[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [918] trunk/py/scripts/addons: updates for changes in blenders api

Campbell Barton ideasman42 at gmail.com
Wed Aug 18 05:42:53 CEST 2010


Revision: 918
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=918
Author:   campbellbarton
Date:     2010-08-18 05:42:53 +0200 (Wed, 18 Aug 2010)

Log Message:
-----------
updates for changes in blenders api

Modified Paths:
--------------
    trunk/py/scripts/addons/add_mesh_BoltFactory/createMesh.py
    trunk/py/scripts/addons/add_mesh_BoltFactory/original_script_add_mesh_bolt.py
    trunk/py/scripts/addons/io_export_directx_x.py
    trunk/py/scripts/addons/io_export_unreal_psk_psa.py
    trunk/py/scripts/addons/io_import_scene_mhx.py
    trunk/py/scripts/addons/io_import_scene_unreal_psk.py
    trunk/py/scripts/addons/io_mesh_raw/export_raw.py
    trunk/py/scripts/addons/io_mesh_raw/import_raw.py
    trunk/py/scripts/addons/io_mesh_stl/blender_utils.py
    trunk/py/scripts/addons/mesh_surface_sketch.py
    trunk/py/scripts/addons/object_cloud_gen.py
    trunk/py/scripts/addons/object_fracture/fracture_ops.py
    trunk/py/scripts/addons/render_povray/render.py
    trunk/py/scripts/addons/space_view3d_panel_measure.py
    trunk/py/scripts/addons/space_view3d_spacebar_menu.py

Modified: trunk/py/scripts/addons/add_mesh_BoltFactory/createMesh.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_BoltFactory/createMesh.py	2010-08-17 17:04:49 UTC (rev 917)
+++ trunk/py/scripts/addons/add_mesh_BoltFactory/createMesh.py	2010-08-18 03:42:53 UTC (rev 918)
@@ -2035,8 +2035,8 @@
     mesh = bpy.data.meshes.new(sMeshName)
     
     mesh.add_geometry((len(verts)), 0, int(len(faces)))
-    mesh.verts.foreach_set("co", unpack_list(verts))
-    mesh.faces.foreach_set("verts_raw", unpack_face_list(faces))
+    mesh.vertices.foreach_set("co", unpack_list(verts))
+    mesh.faces.foreach_set("vertices_raw", unpack_face_list(faces))
 
 
     scene = context.scene

Modified: trunk/py/scripts/addons/add_mesh_BoltFactory/original_script_add_mesh_bolt.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_BoltFactory/original_script_add_mesh_bolt.py	2010-08-17 17:04:49 UTC (rev 917)
+++ trunk/py/scripts/addons/add_mesh_BoltFactory/original_script_add_mesh_bolt.py	2010-08-18 03:42:53 UTC (rev 918)
@@ -2486,8 +2486,8 @@
     mesh = bpy.data.meshes.new(sMeshName)
     
     mesh.add_geometry((len(verts)), 0, int(len(faces)))
-    mesh.verts.foreach_set("co", unpack_list(verts))
-    mesh.faces.foreach_set("verts_raw", unpack_face_list(faces))
+    mesh.vertices.foreach_set("co", unpack_list(verts))
+    mesh.faces.foreach_set("vertices_raw", unpack_face_list(faces))
 
 
     scene = context.scene

Modified: trunk/py/scripts/addons/io_export_directx_x.py
===================================================================
--- trunk/py/scripts/addons/io_export_directx_x.py	2010-08-17 17:04:49 UTC (rev 917)
+++ trunk/py/scripts/addons/io_export_directx_x.py	2010-08-18 03:42:53 UTC (rev 918)
@@ -176,7 +176,7 @@
 def GetMeshVertexCount(Mesh):
     VertexCount = 0
     for Face in Mesh.faces:
-        VertexCount += len(Face.verts)
+        VertexCount += len(Face.vertices)
     return VertexCount
 
 #Returns the file path of first image texture from Material.
@@ -359,11 +359,11 @@
     Config.File.write("{}{};\n".format("  " * Config.Whitespace, VertexCount))
 
     for Face in Mesh.faces:
-        Vertices = list(Face.verts)
+        Vertices = list(Face.vertices)
 
         if Config.CoordinateSystem == 1:
             Vertices = Vertices[::-1]
-        for Vertex in [Mesh.verts[Vertex] for Vertex in Vertices]:
+        for Vertex in [Mesh.vertices[Vertex] for Vertex in Vertices]:
             Position = Config.SystemMatrix * Vertex.co
             Config.File.write("{}{:9f};{:9f};{:9f};".format("  " * Config.Whitespace, Position[0], Position[1], Position[2]))
             Index += 1
@@ -376,8 +376,8 @@
     Config.File.write("{}{};\n".format("  " * Config.Whitespace, len(Mesh.faces)))
 
