mesh_outline_projection #1
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Blender/addons/Mesh Outline Projector/README.md
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Blender/addons/Mesh Outline Projector/README.md
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# Mesh Outline Projector
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A Blender addon that projects the vertical outline of selected objects onto a target mesh and transfers materials, perfect for architectural visualization and terrain mapping.
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## Overview
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Mesh Outline Projector takes the 2D silhouette of objects (when viewed from above) and "stamps" them onto a mesh below, automatically cutting the mesh and applying the source object's material to the projected area. Think of it as a cookie-cutter that works vertically through 3D space.
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### Key Features
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- **Vertical Projection**: Projects object outlines straight down (Z-axis) onto target surfaces
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- **Material Transfer**: Automatically applies source object materials to projected regions
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- **Clean Cutting**: Uses Blender's knife project for precise edge creation
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- **Smart Material Assignment**: Point-in-polygon detection with edge tolerance for accurate coverage
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- **Mesh Cleanup**: Automatically removes previous cuts with Limit Dissolve
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- **Intersection Detection**: Validates that objects actually overlap before processing
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- **Multiple Objects**: Process multiple source objects in a single operation
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## Installation
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1. Download `mesh_outline_projector.py`
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2. Open Blender → Edit → Preferences → Add-ons
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3. Click "Install..." and select the downloaded file
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4. Enable "Mesh: Mesh Outline Projector" in the add-ons list
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5. The panel appears in the 3D Viewport sidebar under the "Outline Projector" tab
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## Quick Start
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### Basic Workflow
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1. **Setup Scene**
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- Position your source objects (e.g., building footprints) above your target mesh (e.g., terrain)
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- Objects can be at any height - only horizontal (XY) overlap matters
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2. **Select Objects**
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- Select one or more source objects (the objects whose outlines you want to project)
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- Select the target mesh **last** (it becomes the active object - shown in orange)
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3. **Set View**
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- Press **Numpad 7** to switch to top orthographic view
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- This is required for knife project to work correctly
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4. **Run Operator**
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- Open the sidebar (N key) → "Outline Projector" tab
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- Adjust settings if needed (see below)
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- Click "Project Outline"
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### What Happens
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The addon performs these steps automatically:
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1. **Validates** that source objects overlap with target in XY plane
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2. **Cleans up** the target mesh (Limit Dissolve + Quads to Tris)
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3. **Resets materials** to the first material slot
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4. **For each source object**:
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- Extracts the horizontal perimeter edges (2D outline)
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- Creates a temporary curve from these edges
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- Uses knife project to cut the target mesh
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- Assigns the source material to faces within the projected area
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5. **Reports** results with detailed console output
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## Settings
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### Dissolve Angle
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- **Default**: 0.04 degrees
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- **Range**: 0.0 - 5.0 degrees
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- **Purpose**: Controls how aggressively Limit Dissolve removes edges from previous operations
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**When to adjust:**
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- **Increase** (0.5-2.0°) if working with curved or organic surfaces
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- **Keep low** (0.01-0.1°) for architectural/flat surfaces
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- Higher values = more aggressive cleanup, fewer edges
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### Edge Tolerance
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- **Default**: 0.05 units
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- **Range**: 0.0 - 1.0 units
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- **Purpose**: How close a vertex must be to a polygon edge to be considered "on the edge"
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**When to adjust:**
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- **Increase** (0.1-0.5) if missing faces at the boundaries
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- **Decrease** (0.01-0.03) if getting material bleeding outside the outline
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- Affects the precision of material assignment at polygon boundaries
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## Use Cases
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### Architectural Site Plans
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Project building footprints onto terrain meshes:
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- Import IFC building models
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- Create terrain mesh from topography data
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- Project building outlines to create material zones
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### Terrain Texturing
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Stamp different material zones onto landscapes:
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- Roads, paths, and sidewalks
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- Water bodies and wetlands
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- Vegetation zones
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- Building pads
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### Urban Planning
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Visualize zoning and land use:
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- Different materials for residential/commercial/industrial zones
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- Overlay multiple boundary shapes
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- Iterate quickly as plans change
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## Tips & Best Practices
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### Before Running
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✅ **Do:**
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- Ensure source objects are above or at the same level as target mesh
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- Use simple, clean geometry for source objects
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- Press Numpad 7 (top view) before running
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- Save your work before first use
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❌ **Don't:**
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- Use extremely complex source meshes (simplify first)
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- Forget to set top view
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- Run on unsaved files (though Undo works)
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### Iteration Workflow
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The addon is designed for iteration:
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1. Run projection with objects A and B
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2. Adjust position/scale of object A
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3. Run projection again - mesh is automatically cleaned up
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4. Materials from both objects are preserved
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**The mesh reset happens automatically** - you can run the operator multiple times without manual cleanup.
