Exemplo n.º 1
0
def cloth_fill_main2(context, loop_obj, oct, smooth, debug = False):
    '''
    notes:
       make sure the user view is such that you can see the entire ring with
       out any corosses (knots)
       
       if calling from script not in 3dview, you can override the view
       
    args:
        context - blender context
        loop_obj:  blender curve object or mesh object representing just a loop
        oct - octree depth for the grid to fill.
        smooth - iteartions to smooth the surface (soap bubble effect)
    return:
        CurveMesh :  The filled looop object type Blender Object (Mesh) 
    '''
    
    #selection mode = verts
    sce = context.scene
 
    if context.area.type != 'VIEW_3D':
        # Py cant access notifers
        for area in context.window.screen.areas:
            if area.type == 'VIEW_3D':
            #    for reg in area.regions:
            #        if reg.type == 'WINDOW':
            #            region = reg

                for spc in area.spaces:
                    if spc.type == 'VIEW_3D':
                        v3d = spc
                        region = spc.region_3d
    else:
        #get the space data
        v3d = bpy.context.space_data
        #v3d.transform_orientation = 'GLOBAL'
        #v3d.pivot_point = 'MEDIAN_POINT'
        region = v3d.region_3d     
           
    vrot = region.view_rotation #this is a quat
    Z = vrot * Vector((0,0,1))
    
    #change the mesh orientation to align with view..for blockout
    odcutils.reorient_object(loop_obj, vrot) #TODO test this
    sce.update()
    
    if loop_obj.parent:
        reparent = True
    else:
        reparent = False
        
    if loop_obj.type not in {'CURVE', 'MESH'}: return
    
    me = loop_obj.to_mesh(context.scene, True, 'PREVIEW')
    tray_bme = bmesh.new()
    tray_bme.from_mesh(me)
    
    tray_me = bpy.data.meshes.new('cloth tray')
    TrayOb = bpy.data.objects.new('Cloth Tray', tray_me)
    TrayOb.matrix_world = loop_obj.matrix_world
        
    #do some size estimation
    min_size = min(loop_obj.dimensions)
    size = max(list(loop_obj.dimensions))
    grid_predict = size * 0.9 / pow(oct,2)
    print("grid prediction is:  " + str(grid_predict))
            
    #make a 2nd object to project down on...
    tmp_bme = bmesh.new()
    tmp_bme.from_mesh(me)
    temp_me = bpy.data.meshes.new('cloth temp')
    TempOb = bpy.data.objects.new('Cloth Temp', temp_me)
    TempOb.matrix_world = loop_obj.matrix_world
    context.scene.objects.link(TempOb)
    
    #fill the the surface of the temp
    geom = bmesh.ops.triangle_fill(tmp_bme, use_beauty = True, edges = tmp_bme.edges)    
    tmp_bme.edges.ensure_lookup_table()
    tmp_bme.verts.ensure_lookup_table()
    
    #move edges outward a little
    perim_eds = [ed for ed in tmp_bme.edges if not ed.is_manifold]
    odcutils.extrude_bmesh_loop(tmp_bme, perim_eds, loop_obj.matrix_world, Z, -.001 * min_size, move_only = True)
    
    #This time add an extrusion
    odcutils.extrude_bmesh_loop(tmp_bme, perim_eds, loop_obj.matrix_world, Z, -.05 * min_size, move_only = False)
    
    #put the data in
    tmp_bme.to_mesh(TempOb.data)
    tmp_bme.free()
    
    #Now deal with the tray which is to be remeshed.
    #first, solidify all of their
    
    #flatten. Since oriented into view, this flattens it
    for v in tray_bme.verts:
        v.co[2] = 0.00
    
    #triangle fill
    geom = bmesh.ops.triangle_fill(tray_bme, use_beauty = True, edges = tray_bme.edges)
    
    solid_geom = [f for f in tray_bme.faces] + [v for v in tray_bme.verts] + [ed for ed in tray_bme.edges]
    new_geom = bmesh.ops.solidify(tray_bme, geom = solid_geom, thickness = grid_predict * 0.75)
    
    
    tray_bme.to_mesh(tray_me)
    tray_bme.free()
    
    context.scene.objects.link(TrayOb)
    mod = TrayOb.modifiers.new('Remesh', type = 'REMESH')
    mod.octree_depth = oct
    mod.scale = .9
    
    tray_bme = bmesh.new()
    final_me = TrayOb.to_mesh(context.scene, apply_modifiers = True, settings = 'PREVIEW')
    tray_bme.from_mesh(final_me)
    tray_bme.verts.ensure_lookup_table()
    to_delete = []
    for v in tray_bme.verts:
        if v.co[2] > .0001 or v.co[2] < -.0001:
            to_delete.append(v)
    
    bmesh.ops.delete(tray_bme, geom = to_delete, context = 1)
    
    TrayOb.modifiers.remove(modifier = mod)
    tray_bme.to_mesh(TrayOb.data)
    tray_bme.free()
       
    #TODOD, manually with ray cast
    swrap = TrayOb.modifiers.new('Shrinkwrap', type = 'SHRINKWRAP')
    swrap.wrap_method = 'PROJECT'
    swrap.use_project_z = True
    swrap.use_negative_direction = True
    swrap.use_positive_direction = True
    swrap.target = TempOb
    

    #tray_me = TrayOb.to_mesh(context.scene, apply_modifiers = True, settings = 'PREVIEW')
    
    #TrayOb.data = tray_me
    #TrayOb.modifiers.remove(modifier = swrap)
    if reparent:
        TrayOb.update_tag()
        sce.update()
        odcutils.parent_in_place(TrayOb, loop_obj.parent)

    return TrayOb
Exemplo n.º 2
0
def teeth_to_curve(context, arch, sextant, tooth_library, teeth = [], shift = 'BUCCAL', limit = False, link = False, reverse = False, mirror = False, debug = False, reorient = True):
    '''
    puts teeth along a curve for full arch planning
    args:
       curve - blender Curve object
       sextant - the quadrant or sextant that the curve corresponds to. enum in 'MAX', 'MAND', 'UR' 'LR' 'LR' 'LL' 'UA' 'LA' '
       teeth - list of odc_teeth, to link to or from.  eg, if tooth already
         a restoration it will use that object, if not, it will link a new
         blender object to that tooth as the restoration or contour.
       shift = whether to use buccal cusps, center of mass or, center of fossa to align onto cirve.  enum in 'BUCCAL', 'COM', 'FOSSA'
       limit - only link teeth for each tooth in teeth
       link - Bool, whether or not to link to/from the teeth list
    '''
    if debug:
        start = time.time()
        
    orig_arch_name = arch.name
    
    bpy.ops.object.select_all(action='DESELECT')
    context.scene.objects.active = arch
    arch.hide = False
    arch.select = True
    
    if mirror:
        #This should help with the mirroring?
        arch.data.resolution_u = 5 
        
