[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [11480] trunk/blender: fixes from 2.4x

Campbell Barton cbarton at metavr.com
Fri Aug 3 18:33:08 CEST 2007


Revision: 11480
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=11480
Author:   campbellbarton
Date:     2007-08-03 18:33:08 +0200 (Fri, 03 Aug 2007)

Log Message:
-----------
fixes from 2.4x

Modified Paths:
--------------
    trunk/blender/release/scripts/ac3d_import.py
    trunk/blender/release/scripts/vertexpaint_selfshadow_ao.py
    trunk/blender/source/blender/include/multires.h
    trunk/blender/source/blender/python/api2_2x/Material.c
    trunk/blender/source/blender/python/api2_2x/doc/Mesh.py
    trunk/blender/source/blender/src/buttons_editing.c
    trunk/blender/source/blender/src/vpaint.c

Modified: trunk/blender/release/scripts/ac3d_import.py
===================================================================
--- trunk/blender/release/scripts/ac3d_import.py	2007-08-03 15:15:24 UTC (rev 11479)
+++ trunk/blender/release/scripts/ac3d_import.py	2007-08-03 16:33:08 UTC (rev 11480)
@@ -679,6 +679,8 @@
 						baseimgname = bsys.basename(objtex)
 						if bsys.exists(objtex) == 1:
 							texfname = objtex
+						elif bsys.exists(bsys.join(self.importdir, objtex)):
+							texfname = bsys.join(self.importdir, objtex)
 						else:
 							if baseimgname.find('\\') > 0:
 								baseimgname = bsys.basename(objtex.replace('\\','/'))

Modified: trunk/blender/release/scripts/vertexpaint_selfshadow_ao.py
===================================================================
--- trunk/blender/release/scripts/vertexpaint_selfshadow_ao.py	2007-08-03 15:15:24 UTC (rev 11479)
+++ trunk/blender/release/scripts/vertexpaint_selfshadow_ao.py	2007-08-03 16:33:08 UTC (rev 11480)
@@ -39,6 +39,7 @@
 # --------------------------------------------------------------------------
 
 from Blender import Scene, Draw, sys, Window, Mathutils, Mesh
+import bpy
 import BPyMesh
 
 
@@ -135,10 +136,10 @@
 	Window.WaitCursor(0)
 
 def main():
-	scn= Scene.GetCurrent()
-	ob= scn.getActiveObject()
+	sce= bpy.data.scenes.active
+	ob= sce.objects.active
 	
-	if not ob or ob.getType() != 'Mesh':
+	if not ob or ob.type != 'Mesh':
 		Draw.PupMenu('Error, no active mesh object, aborting.')
 		return
 	
@@ -174,8 +175,8 @@
 	PREF_SHADOW_ONLY= PREF_SHADOW_ONLY.val
 	PREF_SEL_ONLY= PREF_SEL_ONLY.val
 	
-	if not me.faceUV:
-		me.faceUV= 1
+	if not me.vertexColors:
+		me.vertexColors= 1
 	
 	t= sys.time()
 	vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_RADIUS, PREF_MIN_EDLEN, PREF_CLAMP_CONCAVE, PREF_CLAMP_CONVEX, PREF_SHADOW_ONLY, PREF_SEL_ONLY)

Modified: trunk/blender/source/blender/include/multires.h
===================================================================
--- trunk/blender/source/blender/include/multires.h	2007-08-03 15:15:24 UTC (rev 11479)
+++ trunk/blender/source/blender/include/multires.h	2007-08-03 16:33:08 UTC (rev 11480)
@@ -63,6 +63,9 @@
 void multires_edge_level_update(void *ob, void *me);
 int multires_modifier_warning();
 
+/* after adding or removing vcolor layers, run this */
+void multires_load_cols(Mesh *me);
+
 /* multires-firstlevel.c */
 /* Generic */
 void multires_update_first_level(struct Mesh *me, struct EditMesh *em);

Modified: trunk/blender/source/blender/python/api2_2x/Material.c
===================================================================
--- trunk/blender/source/blender/python/api2_2x/Material.c	2007-08-03 15:15:24 UTC (rev 11479)
+++ trunk/blender/source/blender/python/api2_2x/Material.c	2007-08-03 16:33:08 UTC (rev 11480)
@@ -3024,7 +3024,7 @@
 			   "expected nothing, an integer or up to 22 string argument(s)" ) );
 	/* build tuple, call wrapper */
 
-	value = PyInt_FromLong( (long)flag );
+	value = Py_BuildValue("(i)", flag);
 	error = EXPP_setterWrapper( (void *)self, value, (setter)Material_setMode );
 	Py_DECREF ( value );
 	return error;

