[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [31540] trunk/blender: - move more active properties into their collections:

Campbell Barton ideasman42 at gmail.com
Tue Aug 24 00:16:45 CEST 2010


Revision: 31540
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=31540
Author:   campbellbarton
Date:     2010-08-24 00:16:45 +0200 (Tue, 24 Aug 2010)

Log Message:
-----------
- move more active properties into their collections:
  scene.active_keying_set --> scene.keying_sets.active
  ...same for active_uv_texture. active_vertex_color, active_keyconfig, 

- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
  also have them return the newly created layer and dont set the layer active.

  uvtex = mesh.uv_layers.new(name)
  vcol = mesh.vertex_colors.new(name)

Modified Paths:
--------------
    trunk/blender/release/scripts/io/export_3ds.py
    trunk/blender/release/scripts/io/export_fbx.py
    trunk/blender/release/scripts/io/export_obj.py
    trunk/blender/release/scripts/io/export_ply.py
    trunk/blender/release/scripts/io/export_x3d.py
    trunk/blender/release/scripts/io/import_scene_3ds.py
    trunk/blender/release/scripts/io/import_scene_obj.py
    trunk/blender/release/scripts/op/object.py
    trunk/blender/release/scripts/op/presets.py
    trunk/blender/release/scripts/op/uv.py
    trunk/blender/release/scripts/op/uvcalc_follow_active.py
    trunk/blender/release/scripts/op/uvcalc_smart_project.py
    trunk/blender/release/scripts/presets/interaction/maya.py
    trunk/blender/release/scripts/templates/operator_uv.py
    trunk/blender/release/scripts/ui/properties_data_armature.py
    trunk/blender/release/scripts/ui/properties_data_mesh.py
    trunk/blender/release/scripts/ui/properties_scene.py
    trunk/blender/release/scripts/ui/space_image.py
    trunk/blender/release/scripts/ui/space_outliner.py
    trunk/blender/release/scripts/ui/space_time.py
    trunk/blender/release/scripts/ui/space_userpref_keymap.py
    trunk/blender/source/blender/blenkernel/BKE_customdata.h
    trunk/blender/source/blender/blenkernel/intern/customdata.c
    trunk/blender/source/blender/editors/include/ED_mesh.h
    trunk/blender/source/blender/editors/mesh/editmesh_lib.c
    trunk/blender/source/blender/editors/mesh/mesh_data.c
    trunk/blender/source/blender/editors/object/object_vgroup.c
    trunk/blender/source/blender/editors/uvedit/uvedit_ops.c
    trunk/blender/source/blender/editors/uvedit/uvedit_unwrap_ops.c
    trunk/blender/source/blender/makesrna/intern/rna_animation.c
    trunk/blender/source/blender/makesrna/intern/rna_mesh.c
    trunk/blender/source/blender/makesrna/intern/rna_mesh_api.c
    trunk/blender/source/blender/makesrna/intern/rna_pose.c
    trunk/blender/source/blender/makesrna/intern/rna_scene.c
    trunk/blender/source/blender/makesrna/intern/rna_wm.c

Modified: trunk/blender/release/scripts/io/export_3ds.py
===================================================================
--- trunk/blender/release/scripts/io/export_3ds.py	2010-08-23 22:10:13 UTC (rev 31539)
+++ trunk/blender/release/scripts/io/export_3ds.py	2010-08-23 22:16:45 UTC (rev 31540)
@@ -567,7 +567,7 @@
         f_v = face.vertices
 # 		f_v = face.v
 
-        uf = mesh.active_uv_texture.data[i] if do_uv else None
+        uf = mesh.uv_textures.active.data[i] if do_uv else None
 
         if do_uv:
             f_uv = uf.uv
@@ -998,7 +998,7 @@
                     if not mat_ls:
                         mat = mat_name = None
 
-                    for f, uf in zip(data.faces, data.active_uv_texture.data):
+                    for f, uf in zip(data.faces, data.uv_textures.active.data):
                         if mat_ls:
                             mat_index = f.material_index
 # 							mat_index = f.mat

