MeshPy Addon for Blender #======================================================================# # ***** Credits ***** #======================================================================# # thanks to Andreas Klöckner for MeshPy # http://mathema.tician.de/software/meshpy # thanks to scorpin81 (irc#pythonblender) for linux lib compiling #======================================================================# # installation #======================================================================# - copy mesh_MeshPy.py -----> blender\#version\addons\ - copy \modules\meshpy_OS -----> blender\#version\modules\ AND RENAME THE FOLDER TO meshpy #======================================================================# # todo: #======================================================================# ''' MeshPy: - voronoi: -no its not in, but if you have delauney triangulation, you can get voronoi by connecting the triangle's outer circles midpoints together (at least in 2d) - New output of Voronoi diagrams. The Voronoi diagram is the geometric dual of the Delaunay triangulation. By using the '-v' option, the Voronoi diagram will be saved in files: .v.node, .v.edge, .v.face, and .v.cell. - For an example, the string '-q1.4q10' sets both a radius-edge ratio (<= 1.4) and a minimum dihedral angle (>= 10 degree) as the tetrahedral shape quality measure - set softbody to split meshes - set collision to splits? - add tetra amount preview option (skip mesh calculations and just add tetra amount to gui) - add splits to new group - copy material from source object - custom name for new tetras - human readable tooltips - reset button resetting slider? separate reset for sliders? switches - check intersection in meshes with -d switch - o2 switch (TetGen generates meshes with quadratic elements if the -o2 switch is specified. Quadratic elements have ten nodes per element, rather than four. The six extra nodes of a tetrahedron fall at the midpoints of its six edges) - C switch to check the consistency of the mesh on finish. '-CC', TetGen also checks constrained Delaunay (for -p switch) or conforming Delaunay (for -q, -a, or -i) property for the mesh. - h switch for help output - multiple intersecting meshes causes crash - modifing a mesh crashes blender; find reason - convert quality value to percentage, at the moment its inversed logic which is not user friendly - monkey can not be generated, find reason Internal error in finddirectionsub(): Unable to find a subface leading from 73 to 97. Please report this bug to sihang@mail.berlios.de. Include the message above, your input data set, and the exact command line you used to run this program, thank you. Traceback (most recent call last): File "F:\BlenderSVN\cmake-blender\bin\Release\2.61\scripts\addons_contrib\mesh_MeshPy.py", line 423, in execute - mesh output files? MeshSlicer: - cant hide vertices directly in edit mode which causes huge performance hit:( we have to switch back and forth to modes for every update..... ''' #======================================================================# # changelog #======================================================================# ''' "version": (1, 0, 0) -turned into addon - removed double function callable - renamed some functions - added gui sliders - added gui button to manually slice (can be removed if performance can slice in realtime) - sliders and slicing now works via interface - fixed minimum slice percentage from 1 to 0 - removed slice planes (not improving visuals) - moved reset to bounding box calculations - scale and rotation getting applied on reset (create gui option for this, should be optional) - added options to apply scale and rotation to mesh before slicing - added second slicer to slice from 2 sides - added sliders for 2nd slicer - GUI recognizes if type is no mesh - added button to reset mesh to working condition - marked performance hogs - eliminated some performance hogs, cant get rid of switching form object to edit mode and back:( - added workaround for quad/tris array problem - removed tris convertion of mesh - new mesh is set to active - source mesh rotation will be applied to generated mesh - fixed origin problem if make active was False - naming cleanup - fixed reset button - generate tet now works out of edit mode "version": (1, 0, 1) - option to generate each tetra as separate object - checkbox for split - added softbody option to splits - disabled softbody goal - increased push slightly so the tets dont collapse - added option to enable/disabel goal on softbody tets "version": (1, 0, 2) - added option for game physics - code clean up "version": (1, 0, 3) - replaced faces with polygons to make compatible with bmesh - check for faces to make it work in bmesh and release version - added warning message in addons that meshpy modules are required (might not even show when they are missing) "version": (1, 0, 4) - removed old face check "version": (1, 1, 0) - added linux module