[Bf-blender-cvs] [c2d3bb70904] master: Remove non-bmesh case from test
Campbell Barton
noreply at git.blender.org
Wed Mar 29 11:11:33 CEST 2017
Commit: c2d3bb709044b7a2730b9fb5005657f38eaff6f2
Author: Campbell Barton
Date: Wed Mar 29 20:10:46 2017 +1100
Branches: master
https://developer.blender.org/rBc2d3bb709044b7a2730b9fb5005657f38eaff6f2
Remove non-bmesh case from test
===================================================================
M tests/python/bl_mesh_modifiers.py
===================================================================
diff --git a/tests/python/bl_mesh_modifiers.py b/tests/python/bl_mesh_modifiers.py
index 526a54a49a2..bff2c31984c 100644
--- a/tests/python/bl_mesh_modifiers.py
+++ b/tests/python/bl_mesh_modifiers.py
@@ -31,7 +31,6 @@
import math
USE_QUICK_RENDER = False
-IS_BMESH = hasattr(__import__("bpy").types, "LoopColors")
# -----------------------------------------------------------------------------
# utility functions
@@ -203,13 +202,8 @@ def defaults_object(obj):
mesh.show_normal_vertex = True
- # lame!
- if IS_BMESH:
- for poly in mesh.polygons:
- poly.use_smooth = True
- else:
- for face in mesh.faces:
- face.use_smooth = True
+ for poly in mesh.polygons:
+ poly.use_smooth = True
def defaults_modifier(mod):
@@ -220,16 +214,14 @@ def defaults_modifier(mod):
# -----------------------------------------------------------------------------
# models (utils)
+def mesh_bmesh_poly_elems(poly, elems):
+ vert_start = poly.loop_start
+ vert_total = poly.loop_total
+ return elems[vert_start:vert_start + vert_total]
-if IS_BMESH:
- def mesh_bmesh_poly_elems(poly, elems):
- vert_start = poly.loop_start
- vert_total = poly.loop_total
- return elems[vert_start:vert_start + vert_total]
-
- def mesh_bmesh_poly_vertices(poly):
- return [loop.vertex_index
- for loop in mesh_bmesh_poly_elems(poly, poly.id_data.loops)]
+def mesh_bmesh_poly_vertices(poly):
+ return [loop.vertex_index
+ for loop in mesh_bmesh_poly_elems(poly, poly.id_data.loops)]
def mesh_bounds(mesh):
@@ -258,21 +250,14 @@ def mesh_uv_add(obj):
uv_lay = obj.data.uv_textures.new()
- if IS_BMESH:
- # XXX, odd that we need to do this. until UV's and texface
- # are separated we will need to keep it
- uv_loops = obj.data.uv_layers[-1]
- uv_list = uv_loops.data[:]
- for poly in obj.data.polygons:
- poly_uvs = mesh_bmesh_poly_elems(poly, uv_list)
- for i, c in enumerate(poly_uvs):
- c.uv = uvs[i % 4]
- else:
- for uv in uv_lay.data:
- uv.uv1 = uvs[0]
- uv.uv2 = uvs[1]
- uv.uv3 = uvs[2]
- uv.uv4 = uvs[3]
+ # XXX, odd that we need to do this. until UV's and texface
+ # are separated we will need to keep it
+ uv_loops = obj.data.uv_layers[-1]
+ uv_list = uv_loops.data[:]
+ for poly in obj.data.polygons:
+ poly_uvs = mesh_bmesh_poly_elems(poly, uv_list)
+ for i, c in enumerate(poly_uvs):
+ c.uv = uvs[i % 4]
return uv_lay
@@ -296,21 +281,12 @@ def mesh_vcol_add(obj, mode=0):
mesh = obj.data
- if IS_BMESH:
- col_list = vcol_lay.data[:]
- for poly in mesh.polygons:
- face_verts = mesh_bmesh_poly_vertices(poly)
- poly_cols = mesh_bmesh_poly_elems(poly, col_list)
- for i, c in enumerate(poly_cols):
- c.color = colors_get(face_verts[i])
- else:
- for i, col in enumerate(vcol_lay.data):
- face_verts = mesh.faces[i].vertices
- col.color1 = colors_get(face_verts[0])
- col.color2 = colors_get(face_verts[1])
- col.color3 = colors_get(face_verts[2])
- if len(face_verts) == 4:
- col.color4 = colors_get(face_verts[3])
+ col_list = vcol_lay.data[:]
+ for poly in mesh.polygons:
+ face_verts = mesh_bmesh_poly_vertices(poly)
+ poly_cols = mesh_bmesh_poly_elems(poly, col_list)
+ for i, c in enumerate(poly_cols):
+ c.color = colors_get(face_verts[i])
return vcol_lay
@@ -470,10 +446,7 @@ def modifier_build_add(scene, obj):
defaults_modifier(mod)
# ensure we display some faces
- if IS_BMESH:
- totface = len(obj.data.polygons)
- else:
- totface = len(obj.data.faces)
+ totface = len(obj.data.polygons)
mod.frame_start = totface // 2
mod.frame_duration = totface
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