Modified: trunk/blender/release/scripts/io/export_fbx.py
===================================================================
--- trunk/blender/release/scripts/io/export_fbx.py	2010-08-23 22:10:13 UTC (rev 31539)
+++ trunk/blender/release/scripts/io/export_fbx.py	2010-08-23 22:16:45 UTC (rev 31540)
@@ -1630,7 +1630,7 @@
 # 		if me.vertexColors:
             collayers = me.vertex_colors
 # 			collayers = me.getColorLayerNames()
-            collayer_orig = me.active_vertex_color
+            collayer_orig = me.vertex_colors.active
 # 			collayer_orig = me.activeColorLayer
             for colindex, collayer in enumerate(collayers):
 # 				me.activeColorLayer = collayer
@@ -1700,7 +1700,7 @@
         if do_uvs:
             uvlayers = me.uv_textures
 # 			uvlayers = me.getUVLayerNames()
-            uvlayer_orig = me.active_uv_texture
+            uvlayer_orig = me.uv_textures.active
 # 			uvlayer_orig = me.activeUVLayer
             for uvindex, uvlayer in enumerate(me.uv_textures):
 # 			for uvindex, uvlayer in enumerate(uvlayers):
@@ -1834,8 +1834,8 @@
 
                 mats = my_mesh.blenMaterialList
 
-                if me.active_uv_texture:
-                    uv_faces = me.active_uv_texture.data
+                if me.uv_textures.active:
+                    uv_faces = me.uv_textures.active.data
                 else:
                     uv_faces = [None] * len(me.faces)
 
@@ -2103,7 +2103,7 @@
                     material_mapping_local = {}
                     if len(me.uv_textures) > 0:
 # 					if me.faceUV:
-                        uvlayer_orig = me.active_uv_texture
+                        uvlayer_orig = me.uv_textures.active
 # 						uvlayer_orig = me.activeUVLayer
                         for uvlayer in me.uv_textures:
 # 						for uvlayer in me.getUVLayerNames():

Modified: trunk/blender/release/scripts/io/export_obj.py
===================================================================
--- trunk/blender/release/scripts/io/export_obj.py	2010-08-23 22:10:13 UTC (rev 31539)
+++ trunk/blender/release/scripts/io/export_obj.py	2010-08-23 22:16:45 UTC (rev 31540)
@@ -418,7 +418,7 @@
 
             if EXPORT_UV:
                 faceuv = len(me.uv_textures) > 0
-                uv_layer = me.active_uv_texture.data[:]
+                uv_layer = me.uv_textures.active.data[:]
             else:
                 faceuv = False
 
@@ -542,7 +542,7 @@
                 uv_face_mapping = [[0,0,0,0] for i in range(len(face_index_pairs))] # a bit of a waste for tri's :/
 
                 uv_dict = {} # could use a set() here
-                uv_layer = me.active_uv_texture.data
+                uv_layer = me.uv_textures.active.data
                 for f, f_index in face_index_pairs:
                     for uv_index, uv in enumerate(uv_layer[f_index].uv):
                         uvkey = veckey2d(uv)

Modified: trunk/blender/release/scripts/io/export_ply.py
===================================================================
--- trunk/blender/release/scripts/io/export_ply.py	2010-08-23 22:10:13 UTC (rev 31539)
+++ trunk/blender/release/scripts/io/export_ply.py	2010-08-23 22:16:45 UTC (rev 31540)
@@ -129,7 +129,7 @@
         vertexColors = False
 
     if faceUV:
-        active_uv_layer = mesh.active_uv_texture
+        active_uv_layer = mesh.uv_textures.active
         if not active_uv_layer:
             EXPORT_UV = False
             faceUV = None
@@ -137,7 +137,7 @@
             active_uv_layer = active_uv_layer.data
 
     if vertexColors:
-        active_col_layer = mesh.active_vertex_color
+        active_col_layer = mesh.vertex_colors.active
         if not active_col_layer:
             EXPORT_COLORS = False
             vertexColors = None

Modified: trunk/blender/release/scripts/io/export_x3d.py
===================================================================
--- trunk/blender/release/scripts/io/export_x3d.py	2010-08-23 22:10:13 UTC (rev 31539)
+++ trunk/blender/release/scripts/io/export_x3d.py	2010-08-23 22:16:45 UTC (rev 31540)
@@ -402,9 +402,9 @@
         if len(mesh.faces) == 0: return
         mode = []
         # mode = 0
-        if mesh.active_uv_texture:
+        if mesh.uv_textures.active:
         # if mesh.faceUV:
-            for face in mesh.active_uv_texture.data:
+            for face in mesh.uv_textures.active.data:
             # for face in mesh.faces:
                 if face.use_halo and 'HALO' not in mode:
                     mode += ['HALO']
@@ -463,7 +463,7 @@
         hasImageTexture=0
         is_smooth = False
 
-        if len(maters) > 0 or mesh.active_uv_texture:
+        if len(maters) > 0 or mesh.uv_textures.active:
         # if len(maters) > 0 or mesh.faceUV:
             self.writeIndented("<Appearance>\n", 1)
             # right now this script can only handle a single material per mesh.
@@ -480,9 +480,9 @@
 
