[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [579] trunk/py/scripts/addons/ mesh_utils.py: * Nevermind.

Martin Buerbaum martin.buerbaum at gmx.at
Wed Apr 14 16:22:03 CEST 2010


Revision: 579
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=579
Author:   pontiac
Date:     2010-04-14 16:22:03 +0200 (Wed, 14 Apr 2010)

Log Message:
-----------
* Nevermind.

Removed Paths:
-------------
    trunk/py/scripts/addons/mesh_utils.py

Deleted: trunk/py/scripts/addons/mesh_utils.py
===================================================================
--- trunk/py/scripts/addons/mesh_utils.py	2010-04-14 14:17:20 UTC (rev 578)
+++ trunk/py/scripts/addons/mesh_utils.py	2010-04-14 14:22:03 UTC (rev 579)
@@ -1,126 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-#  This program is free software; you can redistribute it and/or
-#  modify it under the terms of the GNU General Public License
-#  as published by the Free Software Foundation; either version 2
-#  of the License, or (at your option) any later version.
-#
-#  This program is distributed in the hope that it will be useful,
-#  but WITHOUT ANY WARRANTY; without even the implied warranty of
-#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-#  GNU General Public License for more details.
-#
-#  You should have received a copy of the GNU General Public License
-#  along with this program; if not, write to the Free Software Foundation,
-#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-import bpy
-
-
-# Stores the values of a list of properties in a
-# property group (named like the operator) in the object.
-# Could (in theory) be used for non-objects.
-# Note: Replaces any existing property group with the same name!
-def store_recall_properties(ob, op, prop_list):
-    if ob and op and prop_list:
-        # Store new recall properties.
-        prop_list['recall_op'] = op.bl_idname
-        ob['recall'] = prop_list
-
-
-# Apply view rotation to objects if "Align To" for
-# new objects was set to "VIEW" in the User Preference.
-def apply_object_align(context, ob):
-    obj_align = bpy.context.user_preferences.edit.object_align
-
-    if (context.space_data.type == 'VIEW_3D'
-        and obj_align == 'VIEW'):
-            view3d = context.space_data
-            region = view3d.region_3d
-            viewMatrix = region.view_matrix
-            rot = viewMatrix.rotation_part()
-            ob.rotation_euler = rot.invert().to_euler()
-
-
-# Create a new mesh (object) from verts/edges/faces.
-# verts/edges/faces ... List of vertices and faces for the new mesh.
-# name ... Name of the new mesh (& object).
-# edit ... Replace existing mesh data.
-# Note: Using "edit" will destroy/delete existing mesh data.
-def create_mesh_object(context, verts, edges, faces, name, edit):
-    '''Creates Meshes (& Objects) for the given lists of vertices and faces.'''
-
-    scene = context.scene
-    obj_act = scene.objects.active
-
-    if edit and not obj_act:
-        return None
-
-    # Create new mesh
-    mesh = bpy.data.meshes.new(name)
-
-    # Make a mesh from a list of verts/edges/faces.
-    mesh.from_pydata(verts, edges, faces)
-
-    # Update mesh geometry after adding stuff.
-    mesh.update()
-
-    # Deselect all objects.
-    bpy.ops.object.select_all(action='DESELECT')
-
-    if edit:
-        # Replace geometry of existing object
-        ob_new = obj_act
-
-        if obj_act.mode == 'OBJECT':
-            # Remove existing vertices.
-            # @todo There is probably a better/faster way (delete(mesh)?).
-            bpy.ops.object.mode_set(mode='EDIT')
-            bpy.ops.mesh.select_all(action='SELECT')
-            bpy.ops.mesh.delete(type='VERT')
-            bpy.ops.object.mode_set(mode='OBJECT')
-
-            ob_new.data = mesh
-
-        ob_new.selected = True
-
-    else:
-        # Create new object
-        ob_new = bpy.data.objects.new(name, mesh)
-
-        # Link new object to the given scene and select it.
-        scene.objects.link(ob_new)
-        ob_new.selected = True
-
-        # Place the object at the 3D cursor location.
-        ob_new.location = scene.cursor_location
-
-        apply_object_align(context, ob_new)
-
-    if obj_act and obj_act.mode == 'EDIT':
-        if not edit:
-            # We are in EditMode, switch to ObjectMode.
-            bpy.ops.object.mode_set(mode='OBJECT')
-
-            # Select the active object as well.
-            obj_act.selected = True
-
-            # Apply location of new object.
-            scene.update()
-
-            # Join new object into the active.
-            bpy.ops.object.join()
-
-            # Switching back to EditMode.
-            bpy.ops.object.mode_set(mode='EDIT')
-
-            ob_new = obj_act
-
-    else:
-        # We are in ObjectMode.
-        # Make the new object the active one.
-        scene.objects.active = ob_new
-
-    return ob_new




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