Modified: trunk/blender/source/blender/python/api2_2x/doc/Mesh.py
===================================================================
--- trunk/blender/source/blender/python/api2_2x/doc/Mesh.py	2007-08-03 15:15:24 UTC (rev 11479)
+++ trunk/blender/source/blender/python/api2_2x/doc/Mesh.py	2007-08-03 16:33:08 UTC (rev 11480)
@@ -17,6 +17,7 @@
 
 Example::
 	from Blender import *
+	import bpy
 
 	editmode = Window.EditMode()    # are we in edit mode?  If so ...
 	if editmode: Window.EditMode(0) # leave edit mode before getting the mesh
@@ -25,7 +26,7 @@
 	coords=[ [-1,-1,-1], [1,-1,-1], [1,1,-1], [-1,1,-1], [0,0,1] ]	
 	faces= [ [3,2,1,0], [0,1,4], [1,2,4], [2,3,4], [3,0,4] ]
 
-	me = Mesh.New('myMesh')          # create a new mesh
+	me = bpy.data.meshes.new('myMesh')          # create a new mesh
 
 	me.verts.extend(coords)          # add vertices to mesh
 	me.faces.extend(faces)           # add faces to the mesh (also adds edges)
@@ -35,7 +36,7 @@
 	me.faces[1].col[1].g = 255
 	me.faces[1].col[2].b = 255
 
-	scn = Scene.GetCurrent()          # link object to current scene
+	scn = bpy.data.scenes.active     # link object to current scene
 	ob = scn.objects.new(me, 'myObj')
 
 	if editmode: Window.EditMode(1)  # optional, just being nice
@@ -518,7 +519,7 @@
 			me= ob.getData(mesh=1)	# thin wrapper doesn't copy mesh data like nmesh
 			me.vertexColors= True	# Enable face, vertex colors
 			for f in me.faces:
-				for i, v in enumerate(f.v):
+				for i, v in enumerate(f):
 					no= v.no
 					col= f.col[i]
 					col.r= int((no.x+1)*128)
@@ -740,19 +741,9 @@
 	@type hide: boolean
 	@ivar subDivLevels: The [display, rendering] subdivision levels in [1, 6].
 	@type subDivLevels: list of 2 ints
-
-	@ivar faceUV: The mesh contains UV-mapped textured faces.  Enabling faceUV
-		does not initialize the face colors like the Blender UI does; this must
-		be done in the script.  B{Note}: if faceUV is set, L{vertexColors} cannot
-		be set.  Furthermore, if vertexColors is already set when faceUV is set,
-		vertexColors is cleared.  This is because the vertex color information
-		is stored with UV faces, so enabling faceUV implies enabling vertexColors.
-		In addition, faceUV cannot be set when the mesh has no faces defined
-		(this is the same behavior as the UI).  Attempting to do so will throw
-		a RuntimeError exception.
+	@ivar faceUV: The mesh contains UV-mapped textured faces.
 	@type faceUV: bool
-	@ivar vertexColors: The mesh contains vertex colors.  See L{faceUV} for the
-		use of vertex colors when UV-mapped texture faces are enabled.
+	@ivar vertexColors: The mesh contains vertex colors. Set True to add vertex colors.
 	@type vertexColors: bool
 	@ivar vertexUV: The mesh contains "sticky" per-vertex UV coordinates.
 	@type vertexUV: bool

Modified: trunk/blender/source/blender/src/buttons_editing.c
===================================================================
--- trunk/blender/source/blender/src/buttons_editing.c	2007-08-03 15:15:24 UTC (rev 11479)
+++ trunk/blender/source/blender/src/buttons_editing.c	2007-08-03 16:33:08 UTC (rev 11480)
@@ -4090,6 +4090,8 @@
 				if(!mcol)
 					shadeMeshMCol(ob, me);
 			}
+			
+			if (me->mr) multires_load_cols(me);
 
 			DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
 			BIF_undo_push("New Vertex Color");

Modified: trunk/blender/source/blender/src/vpaint.c
===================================================================
--- trunk/blender/source/blender/src/vpaint.c	2007-08-03 15:15:24 UTC (rev 11479)
+++ trunk/blender/source/blender/src/vpaint.c	2007-08-03 16:33:08 UTC (rev 11480)
@@ -250,7 +250,9 @@
 		shadeMeshMCol(ob, me);
 	else
 		memset(me->mcol, 255, 4*sizeof(MCol)*me->totface);
-
+	
+	if (me->mr) multires_load_cols(me);
+	
 	DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
 	
 	allqueue(REDRAWBUTSEDIT, 0);




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