        #if it doesn't have a mirror, we need to mirror it
        if "Mirror" not in arch.modifiers:
            bpy.ops.object.modifier_add(type='MIRROR')
        #non mirrored curve needed for appropriate constraining..
        #convert to mesh applies mirror, reconvert to curve gives us a full length curve
        arch.modifiers["Mirror"].merge_threshold = 5
        bpy.ops.object.convert(target='MESH',keep_original = True)
        bpy.ops.object.convert(target='CURVE', keep_original = False) #this will be the new full arch        
        arch = context.object
        arch.name = orig_arch_name + "_Mirrored"
    

    
    #we may want to switch the direction of the curve :-)
    #we may also want to handle this outside of this function
    if reverse:
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.curve.switch_direction()
        bpy.ops.object.mode_set(mode='OBJECT')
        
    bpy.ops.object.convert(target='MESH', keep_original = True)
    arch_mesh = context.object #now the mesh conversion
    arch_len = 0
    mx = arch_mesh.matrix_world
    
    #do some calcs to the curve
    #TODO:  split this method off.  It may already
    #be in odcutils.
    occ_dir = Vector((0,0,0))  #this will end  be a normalized, global direction
    for i in range(0,len(arch_mesh.data.vertices)-1):
        v0 = arch_mesh.data.vertices[i]
        v1 = arch_mesh.data.vertices[i+1]
        V0 = mx*v1.co - mx*v0.co
        arch_len += V0.length
    
        if i < len(arch_mesh.data.vertices)-2:
            v2 = arch_mesh.data.vertices[i+2]
            V1 = mx*v2.co - mx*v1.co
            
            occ_dir += V0.cross(V1)
    
    if debug:
        print("arch is %f mm long" % arch_len)

    #pull values from the tooth size/data
        #if we are mirroring, we need to do some logic
    if mirror:
        if sextant not in ["UR","UL","LR","LL","MAX","MAND"]:
            print('Incorrect sextant for mirroring')
            return {'CANCELLED'}
        else:
            if sextant.startswith("U"):
                sextant = "MAX"
            elif sextant.startswith("L"):
                sextant = "MAND"
            #else..leave quadrant alone
            
    curve_teeth = quadrant_dict[sextant]
    occ_dir *= occ_direct_dict[sextant] * 1/(len(arch_mesh.data.vertices)-2)
    occ_dir.normalize()
    
    #this deletes the arch mesh...not the arch curve
    bpy.ops.object.delete()
    
    if reorient:
        arch_z = mx.to_quaternion() * Vector((0,0,1))
        arch_z.normalize()
        if math.pow(arch_z.dot(occ_dir),2) < .9:
            orient = odcutils.rot_between_vecs(Vector((0,0,1)), occ_dir) #align the local Z of bezier with occlusal direction (which is global).
            odcutils.reorient_object(arch, orient)
    if debug:
        print("working on these teeth %s" % ":".join(curve_teeth))
    
    #import/link teeth from the library
    restorations = []
    if link and len(context.scene.odc_teeth): 
        for tooth in context.scene.odc_teeth:
            if tooth.name[0:2] in curve_teeth:
                #TODO: restoration etc?
                #we will have to check later if we need to use the restoration
                #from this tooth
                restorations.append(tooth.name)
        if debug:               
            print("These restorations are already in the proposed quadrant %s" % ", ".join(restorations))
            
    
    #figure out which objects we are going to distribute.
    lib_teeth_names = odcutils.obj_list_from_lib(tooth_library) #TODO: check if tooth_library is valid?
    tooth_objects=[[None]]*len(curve_teeth) #we want this list to be mapped to curve_teeth with it's index...dictionary if we have to
    delete_later = []
    for i, planned_tooth in enumerate(curve_teeth):
        #this will be a one item list
        tooth_in_scene = [tooth for tooth in context.scene.odc_teeth if tooth.name.startswith(planned_tooth)]
        if link and len(tooth_in_scene):
            #check if the restoration is already there...if so, use it
            if tooth_in_scene[0].contour:
                tooth_objects[i] = bpy.data.objects[tooth_in_scene[0].contour]
        
            #if it's not there, add it in, and associate it with ODCTooth Object
            else:
                for tooth in lib_teeth_names:
                    if tooth.startswith(planned_tooth):  #necessary that the planned teeth have logical names
                        
                        new_name = tooth + "_ArchPlanned"
                        if new_name in bpy.data.objects:   
                            ob = bpy.data.objects[new_name]
                            me = ob.data
                            ob.user_clear()
                            bpy.data.objects.remove(ob)
                            bpy.data.meshes.remove(me)
                            context.scene.update()
                           
                        odcutils.obj_from_lib(tooth_library, tooth)
                        ob = bpy.data.objects[tooth]
                        context.scene.objects.link(ob)
                        ob.name = new_name
                        tooth_objects[i] = ob
                        tooth_in_scene[0].contour = ob.name
                        break #in case there are multiple copies?
        else: #the tooth is not existing restoration, and we want to put it in anyway
            for tooth in lib_teeth_names:
                if tooth.startswith(planned_tooth):
                    new_name = tooth + "_ArchPlanned"
                    if new_name in bpy.data.objects:   
                        ob = bpy.data.objects[new_name]
                        me = ob.data
                        ob.user_clear()
                        bpy.data.objects.remove(ob)
                        bpy.data.meshes.remove(me)
                        context.scene.update()
                        
                    odcutils.obj_from_lib(tooth_library, tooth)
                    ob = bpy.data.objects[tooth]
                    ob.name += "_ArchPlanned"
                    if limit:
                        context.scene.objects.link(ob)
                        delete_later.append(ob)    
                    else:
                        context.scene.objects.link(ob)
                        
                    tooth_objects[i]= ob
                    break  
    if debug:
        print(tooth_objects)
    
    #secretly, we imported the whole quadrant..we will delete them later
    teeth_len = 0
    lengths = [[0]] * len(curve_teeth) #list of tooth mesial/distal lengths
    locs = [[0]] * len(curve_teeth) #normalized list of locations
    for i, ob in enumerate(tooth_objects):
        lengths[i] = ob.dimensions[0]
        
        teeth_len += ob.dimensions[0]
        locs[i] = teeth_len - ob.dimensions[0]/2
    scale = arch_len/teeth_len
    crowding = teeth_len - arch_len
    
    if debug > 1:
        print(lengths)
        print(locs)
        print(scale)
        print("there is %d mm of crowding" % round(crowding,2))
        print("there is a %d pct archlength discrepancy" % round(100-scale*100, 2))
       
    #scale them to the right size
    for i, ob in enumerate(tooth_objects):
        
        if shift == 'FOSSA':
            delta = .05
        else:
            delta = 0
        #resize it
        ob.scale[0] *= scale + delta
        ob.scale[1] *= scale + delta
        ob.scale[2] *= scale + delta
        
    
        #find the location of interest we want?
        # bbox center, cusp tip? fossa/grove, incisal edge?
        #TODO:  odcutils.tooth_features(tooth,feature)  (world coords or local?)
        ob.location = Vector((0,0,0))
        if ob.rotation_mode != 'QUATERNION':
            ob.rotation_mode = 'QUATERNION'
        
        ob.rotation_quaternion = Quaternion((1,0,0,0))
            