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### Material Management
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- The addon preserves the **first material slot** as the "base" material
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- Source materials are added as new slots (slot 1, 2, 3, etc.)
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- Each run resets everything to the base material before applying projections
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- If you want a different base material, assign it to slot 0 before running
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## Troubleshooting
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### "No source objects intersect with target mesh"
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**Problem**: Objects don't overlap in the XY plane (when viewed from above)
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**Solutions**:
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- Check bounding boxes in debug output
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- Move objects horizontally to overlap
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- Objects can be at different Z heights - that's fine
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- Ensure you're not selecting the target as a source object
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### Materials not appearing correctly
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**Problem**: Materials bleeding outside boundaries or missing at edges
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**Solutions**:
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- Adjust **Edge Tolerance** setting
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- Increase if missing edge faces (try 0.1-0.2)
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- Decrease if bleeding outside (try 0.02-0.03)
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- Check that source objects have materials assigned
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### Blender crashes
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**Problem**: Crash during operation (rare)
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**Solutions**:
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- Ensure you're in **top orthographic view** (Numpad 7)
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- Simplify source mesh geometry
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- Update to latest Blender version
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- Check console for error messages
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### Unexpected results after multiple runs
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**Problem**: Results look different on subsequent runs
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**Solutions**:
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- This is normal - each run subdivides the mesh differently
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- Knife project creates new edges each time
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- Undo (Ctrl+Z) to return to previous state
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- The dissolve/cleanup helps but won't make mesh identical
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## Technical Details
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### How Outline Detection Works
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The addon uses three methods to find outline edges:
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1. **Boundary edges**: Edges with only one connected face
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2. **Silhouette edges**: Edges where connected faces have different vertical orientations
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3. **Perimeter edges**: Vertical edges at the outer boundary
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These are combined to form the complete 2D outline when viewed from above.
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### Material Assignment Algorithm
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1. **Extract horizontal edges** from the 3D outline
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2. **Build a 2D polygon** from these edges (in world XY space)
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3. **For each face** in the target mesh:
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- Check if **all vertices** are inside the polygon OR near an edge
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- Uses ray-casting for point-in-polygon test
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- Uses perpendicular distance for edge proximity
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4. **Assign material** only if all vertices pass
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This ensures clean boundaries without bleeding.
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## Known Limitations
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- Requires **top orthographic view** (Numpad 7) to work correctly
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- Works best with **relatively flat** target meshes
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- Very **dense meshes** may slow down processing
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- **Complex source geometry** may produce unexpected outlines
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- Knife project can create **overlapping edges** in some cases
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- **Z-axis projection only** - cannot project at angles
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@ -69,6 +69,50 @@ def point_near_polygon_edge(point, polygon_verts, tolerance=0.05):
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return False
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return False
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def check_bounding_box_intersection(obj1, obj2):
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"""Check if two objects' bounding boxes intersect in the XY plane (horizontal)
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Note: Only checks X and Y overlap, not Z, because this is a vertical projection.
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The source objects are expected to be above or below the target.
