle=False, icon_only=False, event=False,
                    full_event=False, emboss=True, index=-1)
                row.separator()
    
                # Rotation
                row.prop(
                    self, "rotation_mode", text="", icon='NONE', expand=False,
                    slider=True, toggle=False, icon_only=False, event=False,
                    full_event=False, emboss=True, index=-1)
                if self.rotation_mode == 'RANDOM':
                    row = col.row(align=True)
                    row.prop(self, "random_seed")
                if self.rotation_mode == 'UV':
                    uv_error = False
                    if self.fill_mode == 'FAN':
                        row = col.row(align=True)
                        row.label(text="UV rotation doesn't work in FAN mode",
                                  icon='ERROR')
                        uv_error = True
                    if len(bpy.data.objects[self.generator].data.uv_layers) == 0:
                        row = col.row(align=True)
                        row.label(text="'" + bpy.data.objects[self.generator].name \
                            + "' doesn't have UV Maps", icon='ERROR')
                        uv_error = True
                    if uv_error:
                        row = col.row(align=True)
                        row.label(text="Default rotation will be used instead",
                                  icon='INFO')
    
                # Component XY
                row = col.row(align=True)
                row.label(text="Component XY:")
                row = col.row(align=True)
                row.prop(
                    self, "mode", text="Component XY", icon='NONE', expand=True,
                    slider=False, toggle=False, icon_only=False, event=False,
                    full_event=False, emboss=True, index=-1)
    
                # Component Z
                col.label(text="Component Z:")
                row = col.row(align=True)
                row.prop(
                    self, "scale_mode", text="Scale Mode", icon='NONE', expand=True,
                    slider=False, toggle=False, icon_only=False, event=False,
                    full_event=False, emboss=True, index=-1)
                col.prop(
                    self, "zscale", text="Scale", icon='NONE', expand=False,
                    slider=True, toggle=False, icon_only=False, event=False,
                    full_event=False, emboss=True, index=-1)
                col.prop(
                    self, "offset", text="Offset", icon='NONE', expand=False,
                    slider=True, toggle=False, icon_only=False, event=False,
                    full_event=False, emboss=True, index=-1)
    
                # Merge
                col = layout.column(align=True)
                row = col.row(align=True)
                row.prop(self, "merge")
                if self.merge: row.prop(self, "merge_thres")
                row = col.row(align=True)
    
                # ADVANCED
                col = layout.column(align=True)
                col.label(text="Advanced Settings:")
                # vertex group + shape keys
                row = col.row(align=True)
                col2 = row.column(align=True)
                col2.prop(self, "bool_vertex_group")
                if len(bpy.data.objects[self.generator].vertex_groups) == 0:
                    col2.enabled = False
                    bool_vertex_group = False
                col2 = row.column(align=True)
                col2.prop(self, "bool_shapekeys", text="Use Shape Keys")
                if len(bpy.data.objects[self.generator].vertex_groups) == 0 or \
                        bpy.data.objects[self.component].data.shape_keys == None:
                    col2.enabled = False
                    bool_shapekeys = False
                elif len(bpy.data.objects[self.generator].vertex_groups) == 0 or \
                        bpy.data.objects[self.component].data.shape_keys != None:
                    if len(bpy.data.objects[
                            self.component].data.shape_keys.key_blocks) < 2:
                        col2.enabled = False
                        bool_shapekeys = False
    
        def execute(self, context):
            try:
                ob0 = bpy.context.active_object
                self.generator = ob0.name
            except:
                self.report({'ERROR'}, "A Generator mesh object must be selected")
    
            # component object
            sel = bpy.context.selected_objects
            no_component = True
            for o in sel:
                if(o.name == ob0.name or o.type != 'MESH'): continue
                else:
                    ob1 = o
                    self.component = o.name
                    no_component = False
                    break
    
