Files
blender-addons-contrib/mesh_normal_smooth.py
2010-11-20 23:08:15 +00:00

194 lines
5.8 KiB
Python

# mesh_normalsmooth_7.py Copyright (C) 2010, Dolf Veenvliet
#
# Relaxes selected vertices while retaining the shape as much as possible
#
# ***** 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 LICENCE BLOCK *****
bl_addon_info = {
"name": "Normal Smooth",
"author": "Dolf Veenvliet",
"version": (7),
"blender": (2, 5, 5),
"api": 32738,
"location": "View3D > Specials > Normal Smooth ",
"description": "Smooth the vertex position based on the normals",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Mesh"}
"""
Usage:
Launch from "W-menu" or from "Mesh -> Vertices -> Normal Smooth"
Additional links:
Author Site: http://www.macouno.com
e-mail: dolf {at} macouno {dot} com
"""
import bpy, mathutils, math
from bpy.props import IntProperty
## Rotate one vector (vec1) towards another (vec2)
## (rad = ammount of degrees to rotate in radians)
def RotVtoV(vec1, vec2, rad):
cross = vec1.cross(vec2)
mat = mathutils.Matrix.Rotation(rad, 3, cross)
return (vec1 * mat)
# Find the new coordinate for this verticle
def smoothVert(v1, v1in, me):
v1co = v1.co
v1no = v1.normal
# List of verts not to check (don't check against yourself)
chk = [v1in]
newCo = []
# Make sure there's faces, otherwise we do nothing
if len(me.faces):
# Check every face
for f in me.faces:
# Only check faces that this vert is in
if v1in in f.vertices:
# Loop through all the verts in the face
for v2in in f.vertices:
# Make sure you check every vert only once
if not v2in in chk:
chk.append(v2in)
v2 = me.vertices[v2in]
v2co = v2.co
# Get the vector from one vert to the other
vTov = v2co - v1co
vLen = vTov.length
# Use half the distance (actually 0.514 seems to be the specific nr to multiply by... just by experience)
vLen *= 0.514
# Get the normal rotated 90 degrees (pi * 0.5 = 90 degrees in radians) towards the original vert
vNor = RotVtoV(v2.normal, vTov.normalize(), (math.pi * 0.5))
# Make the vector the correct length
vNor = vNor.normalize() * vLen
# Add the vector to the vert position to get the correct coord
vNor = v2co + vNor
newCo.append(vNor)
# Calculate the new coord only if there's a result
if len(newCo):
nC = mathutils.Vector()
# Add all the new coordinates together
for c in newCo:
nC = nC + c
# Divide the resulting vector by the total to get the average
nC = nC / len(newCo)
# If there's no result, just return the original coord
else:
nC = v1co
return nC
# Base function
def normal_smooth(context):
ob = context.active_object
bpy.ops.object.mode_set(mode='OBJECT')
vNew = {}
me = ob.data
# loop through all verts
for v1 in me.vertices:
# only smooth selected verts
if v1.select:
v1in = v1.index
# Get the new coords for this vert
vNew[v1in] = smoothVert(v1, v1in, me)
# Only if they're anything new, can we apply anything
if len(vNew):
# Get the indexes for all verts to adapt
for k in vNew.keys():
# Set the vert's new coords
me.vertices[k].co = vNew[k]
bpy.ops.object.mode_set(mode='EDIT')
class NormalSmooth(bpy.types.Operator):
'''Smoothes verticle position based on vertex normals'''
bl_idname = 'normal.smooth'
bl_label = 'Normal Smooth'
bl_options = {'REGISTER', 'UNDO'}
iterations = IntProperty(name="Smoothing iterations",
default=1, min=0, max=100, soft_min=0, soft_max=10)
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj and obj.type == 'MESH')
def execute(self, context):
for i in range(0,self.iterations):
normal_smooth(context)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(NormalSmooth.bl_idname, text="Normal Smooth")
def register():
bpy.types.VIEW3D_MT_edit_mesh_specials.append(menu_func)
bpy.types.VIEW3D_MT_edit_mesh_vertices.append(menu_func)
def unregister():
bpy.types.VIEW3D_MT_edit_mesh_specials.remove(menu_func)
bpy.types.VIEW3D_MT_edit_mesh_vertices.remove(menu_func)
if __name__ == "__main__":
register()