        #center line...we want palatinal face median point z,y with midpointx and center line min local z
        #buccal line...we want incisal edge median local y, maxlocal z, midpoing bbox x and buccal cusp max z?

        context.scene.objects.active = ob
        ob.select = True
        ob.hide = False

        ob.constraints.new('FOLLOW_PATH')
        path_constraint = ob.constraints["Follow Path"]
        path_constraint.target = arch
        path_constraint.use_curve_follow = True
        #find out if we cross the midline
        if sextant in ['MAX','MAND','UA','LA']:
            path_constraint.forward_axis = 'FORWARD_X'
            if int(curve_teeth[i]) > 20 and int(curve_teeth[i]) < 40:
                path_constraint.forward_axis = 'TRACK_NEGATIVE_X'
        else:
            path_constraint.forward_axis = 'FORWARD_X'

        path_constraint.offset = 100*(-1 + locs[i]/teeth_len)


    #after arranging them on the curve, make a 2nd pass to spin them or not
    
    #decrease in number means mesial.  Except at midline.this will happen
    #we have constructed curve_teeth such that there will never be a non
    #integer change in adjacent list members. #eg, 
    #quaternion rotation rules
    # Qtotal = Qa * Qb represtnts rotation b followed by rotation a
    #what we are doing is testing the occlusal direction of one tooth vs the arch occlusal direction
    context.scene.update()
    ob_dist = tooth_objects[1]
    ob_mes = tooth_objects[0]
    mesial = int(curve_teeth[1]) - int(curve_teeth[0]) == 1 #if true....distal numbers > mesial numbers
    vect = ob_mes.matrix_world * ob_mes.location - ob_dist.matrix_world * ob_dist.location
    spin = (vect.dot(ob_dist.matrix_world.to_quaternion() * Vector((1,0,0))) < 0) == mesial

    tooth_occ = ob_mes.matrix_world.to_quaternion() * Vector((0,0,1))
    flip = tooth_occ.dot(occ_dir) > 0
        
    if debug:
        print('We will flip the teeth: %s. We will spin the teeth: %s.' % (str(flip), str(spin)))
    
    for ob in tooth_objects:
        if flip:
            ob.rotation_quaternion = Quaternion((0,1,0,0))
        if spin:
            ob.rotation_quaternion = Quaternion((0,0,0,1)) * ob.rotation_quaternion 
 
    for i, ob in enumerate(tooth_objects):
                    
            if shift == 'BUCCAL':
                groups = ["Incisal Edge", "Distobuccal Cusp","Mesiobuccal Cusp", "Buccal Cusp"]
                inds = []
                for vgroup in groups:
                    if vgroup in ob.vertex_groups:
                        inds += odcutils.vert_group_inds_get(context, ob, vgroup)
                max_z = 0
                max_ind = 0       
                for j in inds:
                    z = ob.data.vertices[j].co[2]
                    if z > max_z:
                        max_ind = j
                        max_z = z
                tip = ob.data.vertices[max_ind].co
                tooth_shift = Vector((0,tip[1]*ob.scale[1],tip[2]*ob.scale[2]))
                
                if sextant in ['MAX','MAND','UA','LA']: #no freakin idea why this is happening, but empirically, it's working
                    tooth_shift[1]*= -1
                    
                ob.location += (-1 + 2*flip) * tooth_shift
    
    
            if shift == 'FOSSA':
                groups = ["Middle Fissure", "Palatinal Face"]
                inds = []
                for vgroup in groups:
                    if vgroup in ob.vertex_groups and vgroup == "Middle Fissure":
                        inds += odcutils.vert_group_inds_get(context, ob, vgroup)
                
                        min_z = ob.dimensions[2]
                        min_ind = 0       
                        for j in inds:
                            z = ob.data.vertices[j].co[2]
                            if z < min_z:
                                min_ind = j
                                min_z = z
                                depth = ob.data.vertices[min_ind].co
                                tooth_shift = Vector((0,depth[1]*ob.scale[1],depth[2]*ob.scale[2]))
                                
                    elif vgroup in ob.vertex_groups and vgroup  == "Palatinal Face":
                        inds += odcutils.vert_group_inds_get(context, ob, vgroup)
                        mx =  Matrix.Identity(4)
                        com = odcutils.get_com(ob.data, inds, mx)
                        tooth_shift = odcutils.scale_vec_mult(com, ob.matrix_world.to_scale())
                
                if sextant in ['MAX','MAND','UA','LA']: #no freakin idea why this is happening, but empirically, it's working
                    tooth_shift[1]*= -1
                    
                ob.location += (-1 + 2*flip) * tooth_shift
    
    if limit:
        bpy.ops.object.select_all(action='DESELECT')        
        for ob in delete_later:
            ob.select = True
            
        context.scene.objects.active = ob
        bpy.ops.object.delete()        
Exemplo n.º 3
0
def cloth_fill_main(context, loop_obj, oct, smooth, debug = False):
    '''
    notes:
       make sure the user view is such that you can see the entire ring with
       out any corosses (knots)
       
       if calling from script not in 3dview, you can override the view
       
    args:
        context - blender context
        loop_obj:  blender curve object or mesh object representing just a loop
        oct - octree depth for the grid to fill.
        smooth - iteartions to smooth the surface (soap bubble effect)
    return:
        CurveMesh :  The filled looop object type Blender Object (Mesh) 
    '''
    
    #selection mode = verts
    sce = context.scene
    context.tool_settings.mesh_select_mode = [True,False,False]
    
    #get the space data
    v3d = bpy.context.space_data
    v3d.transform_orientation = 'GLOBAL'
    v3d.pivot_point = 'MEDIAN_POINT'
    
    region = v3d.region_3d        
    vrot = region.view_rotation #this is a quat
    
    #set object mode...force selection
    if context.mode != 'OBJECT':
        bpy.ops.object.mode_set(mode='OBJECT')
    
    bpy.ops.object.select_all(action='DESELECT')
    context.scene.objects.active = loop_obj
    loop_obj.select = True
    
    #change the mesh orientation to align with view..for blockout
    odcutils.reorient_object(loop_obj, vrot) #TODO test this
    sce.update()
        
    if loop_obj.type in {'CURVE','MESH'}:
        if loop_obj.type == 'CURVE':
            #check if cyclic
            if not loop_obj.data.splines[0].use_cyclic_u:
                loop_obj.data.splines[0].use_cyclic_u = True #TODO: add this over to margin

            #convert the curve to a mesh...so we can use it.
            bpy.ops.object.duplicate()
            bpy.ops.object.convert(target='MESH', keep_original = False)
            #active object is now the mesh version of the curve
            
        else:
            #make sure it's a loop
            if len(loop_obj.data.vertices) != len(loop_obj.data.edges):
                print('this is not a loop')
                return
            else:
                bpy.ops.object.duplicate()
                #active object is now the mesh duplicate
    
    #this will become our final cloth filled objec
    CurveMesh = context.object
    CurveMesh.name = "Cloth Tray Mesh"
    