            # Checks for Tool Shelf panel, it loose the original Selection
            if bpy.context.active_object == self.object_name:
                ob1 = bpy.data.objects[
                    bpy.context.active_object.tissue_tessellate.component]
                self.component = ob1.name
                ob0 = bpy.data.objects[
                    bpy.context.active_object.tissue_tessellate.generator]
                self.generator = ob0.name
                no_component = False
    
            if(no_component):
                #self.report({'ERROR'}, "A component mesh object must be selected")
                return {'CANCELLED'}
    
            # new object name
            if self.object_name == "":
                if self.generator == "": self.object_name = "Tessellation"
                else: self.object_name = self.generator + "_Tessellation"
    
            if bpy.data.objects[self.component].type != 'MESH':
                message = "Component must be Mesh Objects!"
                self.report({'ERROR'}, message)
                self.component = ""
            if bpy.data.objects[self.generator].type != 'MESH':
                message = "Generator must be Mesh Objects!"
                self.report({'ERROR'}, message)
                self.generator = ""
            if self.component != "" and self.generator != "":
                bpy.ops.object.select_all(action='TOGGLE')
    
                new_ob = tassellate(
                    ob0, ob1, self.offset, self.zscale, self.gen_modifiers,
                    self.com_modifiers, self.mode, self.scale_mode,
                    self.rotation_mode, self.random_seed, self.fill_mode,
                    self.bool_vertex_group, self.bool_selection,
                    self.bool_shapekeys)
    
                if new_ob == 0:
                    message = "Zero faces selected in the Base mesh!"
                    self.report({'ERROR'}, message)
                    return {'CANCELLED'}
    
                new_ob.name = self.object_name
                #new_ob = bpy.data.objects.new(self.object_name, new_me)
    
                new_ob.location = ob0.location
                new_ob.matrix_world = ob0.matrix_world
    
                scene = bpy.context.scene
                scene.objects.link(new_ob)
                new_ob.select = True
                bpy.context.scene.objects.active = new_ob
                if self.merge:
                    bpy.ops.object.mode_set(mode = 'EDIT')
                    bpy.ops.mesh.select_mode(
                        use_extend=False, use_expand=False, type='VERT')
                    bpy.ops.mesh.select_non_manifold(
                        extend=False, use_wire=False, use_boundary=True,
                        use_multi_face=False, use_non_contiguous=False,
                        use_verts=False)
                    bpy.ops.mesh.remove_doubles(
                        threshold=self.merge_thres, use_unselected=False)
                    bpy.ops.object.mode_set(mode = 'OBJECT')
                new_ob = store_parameters(self, new_ob)
                self.object_name = new_ob.name
                self.working_on = self.object_name
    
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.object.mode_set(mode='OBJECT')
    
            # MATERIALS
            # create materials list
            polygon_materials = [p.material_index for p in ob1.data.polygons]*int(
                len(new_ob.data.polygons) / len(ob1.data.polygons))
            # assign old material
            component_materials = [slot.material for slot in ob1.material_slots]
            for i in range(len(component_materials)):
                bpy.ops.object.material_slot_add()
                bpy.context.object.material_slots[i].material = \
                    component_materials[i]
            for i in range(len(new_ob.data.polygons)):
                new_ob.data.polygons[i].material_index = polygon_materials[i]
    
            return {'FINISHED'}
    
        def check(self, context):
            return True
    
        def invoke(self, context, event):
            return context.window_manager.invoke_props_dialog(self)
    
    
    class update_tessellate(bpy.types.Operator):
    #class adaptive_duplifaces(bpy.types.Panel):
        bl_idname = "object.update_tessellate"
        bl_label = "Refresh"
        bl_description = ("Fast update the tessellated mesh according to base and "
                          "component changes")
        bl_options = {'REGISTER', 'UNDO'}
        go = False
        ob = bpy.types.Object
    