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"""
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# Get world space bounding box corners
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bbox1 = [obj1.matrix_world @ Vector(corner) for corner in obj1.bound_box]
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bbox2 = [obj2.matrix_world @ Vector(corner) for corner in obj2.bound_box]
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# Get min/max for each axis
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min1 = Vector((min(v.x for v in bbox1), min(v.y for v in bbox1), min(v.z for v in bbox1)))
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max1 = Vector((max(v.x for v in bbox1), max(v.y for v in bbox1), max(v.z for v in bbox1)))
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min2 = Vector((min(v.x for v in bbox2), min(v.y for v in bbox2), min(v.z for v in bbox2)))
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max2 = Vector((max(v.x for v in bbox2), max(v.y for v in bbox2), max(v.z for v in bbox2)))
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# Debug output
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print(f"\n Bounding Box Check: {obj1.name} vs {obj2.name}")
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print(f" {obj1.name} bounds:")
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print(f" X: [{min1.x:.2f}, {max1.x:.2f}]")
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print(f" Y: [{min1.y:.2f}, {max1.y:.2f}]")
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print(f" Z: [{min1.z:.2f}, {max1.z:.2f}]")
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print(f" {obj2.name} bounds:")
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print(f" X: [{min2.x:.2f}, {max2.x:.2f}]")
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print(f" Y: [{min2.y:.2f}, {max2.y:.2f}]")
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print(f" Z: [{min2.z:.2f}, {max2.z:.2f}]")
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# Check for overlap on X and Y axes only (horizontal plane)
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# Z is ignored because we're projecting vertically
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x_overlap = max1.x >= min2.x and max2.x >= min1.x
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y_overlap = max1.y >= min2.y and max2.y >= min1.y
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print(f" Overlap check (XY plane only - vertical projection):")
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print(f" X overlap: {x_overlap} (max1:{max1.x:.2f} >= min2:{min2.x:.2f} and max2:{max2.x:.2f} >= min1:{min1.x:.2f})")
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print(f" Y overlap: {y_overlap} (max1:{max1.y:.2f} >= min2:{min2.y:.2f} and max2:{max2.y:.2f} >= min1:{min1.y:.2f})")
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print(f" Z check: SKIPPED (vertical projection - objects can be above/below each other)")
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result = x_overlap and y_overlap
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print(f" Result: {'INTERSECTS (XY)' if result else 'NO INTERSECTION'}")
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return result
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def get_object_outline_edges_2d(obj, context):
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def get_object_outline_edges_2d(obj, context):
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"""Get the outline edges of an object when viewed from above (Z-axis)"""
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"""Get the outline edges of an object when viewed from above (Z-axis)"""
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print(f"\n=== Getting outline edges for: {obj.name} ===")
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print(f"\n=== Getting outline edges for: {obj.name} ===")
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@ -230,7 +274,7 @@ def get_object_outline_edges_2d(obj, context):
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# View manipulation functions removed - now using direct bisect projection
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# View manipulation functions removed - now using direct bisect projection
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def project_outline_to_mesh(context, source_obj, target_obj, outline_edges):
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def project_outline_to_mesh(context, source_obj, target_obj, outline_edges, edge_tolerance=0.05):
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"""Project outline edges vertically (Z-axis) onto target mesh using direct cutting"""
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"""Project outline edges vertically (Z-axis) onto target mesh using direct cutting"""
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print(f"\n=== Projecting outline from {source_obj.name} to {target_obj.name} ===")
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print(f"\n=== Projecting outline from {source_obj.name} to {target_obj.name} ===")
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@ -418,7 +462,7 @@ def project_outline_to_mesh(context, source_obj, target_obj, outline_edges):
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source_max_z_local = (target_matrix_inv @ Vector((0, 0, source_max_z_world))).z
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source_max_z_local = (target_matrix_inv @ Vector((0, 0, source_max_z_world))).z
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print(f" Source Z max: {source_max_z_world:.2f} (world), {source_max_z_local:.2f} (target local)")
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print(f" Source Z max: {source_max_z_world:.2f} (world), {source_max_z_local:.2f} (target local)")
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print(f" Material assignment: ALL vertices inside or on edge (tolerance: 0.05)")
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print(f" Material assignment: ALL vertices inside or on edge (tolerance: {edge_tolerance})")
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faces_assigned = 0
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faces_assigned = 0
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faces_rejected_outside_polygon = 0
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faces_rejected_outside_polygon = 0
