[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. @@
More information about the Bf-blender-cvs
mailing list