improved primitive building
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parent
54e1965998
commit
84fd407c5b
277
__init__.py
277
__init__.py
@ -5,135 +5,148 @@ from mathutils import Vector, Matrix
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# ---------------------------------------------------------------------------
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# Geometry helpers
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# Canonical primitive builders (Z-up, origin at centre / base)
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# ---------------------------------------------------------------------------
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def _rotation_matrix_to_axis(target_axis: Vector) -> Matrix:
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"""Return a 4x4 rotation matrix that rotates Z → target_axis."""
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ax = target_axis.normalized()
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z = Vector((0.0, 0.0, 1.0))
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cross = z.cross(ax)
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if cross.length < 1e-6:
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if ax.z > 0:
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return Matrix.Identity(4)
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else:
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return Matrix.Rotation(math.pi, 4, 'X')
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angle = math.acos(max(-1.0, min(1.0, z.dot(ax))))
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return Matrix.Rotation(angle, 4, cross.normalized())
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def add_sphere(bm: bmesh.types.BMesh, center: Vector, radius: float, segments: int, axis: Vector = None):
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"""Add a closed UV-sphere to bm. If axis is provided, orient the sphere so
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its polar axis (sphere Z) aligns with `axis` — this makes the equator sit
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correctly where frustum rings expect it.
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"""
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def _sphere_positions(radius: float, segments: int) -> list[Vector]:
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rings = max(segments // 2, 2)
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verts = []
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rot = None
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if axis is not None:
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# If axis is near-zero length, ignore orientation.
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if axis.length >= 1e-6:
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rot = _rotation_matrix_to_axis(axis.normalized())
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out = []
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for r in range(rings + 1):
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phi = math.pi * r / rings
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sin_phi = math.sin(phi)
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cos_phi = math.cos(phi)
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sp, cp = math.sin(phi), math.cos(phi)
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for s in range(segments):
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theta = 2.0 * math.pi * s / segments
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local = Vector((
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radius * sin_phi * math.cos(theta),
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radius * sin_phi * math.sin(theta),
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radius * cos_phi,
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))
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if rot is not None:
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offset = (rot @ local.to_4d()).to_3d()
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else:
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offset = local
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v = bm.verts.new(center + offset)
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verts.append(v)
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out.append(Vector((radius * sp * math.cos(theta),
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radius * sp * math.sin(theta),
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radius * cp)))
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return out
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def _ring_positions(radius: float, segments: int) -> list[Vector]:
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"""Unit ring in the XY plane — the caller's matrix orients it."""
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out = []
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for i in range(segments):
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theta = 2.0 * math.pi * i / segments
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out.append(Vector((math.cos(theta) * radius,
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math.sin(theta) * radius,
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0.0)))
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return out
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def _apply(mat: Matrix, vecs: list[Vector]) -> list[Vector]:
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return [(mat @ v.to_4d()).to_3d() for v in vecs]
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# ---------------------------------------------------------------------------
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# BMesh helpers
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# ---------------------------------------------------------------------------
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def add_sphere(bm: bmesh.types.BMesh, mat: Matrix, radius: float, segments: int):
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"""Sphere built at origin/Z-up, then transformed by `mat`."""
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rings = max(segments // 2, 2)
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verts = [bm.verts.new(p) for p in _apply(mat, _sphere_positions(radius, segments))]
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for r in range(rings):
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for s in range(segments):
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s_next = (s + 1) % segments
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v0 = verts[r * segments + s]
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v1 = verts[r * segments + s_next]
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v2 = verts[(r + 1) * segments + s_next]
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v3 = verts[(r + 1) * segments + s]
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sn = (s + 1) % segments
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try:
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bm.faces.new((v0, v1, v2, v3))
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bm.faces.new((verts[ r * segments + s],
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verts[ r * segments + sn],
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verts[(r + 1) * segments + sn],
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verts[(r + 1) * segments + s]))
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except ValueError:
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pass
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return verts
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def add_capped_frustum(bm: bmesh.types.BMesh,
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head_center: Vector, head_radius: float,
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tail_center: Vector, tail_radius: float,
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head_mat: Matrix, head_radius: float,
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tail_mat: Matrix, tail_radius: float,
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segments: int):
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"""
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Add a capped tapered cylinder between two sphere centers.
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Rings are placed at the sphere equators (offset = radius along axis)
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so they sit flush with the sphere surfaces.
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Each open end is closed with a triangle fan cap.
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Tapered cylinder. Each ring is built canonically in XY then placed by
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the per-end matrix — no axis arithmetic at all.
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head_mat / tail_mat each encode: orientation (bone axes) + translation
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(the head or tail world position). The ring normal naturally aligns with
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the bone axis because the matrix was built that way.