                 #-- textures
                 face = None
-                if mesh.active_uv_texture:
+                if mesh.uv_textures.active:
                 # if mesh.faceUV:
-                    for face in mesh.active_uv_texture.data:
+                    for face in mesh.uv_textures.active.data:
                     # for face in mesh.faces:
                         if face.image:
                         # if (hasImageTexture == 0) and (face.image):
@@ -525,7 +525,7 @@
                 self.file.write("creaseAngle=\"%s\" " % (round(creaseAngle,self.cp)))
 
             #--- output textureCoordinates if UV texture used
-            if mesh.active_uv_texture:
+            if mesh.uv_textures.active:
             # if mesh.faceUV:
                 if self.matonly == 1 and self.share == 1:
                     self.writeFaceColors(mesh)
@@ -540,7 +540,7 @@
             self.writeCoordinates(ob, mesh, meshName, EXPORT_TRI)
 
             #--- output textureCoordinates if UV texture used
-            if mesh.active_uv_texture:
+            if mesh.uv_textures.active:
             # if mesh.faceUV:
                 if hasImageTexture == 1:
                     self.writeTextureCoordinates(mesh)
@@ -614,7 +614,7 @@
         texIndexList=[]
         j=0
 
-        for face in mesh.active_uv_texture.data:
+        for face in mesh.uv_textures.active.data:
         # for face in mesh.faces:
             # workaround, since tface.uv iteration is wrong atm
             uvs = face.uv
@@ -646,10 +646,10 @@
     def writeFaceColors(self, mesh):
         if self.writingcolor == 0:
             self.file.write("colorPerVertex=\"false\" ")
-        elif mesh.active_vertex_color:
+        elif mesh.vertex_colors.active:
         # else:
             self.writeIndented("<Color color=\"", 1)
-            for face in mesh.active_vertex_color.data:
+            for face in mesh.vertex_colors.active.data:
                 c = face.color1
                 if self.verbose > 2:
                     print("Debug: face.col r=%d g=%d b=%d" % (c[0], c[1], c[2]))
@@ -961,9 +961,9 @@
         faceMap={}
         nFaceIndx=0
 
-        if mesh.active_uv_texture:
+        if mesh.uv_textures.active:
         # if mesh.faceUV:
-            for face in mesh.active_uv_texture.data:
+            for face in mesh.uv_textures.active.data:
             # for face in mesh.faces
                 sidename = "two" if face.use_twoside else "one"
 

Modified: trunk/blender/release/scripts/io/import_scene_3ds.py
===================================================================
--- trunk/blender/release/scripts/io/import_scene_3ds.py	2010-08-23 22:10:13 UTC (rev 31539)
+++ trunk/blender/release/scripts/io/import_scene_3ds.py	2010-08-23 22:16:45 UTC (rev 31540)
@@ -346,8 +346,8 @@
             bmesh.faces.foreach_set("vertices_raw", eekadoodle_faces)
             
             if bmesh.faces and contextMeshUV:
-                bmesh.add_uv_texture()
-                uv_faces = bmesh.active_uv_texture.data[:]
+                bmesh.uv_textures.new()
+                uv_faces = bmesh.uv_textures.active.data[:]
             else:
                 uv_faces = None
 

Modified: trunk/blender/release/scripts/io/import_scene_obj.py
===================================================================
--- trunk/blender/release/scripts/io/import_scene_obj.py	2010-08-23 22:10:13 UTC (rev 31539)
+++ trunk/blender/release/scripts/io/import_scene_obj.py	2010-08-23 22:16:45 UTC (rev 31540)
@@ -692,9 +692,7 @@
 # 	face_mapping= me.faces.extend([f[0] for f in faces], indexList=True)
 
     if verts_tex and me.faces:
-        me.add_uv_texture()
-# 		me.faceUV= 1
-        # TEXMODE= Mesh.FaceModes['TEX']
+        me.uv_textures.new()
 
     context_material_old= -1 # avoid a dict lookup
     mat= 0 # rare case it may be un-initialized.

Modified: trunk/blender/release/scripts/op/object.py
===================================================================
--- trunk/blender/release/scripts/op/object.py	2010-08-23 22:10:13 UTC (rev 31539)
+++ trunk/blender/release/scripts/op/object.py	2010-08-23 22:16:45 UTC (rev 31540)
@@ -427,13 +427,13 @@
         if is_editmode:
             bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
 
-        if not mesh.active_uv_texture:
+        if not mesh.uv_textures:
             self.report({'WARNING'}, "Object: %s, Mesh: '%s' has no UVs\n" % (obj.name, mesh.name))
         else:
             len_faces = len(mesh.faces)
 
             uv_array = array.array('f', [0.0] * 8) * len_faces # seems to be the fastest way to create an array
-            mesh.active_uv_texture.data.foreach_get("uv_raw", uv_array)

@@ Diff output truncated at 10240 characters. @@




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