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vertexgroup.py
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vertexgroup.py
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# vertexgroup.py
#
# (c) 2017 Michel Anders
#
# 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 3 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.
import bpy
from bpy.props import BoolProperty
bl_info = {
"name": "Vertex Group",
"author": "Michel Anders (varkenvarken)",
"version": (0, 0, 201612311137),
"blender": (2, 78, 0),
"location": "View3D > Add > Mesh > Cube with vertex group",
"description": "Add a cube with a vertex group",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Experimental development"}
class VertexGroupOp(bpy.types.Operator):
bl_idname = 'mesh.vertexgroupop'
bl_label = 'Cube with vertex group'
bl_options = {'REGISTER', 'UNDO'}
usebmesh = BoolProperty(name='Use bmesh')
@classmethod
def poll(self, context):
return (context.mode == 'OBJECT')
def execute(self, context):
bpy.ops.mesh.primitive_cube_add()
ob = context.active_object
vg = ob.vertex_groups.new(name="Tetrahedron")
verts = ob.data.vertices
vg.add([v.index for v in verts
if v.co.x * v.co.y * v.co.z > 0],
1.0,
'REPLACE')
# next step could have been done in the previous
# loop but it is separated for illustrative
# purposes
# you cannot check whether a vertex group contains
# a vertex but you can check to which vertex groups
# a vert belongs
# NOTE: after each mode change we MUST retrieve the
# active objects again!
# NOTE: these mode changes are needed to update the
# changes
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
ob = context.active_object
if self.usebmesh:
# mesh must be in edit mode!
bm = bmesh.from_edit_mesh(ob.data)
dl = bm.verts.layers.deform.active
for v in bm.verts:
if vg.index in v[dl]:
if v[dl][vg.index] >= 1.0:
v.select = True
bmesh.update_edit_mesh(ob.data)
else:
# mesh must be in obejct mode!
bpy.ops.object.mode_set(mode = 'OBJECT')
ob = context.active_object
mesh = ob.data
for v in mesh.vertices:
for vge in v.groups:
if vg.index == vge.group:
if vge.weight >= 1.0:
v.select = True
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode = 'OBJECT')
return {"FINISHED"}
import bpy,bmesh
def menu_func(self, context):
self.layout.operator(
VertexGroupOp.bl_idname,
text=VertexGroupOp.bl_label,
icon='PLUGIN')
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.INFO_MT_mesh_add.remove(menu_func)
bpy.utils.unregister_module(__name__)