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"""
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axis = tail_center - head_center
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length = axis.length
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if length < 1e-6:
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head_pos = (head_mat @ Vector((0, 0, 0, 1))).to_3d()
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tail_pos = (tail_mat @ Vector((0, 0, 0, 1))).to_3d()
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if (tail_pos - head_pos).length < 1e-6:
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return
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ax = axis.normalized()
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rot = _rotation_matrix_to_axis(ax)
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hr = [bm.verts.new(p) for p in _apply(head_mat, _ring_positions(head_radius, segments))]
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tr = [bm.verts.new(p) for p in _apply(tail_mat, _ring_positions(tail_radius, segments))]
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# Place rings at the sphere equators along the bone axis
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head_ring_center = head_center # + ax * head_radius
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tail_ring_center = tail_center # - ax * tail_radius
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# Skip if rings would overlap (bone too short relative to radii)
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if (tail_ring_center - head_ring_center).dot(ax) < 1e-6:
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return
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# Build the two rings
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head_ring = []
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tail_ring = []
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for i in range(segments):
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theta = 2.0 * math.pi * i / segments
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local = Vector((math.cos(theta), math.sin(theta), 0.0))
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# rot is 4x4; multiply then drop w component
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offset = (rot @ local.to_4d()).to_3d()
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head_ring.append(bm.verts.new(head_ring_center + offset * head_radius))
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tail_ring.append(bm.verts.new(tail_ring_center + offset * tail_radius))
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# Side quads
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for i in range(segments):
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nxt = (i + 1) % segments
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try:
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bm.faces.new((head_ring[i], head_ring[nxt],
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tail_ring[nxt], tail_ring[i]))
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bm.faces.new((hr[i], hr[nxt], tr[nxt], tr[i]))
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except ValueError:
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pass
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# Head cap — fan, winding faces inward (away from tail)
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head_cap_v = bm.verts.new(head_ring_center)
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hcv = bm.verts.new(head_pos)
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for i in range(segments):
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nxt = (i + 1) % segments
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try:
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bm.faces.new((head_cap_v, head_ring[nxt], head_ring[i]))
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bm.faces.new((hcv, hr[(i + 1) % segments], hr[i]))
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except ValueError:
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pass
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# Tail cap — fan, winding faces outward (away from head)
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tail_cap_v = bm.verts.new(tail_ring_center)
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tcv = bm.verts.new(tail_pos)
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for i in range(segments):
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nxt = (i + 1) % segments
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try:
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bm.faces.new((tail_cap_v, tail_ring[i], tail_ring[nxt]))
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bm.faces.new((tcv, tr[i], tr[(i + 1) % segments]))
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except ValueError:
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pass
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# ---------------------------------------------------------------------------
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# Bone → per-end matrices
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# ---------------------------------------------------------------------------
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def _end_matrices(world_mat: Matrix, bone_matrix: Matrix, bone_length: float):
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"""
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Return (head_mat, tail_mat) — 4x4 world-space matrices for each bone end.
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The bone matrix (armature-local) has:
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col[0] = bone X axis
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col[1] = bone Y axis ← along the bone
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col[2] = bone Z axis
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col[3] = head position (armature local)
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We want each end's matrix to have:
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our X = bone X ← spans the cross-section ring
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our Y = bone Z ← spans the cross-section ring
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our Z = bone Y ← ring normal points along bone
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translation = head or tail world position
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This means _ring_positions() (which lies in XY, normal=Z) will be
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perpendicular to the bone with zero trigonometry.
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"""
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bx = bone_matrix.col[0].to_3d()
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by = bone_matrix.col[1].to_3d() # along bone
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bz = bone_matrix.col[2].to_3d()
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# 3x3 orientation: columns = [our_X, our_Y, our_Z] = [bx, bz, by]
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orient = Matrix((
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(bx.x, bz.x, by.x),
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(bx.y, bz.y, by.y),
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(bx.z, bz.z, by.z),
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))
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head_local = bone_matrix.col[3].to_3d()
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tail_local = head_local + by * bone_length
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def _make(pos_local):
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m = orient.to_4x4()
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world_pos = (world_mat @ pos_local.to_4d()).to_3d()
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# orientation columns also need the world rotation/scale applied
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# Easiest: build full local matrix then left-multiply by world_mat.
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local_mat = orient.to_4x4()
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local_mat.col[3][:3] = pos_local # set translation in armature space
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return world_mat @ local_mat
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return _make(head_local), _make(tail_local)
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# ---------------------------------------------------------------------------
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# Operator
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# ---------------------------------------------------------------------------
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@ -143,7 +156,7 @@ class ARMATURE_OT_build_envelope_mesh(bpy.types.Operator):
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bl_label = "Build Envelope Mesh"
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bl_description = (
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"Convert the selected armature into an envelope-style mesh. "
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"Object mode = rest pose | Pose mode = current pose | Edit mode = edit bones."
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"Object/Pose mode = posed bones | Edit mode = edit bones."
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)
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bl_options = {'REGISTER', 'UNDO'}
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@ -161,48 +174,30 @@ class ARMATURE_OT_build_envelope_mesh(bpy.types.Operator):
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def execute(self, context):
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arm_obj = context.active_object
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original_mode = arm_obj.mode
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# Snapshot bone data NOW, while we're still in the original mode.
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# This is especially important for EDIT mode where edit_bones are live.
