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# SPDX-License-Identifier: GPL-2.0-or-later
bl_info = {
"name": "Vertex Chamfer",
"author": "Andrew Hale (TrumanBlending)",
"version": (0, 1),
"blender": (2, 63, 0),
"location": "Spacebar Menu",
"description": "Chamfer vertex",
"doc_url": "",
"category": "Mesh",
}
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import bpy
import bmesh
from bpy.types import Operator
from bpy.props import (
BoolProperty,
FloatProperty,
)
class VertexChamfer(Operator):
bl_idname = "mesh.vertex_chamfer"
bl_label = "Chamfer Vertex"
bl_description = "Tri chamfer selected vertices"
bl_options = {'REGISTER', 'UNDO'}
factor: FloatProperty(
name="Factor",
description="Size of the Champfer",
default=0.1,
min=0.0,
soft_max=1.0
)
relative: BoolProperty(
name="Relative",
description="If Relative, Champfer size is relative to the edge length",
default=True
)
dissolve: BoolProperty(
name="Remove",
description="Remove/keep the original selected vertices\n"
"Remove creates a new triangle face between the Champfer edges,\n"
"similar to the Dissolve Vertices operator",
default=True
)
displace: FloatProperty(
name="Displace",
description="Active only if Remove option is disabled\n"
"Displaces the original selected vertices along the normals\n"
"defined by the Champfer edges",
soft_min=-5.0,
soft_max=5.0
)
@classmethod
def poll(self, context):
return (context.active_object.type == 'MESH' and
context.mode == 'EDIT_MESH')
def draw(self, context):
layout = self.layout
layout.prop(self, "factor", text="Distance" if self.relative else "Factor")
sub = layout.row()
sub.prop(self, "relative")
sub.prop(self, "dissolve")
if not self.dissolve:
layout.prop(self, "displace")
def execute(self, context):
ob = context.active_object
me = ob.data
bm = bmesh.from_edit_mesh(me)
bm.select_flush(True)
fac = self.factor
rel = self.relative
dissolve = self.dissolve
displace = self.displace
for v in bm.verts:
v.tag = False
# Loop over edges to find those with both verts selected
for e in bm.edges[:]:
e.tag = e.select
if not e.select:
continue
elen = e.calc_length()
val = fac if rel else fac / elen
val = min(val, 0.5)
# Loop over the verts of the edge to split
for v in e.verts:
# if val == 0.5 and e.other_vert(v).tag:
# continue
en, vn = bmesh.utils.edge_split(e, v, val)
en.tag = vn.tag = True
val = 1.0 if val == 1.0 else val / (1.0 - val)
# Get all verts which are selected but not created previously
verts = [v for v in bm.verts if v.select and not v.tag]
# Loop over all verts to split their linked edges
for v in verts:
for e in v.link_edges[:]:
if e.tag:
continue
elen = e.calc_length()
val = fac if rel else fac / elen
bmesh.utils.edge_split(e, v, val)
# Loop over all the loops of the vert
for l in v.link_loops:
# Split the face
bmesh.utils.face_split(
l.face,
l.link_loop_next.vert,
l.link_loop_prev.vert
)
# Remove the vert or displace otherwise
if dissolve:
bmesh.utils.vert_dissolve(v)
else:
v.co += displace * v.normal
me.calc_loop_triangles()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
return {'FINISHED'}
def register():
bpy.utils.register_class(VertexChamfer)
def unregister():
bpy.utils.unregister_class(VertexChamfer)
if __name__ == "__main__":
register()