    #do some size estimation
    size = max(list(CurveMesh.dimensions))
    grid_predict = size * 0.9 / pow(oct,2)
    print("grid prediction is:  " + str(grid_predict))
     
                    
    #make a duplicate...
    current_objects = list(bpy.data.objects) #remember current objects to ID new ones later
    bpy.ops.object.duplicate()
    for obj in sce.objects:
        if obj not in current_objects:
            obj.name = "cloth_temp"
            Temp = obj
    
    #fill the the surface of the temp
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')       
    bpy.ops.mesh.fill()
    
    #stretch it out a little
    bpy.ops.mesh.select_all(action = 'DESELECT')
    bpy.context.tool_settings.mesh_select_mode = [False,True,False]
    bpy.ops.mesh.select_non_manifold()
    bpy.ops.object.editmode_toggle()
    
    eds = [ed for ed in Temp.data.edges if ed.select]
    barrier = .05 * min(Temp.dimensions)
    odcutils.extrude_edges_out_view(Temp.data, eds, Temp.matrix_world, barrier/5, debug = debug)
    bpy.ops.object.editmode_toggle()
    
    bpy.context.tool_settings.mesh_select_mode = [False,True,False]
    bpy.ops.mesh.select_non_manifold()
    bpy.ops.mesh.extrude_edges_move()
    bpy.ops.object.editmode_toggle()
    
    eds = [ed for ed in Temp.data.edges if ed.select]
    odcutils.extrude_edges_out_view(Temp.data, eds, Temp.matrix_world, barrier, debug = debug)
    bpy.ops.object.editmode_toggle()
    bpy.context.tool_settings.mesh_select_mode = [True,False,False]
    
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_all(action='DESELECT')
    
    CurveMesh.select = True
    sce.objects.active = CurveMesh
    CurveMesh.rotation_mode = 'QUATERNION'
    
    #make the origin the same as the bez curve?
    sce.cursor_location = loop_obj.location
    bpy.ops.object.origin_set(type = 'ORIGIN_CURSOR')
    
    if CurveMesh.parent:
        Parent = CurveMesh.parent
        reparent = True
        wmx = CurveMesh.matrix_world.copy()
        CurveMesh.parent = None
        CurveMesh.matrix_world = wmx
    else:
        wmx = Matrix.Identity(4)
        reparent = False
    #unrotate it so we can make a nice remesh surface
    #although why this doesn't work with local coords I dunno
    bpy.ops.object.rotation_clear()

    
    #flatten to view...fill in the loop
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    #get the space data
    v3d = bpy.context.space_data
    v3d.transform_orientation = 'LOCAL'
    v3d.pivot_point = 'MEDIAN_POINT'
    bpy.ops.transform.resize(value=(1, 1, 0), constraint_orientation='LOCAL')
    bpy.ops.mesh.looptools_space()
    bpy.ops.mesh.fill()

    #add modifiers
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.modifier_add(type='SOLIDIFY')
    bpy.ops.object.modifier_add(type='REMESH')
    
    solmod = CurveMesh.modifiers["Solidify"]
    solmod.thickness = grid_predict * .75
    
    remod = CurveMesh.modifiers["Remesh"]
    remod.octree_depth = oct
    remod.scale = .9
    
    #for some reason the modifier weren't updating
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.editmode_toggle()
    

    #problem with applying modifiers...new method.
    mesh = CurveMesh.to_mesh(bpy.context.scene, True, 'RENDER')
    new_obj = bpy.data.objects.new(CurveMesh.name, mesh)
    bpy.context.scene.objects.link(new_obj)
    new_obj.matrix_world = wmx
    
    bpy.context.scene.objects.active = new_obj
    
    CurveMesh.select = True
    bpy.context.scene.objects.active = CurveMesh
    bpy.ops.object.delete()
    
    new_obj.select = True
    CurveMesh = new_obj
    bpy.context.scene.objects.active = CurveMesh
    '''
    bpy.ops.object.modifier_apply(modifier="Solidify")
    
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.editmode_toggle()
    
    bpy.ops.object.modifier_apply(modifier="Remesh")
    '''

    
    bpy.ops.object.mode_set(mode='EDIT')        
    bpy.ops.mesh.select_all(action = 'DESELECT')
    bpy.ops.object.mode_set(mode = 'OBJECT')
    
    #make it a 2d obejct
    bpy.context.tool_settings.mesh_select_mode = [False,False,True]
    flat = False
    n = 0
    while not flat:
        
        #hope to select a polygon not on the border
        CurveMesh.data.polygons[n].select = True
        bpy.ops.object.mode_set(mode = 'EDIT')
        bpy.ops.mesh.faces_select_linked_flat()
        bpy.ops.object.mode_set(mode = 'OBJECT')
        
        sel_faces = [poly for poly in CurveMesh.data.polygons if poly.select]
        if len(sel_faces) > len(CurveMesh.data.polygons)/3:
            flat = True
        
        if n > 100:
            break
        n+= 1
    bpy.ops.object.mode_set(mode='EDIT')       
    bpy.ops.mesh.delete()
    bpy.context.tool_settings.mesh_select_mode = [False,True,False]
    bpy.ops.mesh.select_loose()
    bpy.ops.mesh.delete(type='EDGE')
    bpy.ops.mesh.select_non_manifold()
    bpy.context.tool_settings.mesh_select_mode = [True,False,False]
    bpy.ops.mesh.select_all(action='INVERT')
    bpy.ops.mesh.vertices_smooth(repeat = smooth)         
    
    bpy.ops.object.mode_set(mode='OBJECT')
    

    bpy.ops.object.modifier_add(type='SHRINKWRAP')
    swrap = CurveMesh.modifiers["Shrinkwrap"]
    swrap.wrap_method = 'PROJECT'
    swrap.use_project_z = True
    swrap.use_negative_direction = True
    swrap.use_positive_direction = True
    swrap.target = Temp
    
    CurveMesh.rotation_quaternion = vrot
    bpy.ops.object.modifier_apply(modifier="Shrinkwrap")
    
    
    if reparent:
        CurveMesh.update_tag()
        sce.update()
        odcutils.parent_in_place(CurveMesh, Parent)
        
    
    bpy.ops.object.select_all(action='DESELECT')

    if debug < 3:
        Temp.select = True
        sce.objects.active=Temp
        bpy.ops.object.delete()