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@ -447,7 +491,7 @@ def project_outline_to_mesh(context, source_obj, target_obj, outline_edges):
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# Check if vertex is inside polygon OR on/near the edge (with tolerance)
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# Check if vertex is inside polygon OR on/near the edge (with tolerance)
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inside = point_in_polygon_2d((vert_world.x, vert_world.y), polygon_2d_world)
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inside = point_in_polygon_2d((vert_world.x, vert_world.y), polygon_2d_world)
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on_edge = point_near_polygon_edge((vert_world.x, vert_world.y), polygon_2d_world, tolerance=0.05)
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on_edge = point_near_polygon_edge((vert_world.x, vert_world.y), polygon_2d_world, tolerance=edge_tolerance)
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if not (inside or on_edge):
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if not (inside or on_edge):
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all_verts_inside = False
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all_verts_inside = False
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@ -509,6 +553,16 @@ class MESH_OT_outline_project(bpy.types.Operator):
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precision=3
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precision=3
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)
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)
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edge_tolerance: bpy.props.FloatProperty(
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name="Edge Tolerance",
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description="Distance tolerance for vertices near polygon edges (world units)",
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default=0.05,
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min=0.0,
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max=1.0,
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step=0.01,
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precision=3
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)
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@classmethod
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@classmethod
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def poll(cls, context):
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def poll(cls, context):
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return (context.active_object is not None and
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return (context.active_object is not None and
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@ -534,6 +588,38 @@ class MESH_OT_outline_project(bpy.types.Operator):
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self.report({'WARNING'}, "No source mesh objects selected")
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self.report({'WARNING'}, "No source mesh objects selected")
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return {'CANCELLED'}
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return {'CANCELLED'}
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# Check which source objects actually intersect with the target
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print(f"\nChecking bounding box intersections...")
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intersecting_objects = []
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non_intersecting_objects = []
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for source_obj in source_objects:
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intersects = check_bounding_box_intersection(source_obj, target_obj)
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if intersects:
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intersecting_objects.append(source_obj)
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print(f" ✓ {source_obj.name} intersects with target")
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else:
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non_intersecting_objects.append(source_obj)
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print(f" ✗ {source_obj.name} does NOT intersect with target")
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# Report non-intersecting objects
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if non_intersecting_objects:
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non_intersecting_names = ", ".join([obj.name for obj in non_intersecting_objects])
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print(f"\nWARNING: {len(non_intersecting_objects)} object(s) do not intersect: {non_intersecting_names}")
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self.report({'WARNING'}, f"{len(non_intersecting_objects)} object(s) do not intersect with target")
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# If no objects intersect, cancel the operation
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if not intersecting_objects:
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print("\nERROR: No source objects intersect with the target mesh!")
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print("Make sure your source objects overlap with the target mesh in 3D space.")
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self.report({'ERROR'}, "No source objects intersect with target mesh - nothing to project!")
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|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
print(f"\nProceeding with {len(intersecting_objects)} intersecting object(s)")
|
||||||
|
|
||||||
|
# Use only intersecting objects from here on
|
||||||
|
source_objects = intersecting_objects
|
||||||
|
|
||||||
# Store original mode
|
# Store original mode
|
||||||
original_mode = context.mode
|
original_mode = context.mode
|
||||||
print(f"Original mode: {original_mode}")
|
print(f"Original mode: {original_mode}")
|
||||||
|
|
@ -541,6 +627,7 @@ class MESH_OT_outline_project(bpy.types.Operator):
|
||||||
# MESH CLEANUP: Remove previous knife cuts
|
# MESH CLEANUP: Remove previous knife cuts
|
||||||
print(f"\nCleaning up target mesh...")
|
print(f"\nCleaning up target mesh...")