        @classmethod
        def poll(cls, context):
            try:
                return context.active_object.tissue_tessellate.generator != "" and \
                    context.active_object.tissue_tessellate.component != ""
            except: return False
    
        def execute(self, context):
            ob = bpy.context.active_object
            if not self.go:
                generator = ob.tissue_tessellate.generator
                component = ob.tissue_tessellate.component
                zscale = ob.tissue_tessellate.zscale
                scale_mode = ob.tissue_tessellate.scale_mode
                rotation_mode = ob.tissue_tessellate.rotation_mode
                offset = ob.tissue_tessellate.offset
                merge = ob.tissue_tessellate.merge
                merge_thres = ob.tissue_tessellate.merge_thres
                gen_modifiers = ob.tissue_tessellate.gen_modifiers
                com_modifiers = ob.tissue_tessellate.com_modifiers
                bool_random = ob.tissue_tessellate.bool_random
                random_seed = ob.tissue_tessellate.random_seed
                fill_mode = ob.tissue_tessellate.fill_mode
                bool_vertex_group = ob.tissue_tessellate.bool_vertex_group
                bool_selection = ob.tissue_tessellate.bool_selection
                bool_shapekeys = ob.tissue_tessellate.bool_shapekeys
                mode = ob.tissue_tessellate.mode
    
            if(generator == "" or component == ""):
                self.report({'ERROR'},
                            "Active object must be Tessellate before Update")
                return {'CANCELLED'}
    
            ob0 = bpy.data.objects[generator]
            ob1 = bpy.data.objects[component]
            me0 = ob0.data
            verts = me0.vertices
    
            temp_ob = tassellate(
                ob0, ob1, offset, zscale, gen_modifiers, com_modifiers,
                mode, scale_mode, rotation_mode, random_seed, fill_mode,
                bool_vertex_group, bool_selection, bool_shapekeys)
    
            if temp_ob == 0:
                message = "Zero faces selected in the Base mesh!"
                self.report({'ERROR'}, message)
                return {'CANCELLED'}
    
            ob.data = temp_ob.data
            bpy.data.objects.remove(temp_ob)
            if merge:
                bpy.ops.object.mode_set(mode = 'EDIT')
                bpy.ops.mesh.select_mode(
                    use_extend=False, use_expand=False, type='VERT')
                bpy.ops.mesh.select_non_manifold(
                    extend=False, use_wire=False, use_boundary=True,
                    use_multi_face=False, use_non_contiguous=False, use_verts=False)
                bpy.ops.mesh.remove_doubles(
                    threshold=merge_thres, use_unselected=False)
                bpy.ops.object.mode_set(mode = 'OBJECT')
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.object.mode_set(mode='OBJECT')
    
            # MATERIALS
            # create materials list
            polygon_materials = [p.material_index for p in ob1.data.polygons]*int(
                len(ob.data.polygons) / len(ob1.data.polygons))
            # assign old material
            component_materials = [slot.material for slot in ob1.material_slots]
            for i in range(len(component_materials)):
                bpy.ops.object.material_slot_add()
                bpy.context.object.material_slots[i].material = \
                    component_materials[i]
            for i in range(len(ob.data.polygons)):
                ob.data.polygons[i].material_index = polygon_materials[i]
    
            return {'FINISHED'}
    
        def check(self, context):
            return True
    
    
    class settings_tessellate(bpy.types.Operator):
    #class adaptive_duplifaces(bpy.types.Panel):
        bl_idname = "object.settings_tessellate"
        bl_label = "Settings"
        bl_description = ("Update the tessellated mesh according to base and "
            "component changes. Allow also to change tessellation's parameters")
        bl_options = {'REGISTER', 'UNDO'}
    