    CurveMesh.select = True
    sce.objects.active = CurveMesh
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')
    
    bpy.context.tool_settings.mesh_select_mode = [False,True,False]
    bpy.ops.mesh.select_loose()
    bpy.ops.mesh.delete(type='EDGE')
    bpy.context.tool_settings.mesh_select_mode = [True,False,False]
    bpy.ops.object.mode_set(mode='OBJECT')
    
    mx = CurveMesh.matrix_world
    sum_edges = 0
    if len(CurveMesh.data.edges) != 0:
        for ed in CurveMesh.data.edges:
            v0 = CurveMesh.data.vertices[ed.vertices[0]]
            v1 = CurveMesh.data.vertices[ed.vertices[1]]
            V = mx*v1.co - mx*v0.co
            sum_edges += V.length
            
        avg_edge = sum_edges/len(CurveMesh.data.edges)
            
        if debug:
            print("average grid size: " + str(avg_edge))
        
    return CurveMesh
def teeth_to_curve(context,
                   arch,
                   sextant,
                   tooth_library,
                   teeth=[],
                   shift='BUCCAL',
                   limit=False,
                   link=False,
                   reverse=False,
                   mirror=False,
                   debug=False,
                   reorient=True):
    '''
    puts teeth along a curve for full arch planning
    args:
       curve - blender Curve object
       sextant - the quadrant or sextant that the curve corresponds to. enum in 'MAX', 'MAND', 'UR' 'LR' 'LR' 'LL' 'UA' 'LA' '
       teeth - list of odc_teeth, to link to or from.  eg, if tooth already
         a restoration it will use that object, if not, it will link a new
         blender object to that tooth as the restoration or contour.
       shift = whether to use buccal cusps, center of mass or, center of fossa to align onto cirve.  enum in 'BUCCAL', 'COM', 'FOSSA'
       limit - only link teeth for each tooth in teeth
       link - Bool, whether or not to link to/from the teeth list
    '''
    if debug:
        start = time.time()

    orig_arch_name = arch.name

    bpy.ops.object.select_all(action='DESELECT')
    context.scene.objects.active = arch
    arch.hide = False
    arch.select = True

    if mirror:
        #This should help with the mirroring?
        arch.data.resolution_u = 5

        #if it doesn't have a mirror, we need to mirror it
        if "Mirror" not in arch.modifiers:
            bpy.ops.object.modifier_add(type='MIRROR')
        #non mirrored curve needed for appropriate constraining..
        #convert to mesh applies mirror, reconvert to curve gives us a full length curve
        arch.modifiers["Mirror"].merge_threshold = 5
        bpy.ops.object.convert(target='MESH', keep_original=True)
        bpy.ops.object.convert(
            target='CURVE',
            keep_original=False)  #this will be the new full arch
        arch = context.object
        arch.name = orig_arch_name + "_Mirrored"

    #we may want to switch the direction of the curve :-)
    #we may also want to handle this outside of this function
    if reverse:
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.curve.switch_direction()
        bpy.ops.object.mode_set(mode='OBJECT')

    bpy.ops.object.convert(target='MESH', keep_original=True)
    arch_mesh = context.object  #now the mesh conversion
    arch_len = 0
    mx = arch_mesh.matrix_world

    #do some calcs to the curve
    #TODO:  split this method off.  It may already
    #be in odcutils.
    occ_dir = Vector(
        (0, 0, 0))  #this will end  be a normalized, global direction
    for i in range(0, len(arch_mesh.data.vertices) - 1):
        v0 = arch_mesh.data.vertices[i]
        v1 = arch_mesh.data.vertices[i + 1]
        V0 = mx * v1.co - mx * v0.co
        arch_len += V0.length

        if i < len(arch_mesh.data.vertices) - 2:
            v2 = arch_mesh.data.vertices[i + 2]
            V1 = mx * v2.co - mx * v1.co

            occ_dir += V0.cross(V1)

    if debug:
        print("arch is %f mm long" % arch_len)

    #pull values from the tooth size/data
    #if we are mirroring, we need to do some logic
    if mirror:
        if sextant not in ["UR", "UL", "LR", "LL", "MAX", "MAND"]:
            print('Incorrect sextant for mirroring')
            return {'CANCELLED'}
        else:
            if sextant.startswith("U"):
                sextant = "MAX"
            elif sextant.startswith("L"):
                sextant = "MAND"
            #else..leave quadrant alone

    curve_teeth = quadrant_dict[sextant]
    occ_dir *= occ_direct_dict[sextant] * 1 / (len(arch_mesh.data.vertices) -
                                               2)
    occ_dir.normalize()

    #this deletes the arch mesh...not the arch curve
    bpy.ops.object.delete()

    if reorient:
        arch_z = mx.to_quaternion() * Vector((0, 0, 1))
        arch_z.normalize()
        if math.pow(arch_z.dot(occ_dir), 2) < .9:
            orient = odcutils.rot_between_vecs(
                Vector((0, 0, 1)), occ_dir
            )  #align the local Z of bezier with occlusal direction (which is global).
            odcutils.reorient_object(arch, orient)
    if debug:
        print("working on these teeth %s" % ":".join(curve_teeth))

    #import/link teeth from the library
    restorations = []
    if link and len(context.scene.odc_teeth):
        for tooth in context.scene.odc_teeth:
            if tooth.name[0:2] in curve_teeth:
                #TODO: restoration etc?
                #we will have to check later if we need to use the restoration
                #from this tooth
                restorations.append(tooth.name)
        if debug:
            print(
                "These restorations are already in the proposed quadrant %s" %
                ", ".join(restorations))

    #figure out which objects we are going to distribute.
    lib_teeth_names = odcutils.obj_list_from_lib(
        tooth_library)  #TODO: check if tooth_library is valid?
    tooth_objects = [[None]] * len(
        curve_teeth
    )  #we want this list to be mapped to curve_teeth with it's index...dictionary if we have to
    delete_later = []
    for i, planned_tooth in enumerate(curve_teeth):
        #this will be a one item list
        tooth_in_scene = [
            tooth for tooth in context.scene.odc_teeth
            if tooth.name.startswith(planned_tooth)
        ]
        if link and len(tooth_in_scene):
            #check if the restoration is already there...if so, use it
            if tooth_in_scene[0].contour:
                tooth_objects[i] = bpy.data.objects[tooth_in_scene[0].contour]

            #if it's not there, add it in, and associate it with ODCTooth Object
            else:
                for tooth in lib_teeth_names:
                    if tooth.startswith(
                            planned_tooth
                    ):  #necessary that the planned teeth have logical names

                        new_name = tooth + "_ArchPlanned"
                        if new_name in bpy.data.objects:
                            ob = bpy.data.objects[new_name]
                            me = ob.data
                            ob.user_clear()
                            bpy.data.objects.remove(ob)
                            bpy.data.meshes.remove(me)
                            context.scene.update()

                        odcutils.obj_from_lib(tooth_library, tooth)
                        ob = bpy.data.objects[tooth]
                        context.scene.objects.link(ob)
                        ob.name = new_name
                        tooth_objects[i] = ob
                        tooth_in_scene[0].contour = ob.name
                        break  #in case there are multiple copies?
        else:  #the tooth is not existing restoration, and we want to put it in anyway
            for tooth in lib_teeth_names:
                if tooth.startswith(planned_tooth):
                    new_name = tooth + "_ArchPlanned"
                    if new_name in bpy.data.objects:
                        ob = bpy.data.objects[new_name]
                        me = ob.data
                        ob.user_clear()
                        bpy.data.objects.remove(ob)
                        bpy.data.meshes.remove(me)
                        context.scene.update()

                    odcutils.obj_from_lib(tooth_library, tooth)
                    ob = bpy.data.objects[tooth]
                    ob.name += "_ArchPlanned"
                    if limit:
                        context.scene.objects.link(ob)
                        delete_later.append(ob)
                    else:
                        context.scene.objects.link(ob)

                    tooth_objects[i] = ob
                    break
    if debug:
        print(tooth_objects)

