Exemplo n.º 1
0
 def create(self, o):
     context = self.context
     
     obj = createMeshObject(self.name)
     #obj.hide_select = True
     context.scene.prk.areaName = obj.name
     obj["t"] = self.type
     group = o["g"]
     # remember the group for the first vertex
     obj["last"] = group
     bm = getBmesh(obj)
     # create a deform layer to store vertex groups
     layer = bm.verts.layers.deform.new()
     vert = bm.verts.new(self.getLocation(o))
     
     assignGroupToVerts(obj, layer, group, vert)
     bm.to_mesh(obj.data)
     bm.free()
     
     # without scene.update() hook modifiers will not work correctly
     context.scene.update()
     # perform parenting
     self.parent_set(o.parent, obj)
     # one more update
     context.scene.update()
     
     addHookModifier(obj, group, o, group)
Exemplo n.º 2
0
    def create(self, controls, parent, profile):
        context = self.context

        profile, closed, clockwise = self.getProfileData(profile)

        obj = createMeshObject("extruded")
        obj["t"] = "extruded"

        bm = getBmesh(obj)
        # vertex groups are in the deform layer, create one before any operation with bmesh:
        layer = bm.verts.layers.deform.new()

        numVerts = len(profile)
        numControls = len(controls)
        for i in range(numControls):
            c = controls[i]
            corner = Corner(c.location,
                            pVert=controls[i - 1].location,
                            nVert=controls[(i + 1) % numControls].location)
            group = c["g"]
            for p in profile:
                v = bm.verts.new(corner.inset(p[0], p[1]))
                assignGroupToVerts(obj, layer, group, v)

        # create faces
        bm.verts.ensure_lookup_table()
        for i in range(numControls):
            offset1 = (i - 1) * numVerts
            offset2 = offset1 + numVerts
            v1_1 = bm.verts[offset1]
            v2_1 = bm.verts[offset2]
            for p in range(1, numVerts):
                v1_2 = bm.verts[offset1 + p]
                v2_2 = bm.verts[offset2 + p]
                bm.faces.new((v2_2, v1_2, v1_1,
                              v2_1) if clockwise else (v2_2, v2_1, v1_1, v1_2))
                v1_1 = v1_2
                v2_1 = v2_2
            if closed:
                v1_2 = bm.verts[offset1]
                v2_2 = bm.verts[offset2]
                bm.faces.new((v2_2, v1_2, v1_1,
                              v2_1) if clockwise else (v2_2, v2_1, v1_1, v1_2))

        bm.to_mesh(obj.data)
        bm.free()

        # without scene.update() hook modifiers will not work correctly
        context.scene.update()
        # perform parenting
        parent_set(parent, obj)
        # one more update
        context.scene.update()

        # add hook modifiers
        for c in controls:
            group = c["g"]
            addHookModifier(obj, group, c, group)
Exemplo n.º 3
0
    def createFromArea(self, area):
        context = self.context
        controls = area.getControls()

        obj = createMeshObject(area.obj.name + "_finish")
        obj["t"] = self.type
        self.obj = obj

        bm = getBmesh(obj)
        # vertex groups are in the deform layer, create one before any operation with bmesh:
        layer = bm.verts.layers.deform.new()

        # a vector along z-axis with the length equal to the wall height
        height = getLevelHeight(context, area.obj) * zAxis
        numControls = len(controls)
        for c in controls:
            group = c["g"]
            # the vert at the bottom
            v_b = bm.verts.new(c.location)
            # the vert at the top
            v_t = bm.verts.new(c.location + height)
            assignGroupToVerts(obj, layer, group, v_b, v_t)
            # assign vertex group for the top vertex
            assignGroupToVerts(obj, layer, "t", v_t)

        # create faces
        bm.verts.ensure_lookup_table()
        v1_b = bm.verts[-2]
        v1_t = bm.verts[-1]
        for i in range(numControls):
            # <2> is the number of vertices (of the just created wall surface) per control point
            v2_b = bm.verts[i * 2]
            v2_t = bm.verts[i * 2 + 1]
            bm.faces.new((v1_b, v1_t, v2_t, v2_b))
            v1_b = v2_b
            v1_t = v2_t
        setBmesh(obj, bm)

        # without scene.update() hook modifiers will not work correctly
        context.scene.update()
        # perform parenting
        parent_set(area.obj.parent, obj)
        # one more update
        context.scene.update()