        object_name = bpy.props.StringProperty(
            name="", description="Name of the generated object")
        zscale = bpy.props.FloatProperty(
            name="Scale", default=1, soft_min=0, soft_max=10,
            description="Scale factor for the component thickness")
        scale_mode = bpy.props.EnumProperty(
            items=(('CONSTANT', "Constant", ""), ('ADAPTIVE', "Proportional", "")),
            default='ADAPTIVE', name="Scale variation")
        offset = bpy.props.FloatProperty(
            name="Surface Offset", default=0, min=-1, max=1,  soft_min=-1,
            soft_max=1, description="Surface offset")
        mode = bpy.props.EnumProperty(
            items=(('CONSTANT', "Constant", ""), ('ADAPTIVE', "Adaptive", "")),
            default='ADAPTIVE', name="Component Mode")
        rotation_mode = bpy.props.EnumProperty(
            items=(('RANDOM', "Random", ""), ('UV', "Active UV", ""),
            ('DEFAULT', "Default", "")), default='DEFAULT',
            name="Component Rotation")
        fill_mode = bpy.props.EnumProperty(
            items=(('QUAD', "Quad", ""), ('FAN', "Fan", "")), default='QUAD',
            name="Fill Mode")
        gen_modifiers = bpy.props.BoolProperty(
            name="Generator Modifiers", default=False,
            description="Apply modifiers to base object")
        com_modifiers = bpy.props.BoolProperty(
            name="Component Modifiers", default=False,
            description="Apply modifiers to component object")
        merge = bpy.props.BoolProperty(
            name="Merge", default=False,
            description="Merge vertices in adjacent duplicates")
        merge_thres = bpy.props.FloatProperty(
            name="Distance", default=0.001, soft_min=0, soft_max=10,
            description="Limit below which to merge vertices")
        generator = bpy.props.StringProperty(
            name="", description="Base object for the tessellation")
        component = bpy.props.StringProperty(
            name="", description="Component object for the tessellation")
        bool_random = bpy.props.BoolProperty(
            name="Randomize", default=False,
            description="Randomize component rotation")
        random_seed = bpy.props.IntProperty(
            name="Seed", default=0, soft_min=0, soft_max=10,
            description="Random seed")
        bool_vertex_group = bpy.props.BoolProperty(
            name="Map Vertex Group", default=False, description=("Map on generated "
            "geometry the active Vertex Group from the base object"))
        bool_selection = bpy.props.BoolProperty(
            name="On selected Faces", default=False,
            description="Create Tessellation only on select faces")
        bool_shapekeys = bpy.props.BoolProperty(
            name="Use Shape Keys", default=False, description=("Use component's "
            "active Shape Key according to active Vertex Group of the base object"))
        go = False
        ob = bpy.types.Object
    
        @classmethod
        def poll(cls, context):
            try:
                return context.active_object.tissue_tessellate.generator != "" and \
                    context.active_object.tissue_tessellate.component != ""
            except: return False
    
        def draw(self, context):
            layout = self.layout
            ob0 = bpy.context.active_object
    
            if not self.go:
                self.generator = ob0.tissue_tessellate.generator
                self.component = ob0.tissue_tessellate.component
                self.zscale = ob0.tissue_tessellate.zscale
                self.scale_mode = ob0.tissue_tessellate.scale_mode
                self.rotation_mode = ob0.tissue_tessellate.rotation_mode
                self.offset = ob0.tissue_tessellate.offset
                self.merge = ob0.tissue_tessellate.merge
                self.merge_thres = ob0.tissue_tessellate.merge_thres
                self.gen_modifiers = ob0.tissue_tessellate.gen_modifiers
                self.com_modifiers = ob0.tissue_tessellate.com_modifiers
                self.bool_random = ob0.tissue_tessellate.bool_random
                self.random_seed = ob0.tissue_tessellate.random_seed
                self.fill_mode = ob0.tissue_tessellate.fill_mode
                self.bool_vertex_group = ob0.tissue_tessellate.bool_vertex_group
                self.bool_selection = ob0.tissue_tessellate.bool_selection
                self.bool_shapekeys = ob0.tissue_tessellate.bool_shapekeys
                self.mode = ob0.tissue_tessellate.mode
    
            # start drawing
            layout = self.layout
            #ob0 = bpy.context.active_object
            # Base and Component
            col = layout.column(align=True)
            row = col.row(align=True)
            row.label(text="BASE :")
            row.label(text="COMPONENT :")
            row = col.row(align=True)
    
            col2 = row.column(align=True)
            col2.prop_search(self, "generator", bpy.data, "objects")
            row.separator()
            col2 = row.column(align=True)
            col2.prop_search(self, "component", bpy.data, "objects")