    #secretly, we imported the whole quadrant..we will delete them later
    teeth_len = 0
    lengths = [[0]] * len(curve_teeth)  #list of tooth mesial/distal lengths
    locs = [[0]] * len(curve_teeth)  #normalized list of locations
    for i, ob in enumerate(tooth_objects):
        lengths[i] = ob.dimensions[0]

        teeth_len += ob.dimensions[0]
        locs[i] = teeth_len - ob.dimensions[0] / 2
    scale = arch_len / teeth_len
    crowding = teeth_len - arch_len

    if debug > 1:
        print(lengths)
        print(locs)
        print(scale)
        print("there is %d mm of crowding" % round(crowding, 2))
        print("there is a %d pct archlength discrepancy" %
              round(100 - scale * 100, 2))

    #scale them to the right size
    for i, ob in enumerate(tooth_objects):

        if shift == 'FOSSA':
            delta = .05
        else:
            delta = 0
        #resize it
        ob.scale[0] *= scale + delta
        ob.scale[1] *= scale + delta
        ob.scale[2] *= scale + delta

        #find the location of interest we want?
        # bbox center, cusp tip? fossa/grove, incisal edge?
        #TODO:  odcutils.tooth_features(tooth,feature)  (world coords or local?)
        ob.location = Vector((0, 0, 0))
        if ob.rotation_mode != 'QUATERNION':
            ob.rotation_mode = 'QUATERNION'

        ob.rotation_quaternion = Quaternion((1, 0, 0, 0))

        #center line...we want palatinal face median point z,y with midpointx and center line min local z
        #buccal line...we want incisal edge median local y, maxlocal z, midpoing bbox x and buccal cusp max z?

        context.scene.objects.active = ob
        ob.select = True
        ob.hide = False

        ob.constraints.new('FOLLOW_PATH')
        path_constraint = ob.constraints["Follow Path"]
        path_constraint.target = arch
        path_constraint.use_curve_follow = True
        #find out if we cross the midline
        if sextant in ['MAX', 'MAND', 'UA', 'LA']:
            path_constraint.forward_axis = 'FORWARD_X'
            if int(curve_teeth[i]) > 20 and int(curve_teeth[i]) < 40:
                path_constraint.forward_axis = 'TRACK_NEGATIVE_X'
        else:
            path_constraint.forward_axis = 'FORWARD_X'

        path_constraint.offset = 100 * (-1 + locs[i] / teeth_len)

    #after arranging them on the curve, make a 2nd pass to spin them or not

    #decrease in number means mesial.  Except at midline.this will happen
    #we have constructed curve_teeth such that there will never be a non
    #integer change in adjacent list members. #eg,
    #quaternion rotation rules
    # Qtotal = Qa * Qb represtnts rotation b followed by rotation a
    #what we are doing is testing the occlusal direction of one tooth vs the arch occlusal direction
    context.scene.update()
    ob_dist = tooth_objects[1]
    ob_mes = tooth_objects[0]
    mesial = int(curve_teeth[1]) - int(
        curve_teeth[0]) == 1  #if true....distal numbers > mesial numbers
    vect = ob_mes.matrix_world * ob_mes.location - ob_dist.matrix_world * ob_dist.location
    spin = (vect.dot(ob_dist.matrix_world.to_quaternion() * Vector(
        (1, 0, 0))) < 0) == mesial

    tooth_occ = ob_mes.matrix_world.to_quaternion() * Vector((0, 0, 1))
    flip = tooth_occ.dot(occ_dir) > 0

    if debug:
        print('We will flip the teeth: %s. We will spin the teeth: %s.' %
              (str(flip), str(spin)))

    for ob in tooth_objects:
        if flip:
            ob.rotation_quaternion = Quaternion((0, 1, 0, 0))
        if spin:
            ob.rotation_quaternion = Quaternion(
                (0, 0, 0, 1)) * ob.rotation_quaternion

    for i, ob in enumerate(tooth_objects):

        if shift == 'BUCCAL':
            groups = [
                "Incisal Edge", "Distobuccal Cusp", "Mesiobuccal Cusp",
                "Buccal Cusp"
            ]
            inds = []
            for vgroup in groups:
                if vgroup in ob.vertex_groups:
                    inds += odcutils.vert_group_inds_get(context, ob, vgroup)
            max_z = 0
            max_ind = 0
            for j in inds:
                z = ob.data.vertices[j].co[2]
                if z > max_z:
                    max_ind = j
                    max_z = z
            tip = ob.data.vertices[max_ind].co
            tooth_shift = Vector(
                (0, tip[1] * ob.scale[1], tip[2] * ob.scale[2]))

            if sextant in [
                    'MAX', 'MAND', 'UA', 'LA'
            ]:  #no freakin idea why this is happening, but empirically, it's working
                tooth_shift[1] *= -1

            ob.location += (-1 + 2 * flip) * tooth_shift

        if shift == 'FOSSA':
            groups = ["Middle Fissure", "Palatinal Face"]
            inds = []
            for vgroup in groups:
                if vgroup in ob.vertex_groups and vgroup == "Middle Fissure":
                    inds += odcutils.vert_group_inds_get(context, ob, vgroup)

                    min_z = ob.dimensions[2]
                    min_ind = 0
                    for j in inds:
                        z = ob.data.vertices[j].co[2]
                        if z < min_z:
                            min_ind = j
                            min_z = z
                            depth = ob.data.vertices[min_ind].co
                            tooth_shift = Vector((0, depth[1] * ob.scale[1],
                                                  depth[2] * ob.scale[2]))

                elif vgroup in ob.vertex_groups and vgroup == "Palatinal Face":
                    inds += odcutils.vert_group_inds_get(context, ob, vgroup)
                    mx = Matrix.Identity(4)
                    com = odcutils.get_com(ob.data, inds, mx)
                    tooth_shift = odcutils.scale_vec_mult(
                        com, ob.matrix_world.to_scale())

            if sextant in [
                    'MAX', 'MAND', 'UA', 'LA'
            ]:  #no freakin idea why this is happening, but empirically, it's working
                tooth_shift[1] *= -1

            ob.location += (-1 + 2 * flip) * tooth_shift

    if limit:
        bpy.ops.object.select_all(action='DESELECT')
        for ob in delete_later:
            ob.select = True

        context.scene.objects.active = ob
        bpy.ops.object.delete()
def cloth_fill_main2(context, loop_obj, oct, smooth, debug=False):
    '''
    notes:
       make sure the user view is such that you can see the entire ring with
       out any corosses (knots)
       
       if calling from script not in 3dview, you can override the view
       
    args:
        context - blender context
        loop_obj:  blender curve object or mesh object representing just a loop
        oct - octree depth for the grid to fill.
        smooth - iteartions to smooth the surface (soap bubble effect)
    return:
        CurveMesh :  The filled looop object type Blender Object (Mesh) 
    '''