        # add HOOK modifiers
        for c in controls:
            group = c["g"]
            addHookModifier(obj, group, c, group)
        # add a HOOK modifier controlling the top vertices
        addHookModifier(obj, "t", getNextLevelParent(context, obj), "t")
        # add a SOLIDIFY modifier
        addSolidifyModifier(obj, "solidify", thickness=0.001, offset=1.)
        self.treatInsertions(controls)
Exemplo n.º 4
0
 def create(self, controls, parent, profile):
     context = self.context
     
     profile, closed, clockwise = self.getProfileData(profile)
     
     obj = createMeshObject("extruded")
     obj["t"] = "extruded"
     
     bm = getBmesh(obj)
     # vertex groups are in the deform layer, create one before any operation with bmesh:
     layer = bm.verts.layers.deform.new()
     
     numVerts = len(profile)
     numControls = len(controls)
     for i in range(numControls):
         c = controls[i]
         corner = Corner(c.location, pVert = controls[i-1].location, nVert = controls[(i+1)%numControls].location)
         group = c["g"]
         for p in profile:
             v = bm.verts.new(corner.inset(p[0], p[1]))
             assignGroupToVerts(obj, layer, group, v)
     
     # create faces
     bm.verts.ensure_lookup_table()
     for i in range(numControls):
         offset1 = (i-1)*numVerts
         offset2 = offset1+numVerts
         v1_1 = bm.verts[offset1]
         v2_1 = bm.verts[offset2]
         for p in range(1, numVerts):
             v1_2 = bm.verts[offset1+p]
             v2_2 = bm.verts[offset2+p]
             bm.faces.new((v2_2, v1_2, v1_1, v2_1) if clockwise else (v2_2, v2_1, v1_1, v1_2))
             v1_1 = v1_2
             v2_1 = v2_2
         if closed:
             v1_2 = bm.verts[offset1]
             v2_2 = bm.verts[offset2]
             bm.faces.new((v2_2, v1_2, v1_1, v2_1) if clockwise else (v2_2, v2_1, v1_1, v1_2))
     
     bm.to_mesh(obj.data)
     bm.free()
     
     # without scene.update() hook modifiers will not work correctly
     context.scene.update()
     # perform parenting
     parent_set(parent, obj)
     # one more update
     context.scene.update()
     
     # add hook modifiers
     for c in controls:
         group = c["g"]
         addHookModifier(obj, group, c, group)
Exemplo n.º 5
0
 def createFromArea(self, area):
     context = self.context
     controls = area.getControls()
     
     obj = createMeshObject(area.obj.name+"_finish")
     obj["t"] = self.type
     self.obj = obj
     
     bm = getBmesh(obj)
     # vertex groups are in the deform layer, create one before any operation with bmesh:
     layer = bm.verts.layers.deform.new()
     
     # a vector along z-axis with the length equal to the wall height
     height = getLevelHeight(context, area.obj)*zAxis
     numControls = len(controls)
     for c in controls:
         group = c["g"]
         # the vert at the bottom
         v_b = bm.verts.new(c.location)
         # the vert at the top
         v_t = bm.verts.new(c.location+height)
         assignGroupToVerts(obj, layer, group, v_b, v_t)
         # assign vertex group for the top vertex
         assignGroupToVerts(obj, layer, "t", v_t)
     
     # create faces
     bm.verts.ensure_lookup_table()
     v1_b = bm.verts[-2]
     v1_t = bm.verts[-1]
     for i in range(numControls):
         # <2> is the number of vertices (of the just created wall surface) per control point
         v2_b = bm.verts[i*2]
         v2_t = bm.verts[i*2+1]
         bm.faces.new((v1_b, v1_t, v2_t, v2_b))
         v1_b = v2_b
         v1_t = v2_t
     setBmesh(obj, bm)
     
     # without scene.update() hook modifiers will not work correctly
     context.scene.update()
     # perform parenting
     parent_set(area.obj.parent, obj)
     # one more update
     context.scene.update()
     
