I watched this video from Keenan Crane this morning. The discrete Gauss-Bonnet theorem impresses me so much and I think I can illustrate it in Blender scripting.

The discrete Gauss-Bonnet theorem(quoted from here):

Consider a (connected, orientable) simplicial surface $$\mathbf{K}$$ with finitely many vertices $$\mathbf{V}$$, edges $$\mathbf{E}$$ and faces $$\mathbf{F}$$. A discrete analog of the Gauss-Bonnet theorem holds for simplicial surfaces, namely

where $$\chi = |\mathbf{V}| - |\mathbf{E}| + |\mathbf{F}|$$ is the Euler characteristic of the surface, and $$d(v)$$ is the angle defect:

where $$\mathbf{F}_v$$ is the faces containing $$v$$ and $$\angle_f(v)$$ is the interior angle of the face $$f$$ at vertex $$v$$.

The implementation is straightforward from the above theorem statements. I put my source code on the gist. You can run it as a Blender operator. And remember to check Blenderâ€™s info view for results.

There is one thing worthing noting. In my first try of implementing this operator, I traverse link_edges for each vertex to calculate interior angles, expecting that the adjacent edges are stored in link_edges sequence.

However this does not work as expected. The edges in link_edges are not arranged in any specific order(neither clock-wise nor counter-clock-wise). Therefore I can not make any assumption on it.

Then I try another approach: I traverse faces in link_faces for each vertex, and find the adjacent edges from the face. This approach works for me.

I kept both implementations(AngleDefects and AngleDefects2) in my source code, so you can play around with them.