    #selection mode = verts
    sce = context.scene

    if context.area.type != 'VIEW_3D':
        # Py cant access notifers
        for area in context.window.screen.areas:
            if area.type == 'VIEW_3D':
                #    for reg in area.regions:
                #        if reg.type == 'WINDOW':
                #            region = reg

                for spc in area.spaces:
                    if spc.type == 'VIEW_3D':
                        v3d = spc
                        region = spc.region_3d
    else:
        #get the space data
        v3d = bpy.context.space_data
        #v3d.transform_orientation = 'GLOBAL'
        #v3d.pivot_point = 'MEDIAN_POINT'
        region = v3d.region_3d

    vrot = region.view_rotation  #this is a quat
    Z = vrot * Vector((0, 0, 1))

    #change the mesh orientation to align with view..for blockout
    odcutils.reorient_object(loop_obj, vrot)  #TODO test this
    sce.update()

    if loop_obj.parent:
        reparent = True
    else:
        reparent = False

    if loop_obj.type not in {'CURVE', 'MESH'}: return

    me = loop_obj.to_mesh(context.scene, True, 'PREVIEW')
    tray_bme = bmesh.new()
    tray_bme.from_mesh(me)

    tray_me = bpy.data.meshes.new('cloth tray')
    TrayOb = bpy.data.objects.new('Cloth Tray', tray_me)
    TrayOb.matrix_world = loop_obj.matrix_world

    #do some size estimation
    min_size = min(loop_obj.dimensions)
    size = max(list(loop_obj.dimensions))
    grid_predict = size * 0.9 / pow(oct, 2)
    print("grid prediction is:  " + str(grid_predict))

    #make a 2nd object to project down on...
    tmp_bme = bmesh.new()
    tmp_bme.from_mesh(me)
    temp_me = bpy.data.meshes.new('cloth temp')
    TempOb = bpy.data.objects.new('Cloth Temp', temp_me)
    TempOb.matrix_world = loop_obj.matrix_world
    context.scene.objects.link(TempOb)

    #fill the the surface of the temp
    geom = bmesh.ops.triangle_fill(tmp_bme,
                                   use_beauty=True,
                                   edges=tmp_bme.edges)
    tmp_bme.edges.ensure_lookup_table()
    tmp_bme.verts.ensure_lookup_table()

    #move edges outward a little
    perim_eds = [ed for ed in tmp_bme.edges if not ed.is_manifold]
    odcutils.extrude_bmesh_loop(tmp_bme,
                                perim_eds,
                                loop_obj.matrix_world,
                                Z,
                                -.001 * min_size,
                                move_only=True)

    #This time add an extrusion
    odcutils.extrude_bmesh_loop(tmp_bme,
                                perim_eds,
                                loop_obj.matrix_world,
                                Z,
                                -.05 * min_size,
                                move_only=False)

    #put the data in
    tmp_bme.to_mesh(TempOb.data)
    tmp_bme.free()

    #Now deal with the tray which is to be remeshed.
    #first, solidify all of their

    #flatten. Since oriented into view, this flattens it
    for v in tray_bme.verts:
        v.co[2] = 0.00

    #triangle fill
    geom = bmesh.ops.triangle_fill(tray_bme,
                                   use_beauty=True,
                                   edges=tray_bme.edges)

    solid_geom = [f for f in tray_bme.faces] + [v for v in tray_bme.verts] + [
        ed for ed in tray_bme.edges
    ]
    new_geom = bmesh.ops.solidify(tray_bme,
                                  geom=solid_geom,
                                  thickness=grid_predict * 0.75)

    tray_bme.to_mesh(tray_me)
    tray_bme.free()

    context.scene.objects.link(TrayOb)
    mod = TrayOb.modifiers.new('Remesh', type='REMESH')
    mod.octree_depth = oct
    mod.scale = .9

    tray_bme = bmesh.new()
    final_me = TrayOb.to_mesh(context.scene,
                              apply_modifiers=True,
                              settings='PREVIEW')
    tray_bme.from_mesh(final_me)
    tray_bme.verts.ensure_lookup_table()
    to_delete = []
    for v in tray_bme.verts:
        if v.co[2] > .0001 or v.co[2] < -.0001:
            to_delete.append(v)

    bmesh.ops.delete(tray_bme, geom=to_delete, context=1)

    TrayOb.modifiers.remove(modifier=mod)
    tray_bme.to_mesh(TrayOb.data)
    tray_bme.free()

    #TODOD, manually with ray cast
    swrap = TrayOb.modifiers.new('Shrinkwrap', type='SHRINKWRAP')
    swrap.wrap_method = 'PROJECT'
    swrap.use_project_z = True
    swrap.use_negative_direction = True
    swrap.use_positive_direction = True
    swrap.target = TempOb

    #tray_me = TrayOb.to_mesh(context.scene, apply_modifiers = True, settings = 'PREVIEW')

    #TrayOb.data = tray_me
    #TrayOb.modifiers.remove(modifier = swrap)
    if reparent:
        TrayOb.update_tag()
        sce.update()
        odcutils.parent_in_place(TrayOb, loop_obj.parent)

    return TrayOb
def cloth_fill_main(context, loop_obj, oct, smooth, debug=False):
    '''
    notes:
       make sure the user view is such that you can see the entire ring with
       out any corosses (knots)
       
       if calling from script not in 3dview, you can override the view
       
    args:
        context - blender context
        loop_obj:  blender curve object or mesh object representing just a loop
        oct - octree depth for the grid to fill.
        smooth - iteartions to smooth the surface (soap bubble effect)
    return:
        CurveMesh :  The filled looop object type Blender Object (Mesh) 
    '''

    #selection mode = verts
    sce = context.scene
    context.tool_settings.mesh_select_mode = [True, False, False]

    #get the space data
    v3d = bpy.context.space_data
    v3d.transform_orientation = 'GLOBAL'
    v3d.pivot_point = 'MEDIAN_POINT'

    region = v3d.region_3d
    vrot = region.view_rotation  #this is a quat

    #set object mode...force selection
    if context.mode != 'OBJECT':
        bpy.ops.object.mode_set(mode='OBJECT')

    bpy.ops.object.select_all(action='DESELECT')
    context.scene.objects.active = loop_obj
    loop_obj.select = True

    #change the mesh orientation to align with view..for blockout
    odcutils.reorient_object(loop_obj, vrot)  #TODO test this
    sce.update()

    if loop_obj.type in {'CURVE', 'MESH'}:
        if loop_obj.type == 'CURVE':
            #check if cyclic
            if not loop_obj.data.splines[0].use_cyclic_u:
                loop_obj.data.splines[
                    0].use_cyclic_u = True  #TODO: add this over to margin