|
||||||
print(f"Dissolve angle: {self.dissolve_angle} degrees")
|
print(f"Dissolve angle: {self.dissolve_angle} degrees")
|
||||||
|
print(f"Edge tolerance: {self.edge_tolerance} units")
|
||||||
|
|
||||||
# Switch to edit mode for cleanup operations
|
# Switch to edit mode for cleanup operations
|
||||||
bpy.context.view_layer.objects.active = target_obj
|
bpy.context.view_layer.objects.active = target_obj
|
||||||
|
|
@ -601,7 +688,7 @@ class MESH_OT_outline_project(bpy.types.Operator):
|
||||||
continue
|
continue
|
||||||
|
|
||||||
# Project onto target
|
# Project onto target
|
||||||
num_verts = project_outline_to_mesh(context, source_obj, target_obj, outline_edges)
|
num_verts = project_outline_to_mesh(context, source_obj, target_obj, outline_edges, self.edge_tolerance)
|
||||||
total_verts += num_verts
|
total_verts += num_verts
|
||||||
|
|
||||||
print(f"Projected {len(outline_edges)} edges from {source_obj.name}")
|
print(f"Projected {len(outline_edges)} edges from {source_obj.name}")
|
||||||
|
|
@ -622,7 +709,7 @@ class VIEW3D_PT_outline_project(bpy.types.Panel):
|
||||||
bl_idname = "VIEW3D_PT_outline_project"
|
bl_idname = "VIEW3D_PT_outline_project"
|
||||||
bl_space_type = 'VIEW_3D'
|
bl_space_type = 'VIEW_3D'
|
||||||
bl_region_type = 'UI'
|
bl_region_type = 'UI'
|
||||||
bl_category = 'Edit'
|
bl_category = 'Outline Projector'
|
||||||
|
|
||||||
def draw(self, context):
|
def draw(self, context):
|
||||||
layout = self.layout
|
layout = self.layout
|
||||||
|
|
@ -636,13 +723,15 @@ class VIEW3D_PT_outline_project(bpy.types.Panel):
|
||||||
box = layout.box()
|
box = layout.box()
|
||||||
box.label(text="Settings:")
|
box.label(text="Settings:")
|
||||||
box.prop(context.scene, 'outline_dissolve_angle', text="Dissolve Angle", slider=True)
|
box.prop(context.scene, 'outline_dissolve_angle', text="Dissolve Angle", slider=True)
|
||||||
|
box.prop(context.scene, 'outline_edge_tolerance', text="Edge Tolerance", slider=True)
|
||||||
|
|
||||||
row = layout.row()
|
row = layout.row()
|
||||||
row.scale_y = 1.5
|
row.scale_y = 1.5
|
||||||
op = row.operator("mesh.outline_project", icon='MOD_UVPROJECT')
|
op = row.operator("mesh.outline_project", icon='MOD_UVPROJECT')
|
||||||
|
|
||||||
# Pass the scene value to the operator
|
# Pass the scene values to the operator
|
||||||
op.dissolve_angle = context.scene.outline_dissolve_angle
|
op.dissolve_angle = context.scene.outline_dissolve_angle
|
||||||
|
op.edge_tolerance = context.scene.outline_edge_tolerance
|
||||||
|
|
||||||
|
|
||||||
def register():
|
def register():
|
||||||
|
|
@ -660,6 +749,16 @@ def register():
|
||||||
precision=3
|
precision=3
|
||||||
)
|
)
|
||||||
|
|
||||||
|
bpy.types.Scene.outline_edge_tolerance = bpy.props.FloatProperty(
|
||||||
|
name="Edge Tolerance",
|
||||||
|
description="Distance tolerance for vertices near polygon edges (world units)",
|
||||||
|
default=0.05,
|
||||||
|
min=0.0,
|
||||||
|
max=1.0,
|
||||||
|
step=0.01,
|
||||||
|
precision=3
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
def unregister():
|
def unregister():
|
||||||
bpy.utils.unregister_class(VIEW3D_PT_outline_project)
|
bpy.utils.unregister_class(VIEW3D_PT_outline_project)
|
||||||
|
|
@ -668,6 +767,8 @@ def unregister():
|
||||||
# Unregister scene property
|
# Unregister scene property
|
||||||
if hasattr(bpy.types.Scene, 'outline_dissolve_angle'):
|
if hasattr(bpy.types.Scene, 'outline_dissolve_angle'):
|
||||||
del bpy.types.Scene.outline_dissolve_angle
|
del bpy.types.Scene.outline_dissolve_angle
|
||||||
|
if hasattr(bpy.types.Scene, 'outline_edge_tolerance'):
|
||||||
|
del bpy.types.Scene.outline_edge_tolerance
|
||||||
|
|
||||||
|
|
||||||
if __name__ == "__main__":
|
if __name__ == "__main__":
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue