Created
March 31, 2023 19:50
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dice a blender object by its vertices
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def diceObj(obj): | |
bm = getBMesh(obj) | |
# add one for both ends of a row because we want to start from the center | |
# hold all the planes to bisect with as (location), (normal) | |
arrPlanes = [] | |
# get each X and Y from | |
# get verts by faces so we have a normal | |
for face in bm.faces: | |
for v in face.verts: | |
arrPlanes.append( | |
[v.co, face.normal + mathutils.Vector((1, 0, 0))]) | |
arrPlanes.append( | |
[v.co, face.normal + mathutils.Vector((0, 1, 0))]) | |
arrPlanes.append( | |
[v.co, face.normal + mathutils.Vector((0, 0, 1))]) | |
for plane in arrPlanes: | |
geo = list(bm.verts) + list(bm.edges) + list(bm.faces) | |
bmesh.ops.bisect_plane( | |
bm, | |
geom=geo, | |
dist=0, | |
plane_co=plane[0], | |
plane_no=plane[1], | |
clear_inner=False, | |
clear_outer=False) | |
bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0001) | |
obj.data.update() | |
setBMesh(obj, bm) |
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