            #convert the curve to a mesh...so we can use it.
            bpy.ops.object.duplicate()
            bpy.ops.object.convert(target='MESH', keep_original=False)
            #active object is now the mesh version of the curve

        else:
            #make sure it's a loop
            if len(loop_obj.data.vertices) != len(loop_obj.data.edges):
                print('this is not a loop')
                return
            else:
                bpy.ops.object.duplicate()
                #active object is now the mesh duplicate

    #this will become our final cloth filled objec
    CurveMesh = context.object
    CurveMesh.name = "Cloth Tray Mesh"

    #do some size estimation
    size = max(list(CurveMesh.dimensions))
    grid_predict = size * 0.9 / pow(oct, 2)
    print("grid prediction is:  " + str(grid_predict))

    #make a duplicate...
    current_objects = list(
        bpy.data.objects)  #remember current objects to ID new ones later
    bpy.ops.object.duplicate()
    for obj in sce.objects:
        if obj not in current_objects:
            obj.name = "cloth_temp"
            Temp = obj

    #fill the the surface of the temp
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.fill()

    #stretch it out a little
    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.context.tool_settings.mesh_select_mode = [False, True, False]
    bpy.ops.mesh.select_non_manifold()
    bpy.ops.object.editmode_toggle()

    eds = [ed for ed in Temp.data.edges if ed.select]
    barrier = .05 * min(Temp.dimensions)
    odcutils.extrude_edges_out_view(Temp.data,
                                    eds,
                                    Temp.matrix_world,
                                    barrier / 5,
                                    debug=debug)
    bpy.ops.object.editmode_toggle()

    bpy.context.tool_settings.mesh_select_mode = [False, True, False]
    bpy.ops.mesh.select_non_manifold()
    bpy.ops.mesh.extrude_edges_move()
    bpy.ops.object.editmode_toggle()

    eds = [ed for ed in Temp.data.edges if ed.select]
    odcutils.extrude_edges_out_view(Temp.data,
                                    eds,
                                    Temp.matrix_world,
                                    barrier,
                                    debug=debug)
    bpy.ops.object.editmode_toggle()
    bpy.context.tool_settings.mesh_select_mode = [True, False, False]

    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_all(action='DESELECT')

    CurveMesh.select = True
    sce.objects.active = CurveMesh
    CurveMesh.rotation_mode = 'QUATERNION'

    #make the origin the same as the bez curve?
    sce.cursor_location = loop_obj.location
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

    if CurveMesh.parent:
        Parent = CurveMesh.parent
        reparent = True
        wmx = CurveMesh.matrix_world.copy()
        CurveMesh.parent = None
        CurveMesh.matrix_world = wmx
    else:
        wmx = Matrix.Identity(4)
        reparent = False
    #unrotate it so we can make a nice remesh surface
    #although why this doesn't work with local coords I dunno
    bpy.ops.object.rotation_clear()

    #flatten to view...fill in the loop
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')
    #get the space data
    v3d = bpy.context.space_data
    v3d.transform_orientation = 'LOCAL'
    v3d.pivot_point = 'MEDIAN_POINT'
    bpy.ops.transform.resize(value=(1, 1, 0), constraint_orientation='LOCAL')
    bpy.ops.mesh.looptools_space()
    bpy.ops.mesh.fill()

    #add modifiers
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.modifier_add(type='SOLIDIFY')
    bpy.ops.object.modifier_add(type='REMESH')

    solmod = CurveMesh.modifiers["Solidify"]
    solmod.thickness = grid_predict * .75

    remod = CurveMesh.modifiers["Remesh"]
    remod.octree_depth = oct
    remod.scale = .9

    #for some reason the modifier weren't updating
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.editmode_toggle()

    #problem with applying modifiers...new method.
    mesh = CurveMesh.to_mesh(bpy.context.scene, True, 'RENDER')
    new_obj = bpy.data.objects.new(CurveMesh.name, mesh)
    bpy.context.scene.objects.link(new_obj)
    new_obj.matrix_world = wmx

    bpy.context.scene.objects.active = new_obj

    CurveMesh.select = True
    bpy.context.scene.objects.active = CurveMesh
    bpy.ops.object.delete()

    new_obj.select = True
    CurveMesh = new_obj
    bpy.context.scene.objects.active = CurveMesh
    '''
    bpy.ops.object.modifier_apply(modifier="Solidify")
    
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.editmode_toggle()
    
    bpy.ops.object.modifier_apply(modifier="Remesh")
    '''

    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.ops.object.mode_set(mode='OBJECT')

    #make it a 2d obejct
    bpy.context.tool_settings.mesh_select_mode = [False, False, True]
    flat = False
    n = 0
    while not flat:

        #hope to select a polygon not on the border
        CurveMesh.data.polygons[n].select = True
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.faces_select_linked_flat()
        bpy.ops.object.mode_set(mode='OBJECT')

        sel_faces = [poly for poly in CurveMesh.data.polygons if poly.select]
        if len(sel_faces) > len(CurveMesh.data.polygons) / 3:
            flat = True

        if n > 100:
            break
        n += 1
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.delete()
    bpy.context.tool_settings.mesh_select_mode = [False, True, False]
    bpy.ops.mesh.select_loose()
    bpy.ops.mesh.delete(type='EDGE')
    bpy.ops.mesh.select_non_manifold()
    bpy.context.tool_settings.mesh_select_mode = [True, False, False]
    bpy.ops.mesh.select_all(action='INVERT')
    bpy.ops.mesh.vertices_smooth(repeat=smooth)

    bpy.ops.object.mode_set(mode='OBJECT')

    bpy.ops.object.modifier_add(type='SHRINKWRAP')
    swrap = CurveMesh.modifiers["Shrinkwrap"]
    swrap.wrap_method = 'PROJECT'
    swrap.use_project_z = True
    swrap.use_negative_direction = True
    swrap.use_positive_direction = True
    swrap.target = Temp

    CurveMesh.rotation_quaternion = vrot
    bpy.ops.object.modifier_apply(modifier="Shrinkwrap")

    if reparent:
        CurveMesh.update_tag()
        sce.update()
        odcutils.parent_in_place(CurveMesh, Parent)

    bpy.ops.object.select_all(action='DESELECT')

    if debug < 3:
        Temp.select = True
        sce.objects.active = Temp
        bpy.ops.object.delete()

    CurveMesh.select = True
    sce.objects.active = CurveMesh
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')

    bpy.context.tool_settings.mesh_select_mode = [False, True, False]
    bpy.ops.mesh.select_loose()
    bpy.ops.mesh.delete(type='EDGE')
    bpy.context.tool_settings.mesh_select_mode = [True, False, False]
    bpy.ops.object.mode_set(mode='OBJECT')

    mx = CurveMesh.matrix_world
    sum_edges = 0
    if len(CurveMesh.data.edges) != 0:
        for ed in CurveMesh.data.edges:
            v0 = CurveMesh.data.vertices[ed.vertices[0]]
            v1 = CurveMesh.data.vertices[ed.vertices[1]]
            V = mx * v1.co - mx * v0.co
            sum_edges += V.length

        avg_edge = sum_edges / len(CurveMesh.data.edges)

        if debug:
            print("average grid size: " + str(avg_edge))

    return CurveMesh