     # add HOOK modifiers
     for c in controls:
         group = c["g"]
         addHookModifier(obj, group, c, group)
     # add a HOOK modifier controlling the top vertices
     addHookModifier(obj, "t", getNextLevelParent(context, obj), "t")
     # add a SOLIDIFY modifier
     addSolidifyModifier(obj, "solidify", thickness=0.001, offset=1.)
     self.treatInsertions(controls)
Exemplo n.º 6
0
 def makeFromEmpties(self, empties):
     context = self.context
     
     obj = createMeshObject(self.name)
     #obj.hide_select = True
     # type
     obj["t"] = self.type
     
     bm = getBmesh(obj)
     # create a deform layer to store vertex groups
     layer = bm.verts.layers.deform.new()
     
     for e in empties:
         vert = bm.verts.new(self.getLocation(e))
         assignGroupToVerts(obj, layer, e["g"], vert)
     
     # the face
     face = bm.faces.new(bm.verts)
     
     bm.to_mesh(obj.data)
     if obj.data.polygons[0].normal[2]<-zero:
         bmesh.ops.reverse_faces(bm, faces = (face,))
         bm.to_mesh(obj.data)
     bm.free()
     
     # without scene.update() hook modifiers will not work correctly
     context.scene.update()
     # perform parenting
     self.parent_set(empties[0].parent, obj)
     # one more update
     context.scene.update()
     
     # add HOOK modifiers
     for e in empties:
         group = e["g"]
         addHookModifier(obj, group, e, group)
     return obj
Exemplo n.º 7
0
 def make(self, t, **kwargs):
     verts = t.bm.verts
     context = self.context
     hooksForNodes = kwargs["hooksForNodes"]
     # template Blender object
     _o = t.o
     # Create a Blender EMPTY object to serve as a parent for the window mesh;
     # its name doesn't have <T_> prefix
     name = _o.name[2:]
     # <pt> stands for parent template
     pt = t.parentTemplate
     if pt:
         p = createEmptyObject(name, _o.location-pt.o.location, False, empty_draw_size=0.01)
     else:
         # parent for the whole hierarchy of window Blender objects
         p = t.p
     t.meshParent = p
     # start a Blender object for the template
     o = createMeshObject(name + "_mesh")
     t.meshObject = o
     
     context.scene.update()
     # perform parenting
     parent_set(p, o)
     if t.parentTemplate:
         parent_set(pt.meshParent, p)
     context.scene.update()
     context.scene.objects.active = o
     
     t.prepareOffsets()
     
     # iterate through the vertices of the template Blender object
     numVerts = 0
     for v in verts:
         # id of the vertex
         vid = t.getVid(v)
         if not (vid in _o and _o[vid] in bpy.data.objects):
             continue
         # Blender object for the node at the vertex
         j = bpy.data.objects[_o[vid]]
         t.setNode(v, j, o, context, hooksForNodes = hooksForNodes)
         numVerts += 1
     
     # final operations: bridging or extruding edges loops of the nodes, making surfaces
     bm = getBmesh(o)
     t.bridgeOrExtendNodes(o, bm, kwargs["dissolveEndEdges"])
     if numVerts == len(verts):
         t.makeSurfaces(o, bm)
     setBmesh(o, bm)
     
     # remove unneeded vertex group
     groups = [g for g in o.vertex_groups if g.name[0] in ("e", "s", "c")]
     for g in groups:
         o.vertex_groups.remove(g)
     
     # add Edge Split modifier
     if kwargs["addEdgeSplitModifier"]:
         addEdgeSplitModifier(o, o.name)
         
     # set maximum possible range for the shape keys
     if hooksForNodes and o.data.shape_keys:
         for kb in o.data.shape_keys.key_blocks:
             kb.slider_min = -10.
             kb.slider_max = 10.
     
     t.insertAssets(context)
     
     # hide the template Blender object and all its children
     hide(t.o, True)
Exemplo n.º 8
0
    def make(self, t, **kwargs):
        verts = t.bm.verts
        context = self.context
        hooksForNodes = kwargs["hooksForNodes"]
        # template Blender object
        _o = t.o
        # Create a Blender EMPTY object to serve as a parent for the window mesh;
        # its name doesn't have <T_> prefix
        name = _o.name[2:]
        # <pt> stands for parent template
        pt = t.parentTemplate
        if pt:
            p = createEmptyObject(name,
                                  _o.location - pt.o.location,
                                  False,
                                  empty_draw_size=0.01)
        else:
            # parent for the whole hierarchy of window Blender objects
            p = t.p
        t.meshParent = p
        # start a Blender object for the template
        o = createMeshObject(name + "_mesh")
        t.meshObject = o

        context.scene.update()
        # perform parenting
        parent_set(p, o)
        if t.parentTemplate:
            parent_set(pt.meshParent, p)
        context.scene.update()
        context.scene.objects.active = o

        t.prepareOffsets()

        # iterate through the vertices of the template Blender object
        numVerts = 0
        for v in verts:
            # id of the vertex
            vid = t.getVid(v)
            if not (vid in _o and _o[vid] in bpy.data.objects):
                continue
            # Blender object for the node at the vertex
            j = bpy.data.objects[_o[vid]]
            t.setNode(v, j, o, context, hooksForNodes=hooksForNodes)
            numVerts += 1

        # final operations: bridging or extruding edges loops of the nodes, making surfaces
        bm = getBmesh(o)
        t.bridgeOrExtendNodes(o, bm, kwargs["dissolveEndEdges"])
        if numVerts == len(verts):
            t.makeSurfaces(o, bm)
        setBmesh(o, bm)

        # remove unneeded vertex group
        groups = [g for g in o.vertex_groups if g.name[0] in ("e", "s", "c")]
        for g in groups:
            o.vertex_groups.remove(g)

        # add Edge Split modifier
        if kwargs["addEdgeSplitModifier"]:
            addEdgeSplitModifier(o, o.name)

        # set maximum possible range for the shape keys
        if hooksForNodes and o.data.shape_keys:
            for kb in o.data.shape_keys.key_blocks:
                kb.slider_min = -10.
                kb.slider_max = 10.

        t.insertAssets(context)

        # hide the template Blender object and all its children
        hide(t.o, True)
Exemplo n.º 9
0
    def createEnvelope(self):
        terrain = self.terrain
        name = "%s_envelope" % terrain.name
        if name in bpy.data.objects:
            # use existing Blender object
            envelope = bpy.data.objects[name]
            # delete modifiers
            for m in reversed(envelope.modifiers):
                envelope.modifiers.remove(m)
        else:
            # create new envelope for the terrain
            envelope = createMeshObject(name, (0., 0., self.minZ),
                                        terrain.data.copy())
            # flatten the terrain envelope
            envelope.scale[2] = 0.
            envelope.select = True
            bpy.context.scene.objects.active = envelope
            bpy.ops.object.transform_apply(location=False,
                                           rotation=False,
                                           scale=True)

            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.select_all(action='DESELECT')
            bpy.ops.mesh.select_mode(type='FACE')
            bpy.ops.object.mode_set(mode='OBJECT')
            for p in envelope.data.polygons:
                if p.normal[2] < 0.:
                    p.select = True
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.delete(type='FACE')
            bpy.ops.mesh.select_mode(type='VERT')
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.remove_doubles()
            bpy.ops.mesh.region_to_loop()
            bpy.ops.mesh.select_all(action='INVERT')
            bpy.ops.mesh.dissolve_verts(use_face_split=False,
                                        use_boundary_tear=False)
            bpy.ops.mesh.select_all(action='SELECT')
            #bpy.ops.mesh.dissolve_limited(angle_limit=math.radians(0.1))
            bpy.ops.object.mode_set(mode='OBJECT')
            bm = getBmesh(envelope)
            for f in bm.faces:
                f.smooth = False
                # ensure all normals point upward
                pointNormalUpward(f)
            # inset faces to avoid weird results of the BOOLEAN modifier
            insetFaces = bmesh.ops.inset_region(bm,
                                                faces=bm.faces,
                                                use_boundary=True,
                                                use_even_offset=True,
                                                use_interpolate=True,
                                                use_relative_offset=False,
                                                use_edge_rail=False,
                                                use_outset=False,
                                                thickness=self.envelopeInset,
                                                depth=0.)['faces']
            bmesh.ops.delete(bm, geom=insetFaces, context=5)
            setBmesh(envelope, bm)

        self.envelope = envelope
        envelope.select = False
        envelope.hide_render = True
        # hide <envelope> after all Blender operator
        envelope.hide = True
        # SOLIDIFY modifier instead of BMesh extrude operator
        m = envelope.modifiers.new(name="Solidify", type='SOLIDIFY')
        m.offset = 1.
        m.thickness = self.maxZ - self.minZ + self.envelopeOffset