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meta-androcto
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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()
# Count number of faces
try:
polygons = 0
if self.gen_modifiers:
me_temp = bpy.data.objects[self.generator].to_mesh(
bpy.context.scene, apply_modifiers=True,
settings = 'PREVIEW')
else: me_temp = bpy.data.objects[self.generator].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)
tessellate.rotation_mode
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
self.go = True
def execute(self, context):
self.ob = bpy.context.active_object
old_material = None
if(len(self.ob.material_slots) > 0):
old_material = self.ob.material_slots[0].material
if not self.go:
self.generator = self.ob.tissue_tessellate.generator
self.component = self.ob.tissue_tessellate.component
self.zscale = self.ob.tissue_tessellate.zscale
self.scale_mode = self.ob.tissue_tessellate.scale_mode
self.rotation_mode = self.ob.tissue_tessellate.rotation_mode
self.offset = self.ob.tissue_tessellate.offset
self.merge = self.ob.tissue_tessellate.merge
self.merge_thres = self.ob.tissue_tessellate.merge_thres
self.gen_modifiers = self.ob.tissue_tessellate.gen_modifiers
self.com_modifiers = self.ob.tissue_tessellate.com_modifiers
self.bool_random = self.ob.tissue_tessellate.bool_random
self.random_seed = self.ob.tissue_tessellate.random_seed
self.fill_mode = self.ob.tissue_tessellate.fill_mode
self.bool_vertex_group = self.ob.tissue_tessellate.bool_vertex_group
self.bool_selection = self.ob.tissue_tessellate.bool_selection
self.bool_shapekeys = self.ob.tissue_tessellate.bool_shapekeys
if(self.generator == "" or self.component == ""):
self.report({'ERROR'},
"Active object must be Tessellate before Update")
return {'CANCELLED'}
if(bpy.data.objects[self.generator].type != 'MESH'):
self.report({'ERROR'}, "Base object must be a Mesh")
return {'CANCELLED'}
if(bpy.data.objects[self.component].type != 'MESH'):
self.report({'ERROR'}, "Component object must be a Mesh")
return {'CANCELLED'}
ob0 = bpy.data.objects[self.generator]
ob1 = bpy.data.objects[self.component]
me0 = ob0.data
verts = me0.vertices
temp_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 temp_ob == 0:
message = "Zero faces selected in the Base mesh!"
self.report({'ERROR'}, message)
return {'CANCELLED'}
# Transfer mesh data
self.ob.data = temp_ob.data
# Create object in order to transfer vertex group
scene = bpy.context.scene
scene.objects.link(temp_ob)
temp_ob.select = True
bpy.context.scene.objects.active = temp_ob
try:
bpy.ops.object.vertex_group_copy_to_linked()
except:
pass
scene.objects.unlink(temp_ob)
bpy.data.objects.remove(temp_ob)
bpy.context.scene.objects.active = self.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')
self.ob = store_parameters(self, self.ob)
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(self.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(self.ob.data.polygons)):
self.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 tessellate_panel(bpy.types.Panel):
bl_label = "Tessellate"
bl_category = "Create"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_options = {'DEFAULT_CLOSED'}
meta-androcto
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#bl_context = "objectmode", "editmode"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Add:")
col.operator("object.tessellate")#, icon="STRANDS")
#col.enable = False
#col.operator("object.adaptive_duplifaces", icon="MESH_CUBE")
col = layout.column(align=True)
col.label(text="Edit:")
col.operator("object.settings_tessellate")
col.operator("object.update_tessellate")
col = layout.column(align=True)
col.operator("mesh.rotate_face")
act = context.active_object
sel = act #context.selected_objects[0]
for ob1 in context.selected_objects:
if(ob1.name == act.name or ob1.type != 'MESH'): continue
sel = ob1
class rotate_face(bpy.types.Operator):
bl_idname = "mesh.rotate_face"
bl_label = "Rotate Faces"
bl_description = "Rotate selected faces and update tessellated meshes."
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.mode == 'EDIT_MESH'
def execute(self, context):
ob = bpy.context.active_object
me = ob.data
bpy.ops.object.mode_set(mode='OBJECT')
for p in [f for f in me.polygons if f.select]:
p.vertices = p.vertices[1:] + p.vertices[:1]
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.flip_normals()
bpy.ops.mesh.flip_normals()
#me.vertices[0].co[0] = 10
me.update(calc_edges=True)
#update tessellated meshes
bpy.ops.object.mode_set(mode='OBJECT')
for o in [object for object in bpy.data.objects if \
object.tissue_tessellate.generator == ob.name]:
bpy.context.scene.objects.active = o
bpy.ops.object.update_tessellate()
bpy.context.scene.objects.active = ob
bpy.ops.object.mode_set(mode='EDIT')
return {'FINISHED'}
def register():
bpy.utils.register_class(tissue_tessellate_prop)
bpy.utils.register_class(tessellate)
bpy.utils.register_class(update_tessellate)
bpy.utils.register_class(settings_tessellate)
bpy.utils.register_class(tessellate_panel)
bpy.utils.register_class(rotate_face)
def unregister():
bpy.utils.unregister_class(tissue_tessellate_prop)
bpy.utils.unregister_class(tessellate)
bpy.utils.unregister_class(update_tessellate)
bpy.utils.unregister_class(settings_tessellate)
bpy.utils.unregister_class(tessellate_panel)
bpy.utils.unregister_class(rotate_face)
if __name__ == "__main__":
register()