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# bones_data = collect_bone_data(arm_obj) // we arent doing this anymore
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mode = arm_obj.mode
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world_mat = arm_obj.matrix_world
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bm = bmesh.new()
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segs = self.segments
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def parts(mat, rad):
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return (world_mat @ mat, max(rad, 0.001))
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def meshify(head_matrix, head_radius, tail_matrix, tail_radius, draw_head=True):
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head_matrix_final, head_radius_final = parts(head_matrix, head_radius)
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tail_matrix_final, tail_radius_final = parts(tail_matrix, tail_radius)
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# Orient spheres so their equators align with the bone axis
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axis_vec = tail_matrix_final - head_matrix_final
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def meshify(bone_matrix, bone_length, head_radius, tail_radius, draw_head=True):
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head_mat, tail_mat = _end_matrices(world_mat, bone_matrix, bone_length)
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axis_vec = (tail_mat @ Vector((0,0,0,1))).to_3d() - (head_mat @ Vector((0,0,0,1))).to_3d()
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if draw_head:
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add_sphere(bm, head_matrix_final, head_radius_final, segs, axis=axis_vec)
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add_sphere(bm, tail_matrix_final, tail_radius_final, segs, axis=axis_vec)
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add_capped_frustum(bm,
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head_matrix_final, head_radius_final,
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tail_matrix_final, tail_radius_final,
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segs)
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add_sphere(bm, head_mat, max(head_radius, 0.001), segs)
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add_sphere(bm, tail_mat, max(tail_radius, 0.001), segs)
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add_capped_frustum(bm, head_mat, max(head_radius, 0.001),
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tail_mat, max(tail_radius, 0.001), segs)
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# pose mode or object mode:
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if mode == "EDIT":
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bone_list = arm_obj.data.edit_bones
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for bone in bone_list:
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meshify(bone.head, bone.head_radius, bone.tail, bone.tail_radius, bone.parent is None)
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if original_mode == 'EDIT':
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for bone in arm_obj.data.edit_bones:
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meshify(bone.matrix, bone.length,
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bone.head_radius, bone.tail_radius,
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bone.parent is None)
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else:
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bone_list = arm_obj.pose.bones
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for bone in bone_list:
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meshify(bone.head, bone.bone.head_radius, bone.tail, bone.bone.tail_radius, bone.parent is None)
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for bone in arm_obj.pose.bones:
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meshify(bone.matrix, bone.bone.length,
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bone.bone.head_radius, bone.bone.tail_radius,
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bone.parent is None)
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# Must be in OBJECT mode to create and link new mesh objects.
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if original_mode != 'OBJECT':
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bpy.ops.object.mode_set(mode='OBJECT')
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@ -214,24 +209,17 @@ class ARMATURE_OT_build_envelope_mesh(bpy.types.Operator):
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result_obj = bpy.data.objects.new(arm_obj.name + "_envelope", mesh)
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context.collection.objects.link(result_obj)
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# Make the new mesh active/selected while we are in OBJECT mode.
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bpy.ops.object.select_all(action='DESELECT')
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result_obj.select_set(True)
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context.view_layer.objects.active = result_obj
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# If we started in EDIT mode, restore it on the armature now.
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if original_mode == 'EDIT':
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result_obj.select_set(False)
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arm_obj.select_set(True)
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context.view_layer.objects.active = arm_obj
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bpy.ops.object.mode_set(mode='EDIT')
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source_label = {
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'OBJECT': "rest pose",
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'POSE': "current pose",
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'EDIT': "edit-bone layout",
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}.get(original_mode, original_mode)
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source_label = {'OBJECT': "rest pose", 'POSE': "current pose", 'EDIT': "edit-bone layout"}.get(original_mode, original_mode)
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self.report({'INFO'}, f"Created '{result_obj.name}' from {source_label}.")
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return {'FINISHED'}
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@ -247,18 +235,10 @@ class VIEW3D_PT_armature_mesher(bpy.types.Panel):
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bl_region_type = 'UI'
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bl_category = "Armature"
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# @classmethod
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# def poll(cls, context):
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# obj = context.active_object
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# return obj is not None and obj.type == 'ARMATURE'
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def draw(self, context):
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layout = self.layout
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op = layout.operator(
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ARMATURE_OT_build_envelope_mesh.bl_idname,
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text="Build Envelope Mesh",
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icon='OUTLINER_OB_MESH',
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)
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op = layout.operator(ARMATURE_OT_build_envelope_mesh.bl_idname,
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text="Build Envelope Mesh", icon='OUTLINER_OB_MESH')
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op.segments = 16
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@ -266,18 +246,13 @@ class VIEW3D_PT_armature_mesher(bpy.types.Panel):
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# Registration
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# ---------------------------------------------------------------------------
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classes = (
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ARMATURE_OT_build_envelope_mesh,
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VIEW3D_PT_armature_mesher,
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)
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classes = (ARMATURE_OT_build_envelope_mesh, VIEW3D_PT_armature_mesher)
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def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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for cls in classes: bpy.utils.register_class(cls)
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def unregister():
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for cls in reversed(classes):
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bpy.utils.unregister_class(cls)
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for cls in reversed(classes): bpy.utils.unregister_class(cls)
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if __name__ == "__main__":
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register()
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