     for Face in Mesh.faces:
-        Config.File.write("{}{};".format("  " * Config.Whitespace, len(Face.verts)))
-        for Vertex in Face.verts:
+        Config.File.write("{}{};".format("  " * Config.Whitespace, len(Face.vertices)))
+        for Vertex in Face.vertices:
             Config.File.write("{};".format(Index))
             Index += 1
         if Index == VertexCount:
@@ -395,11 +395,11 @@
     Config.File.write("{}{};\n".format("  " * Config.Whitespace, VertexCount))
 
     for Face in Mesh.faces:
-        Vertices = list(Face.verts)
+        Vertices = list(Face.vertices)
 
         if Config.CoordinateSystem == 1:
             Vertices = Vertices[::-1]
-        for Vertex in [Mesh.verts[Vertex] for Vertex in Vertices]:
+        for Vertex in [Mesh.vertices[Vertex] for Vertex in Vertices]:
             if Face.smooth:
                 Normal = Config.SystemMatrix * Vertex.normal
             else:
@@ -417,8 +417,8 @@
     Config.File.write("{}{};\n".format("  " * Config.Whitespace, len(Mesh.faces)))
 
     for Face in Mesh.faces:
-        Config.File.write("{}{};".format("  " * Config.Whitespace, len(Face.verts)))
-        for Vertex in Face.verts:
+        Config.File.write("{}{};".format("  " * Config.Whitespace, len(Face.vertices)))
+        for Vertex in Face.vertices:
             Config.File.write("{};".format(Index))
             Index += 1
         if Index == VertexCount:
@@ -535,7 +535,7 @@
         #Maps bones to a list of vertices they affect
         VertexGroups = {}
         
-        for Vertex in Mesh.verts:
+        for Vertex in Mesh.vertices:
             #BoneInfluences contains the bones of the armature that affect the current vertex
             BoneInfluences = [PoseBones[Object.vertex_groups[Group.group].name] for Group in Vertex.groups if Object.vertex_groups[Group.group].name in PoseBones]
             if len(BoneInfluences) > MaxInfluences:
@@ -558,7 +558,7 @@
             VertexCount = 0
             VertexIndexes = [Vertex.index for Vertex in VertexGroups[Bone]]
             for Face in Mesh.faces:
-                for Vertex in Face.verts:
+                for Vertex in Face.vertices:
                     if Vertex in VertexIndexes:
                         VertexCount += 1
 
@@ -570,21 +570,21 @@
             Index = 0
             WrittenIndexes = 0
             for Face in Mesh.faces:
-                FaceVertices = list(Face.verts)
+                FaceVertices = list(Face.vertices)
                 if Config.CoordinateSystem == 1:
                     FaceVertices = FaceVertices[::-1]
                 for Vertex in FaceVertices:
                     if Vertex in VertexIndexes:
                         Config.File.write("{}{}".format("  " * Config.Whitespace, Index))
 
-                        GroupIndexes = {Object.vertex_groups[Group.group].name: Index for Index, Group in enumerate(Mesh.verts[Vertex].groups) if Object.vertex_groups[Group.group].name in PoseBones}
+                        GroupIndexes = {Object.vertex_groups[Group.group].name: Index for Index, Group in enumerate(Mesh.vertices[Vertex].groups) if Object.vertex_groups[Group.group].name in PoseBones}
 
                         WeightTotal = 0.0
-                        for Weight in [Group.weight for Group in Mesh.verts[Vertex].groups if Object.vertex_groups[Group.group].name in PoseBones]:
+                        for Weight in [Group.weight for Group in Mesh.vertices[Vertex].groups if Object.vertex_groups[Group.group].name in PoseBones]:
                             WeightTotal += Weight
 
                         if WeightTotal:
-                            VertexWeights.append(Mesh.verts[Vertex].groups[GroupIndexes[Bone.name]].weight / WeightTotal)
+                            VertexWeights.append(Mesh.vertices[Vertex].groups[GroupIndexes[Bone.name]].weight / WeightTotal)
                         else:
                             VertexWeights.append(0.0)
 

Modified: trunk/py/scripts/addons/io_export_unreal_psk_psa.py
===================================================================
--- trunk/py/scripts/addons/io_export_unreal_psk_psa.py	2010-08-17 17:04:49 UTC (rev 917)
+++ trunk/py/scripts/addons/io_export_unreal_psk_psa.py	2010-08-18 03:42:53 UTC (rev 918)
@@ -592,13 +592,13 @@
 #The face has to be triangle not a line
 def is_1d_face(blender_face,mesh):
 	#ID Vertex of id point
-	v0 = blender_face.verts[0]
-	v1 = blender_face.verts[1]
-	v2 = blender_face.verts[2]
+	v0 = blender_face.vertices[0]
+	v1 = blender_face.vertices[1]
+	v2 = blender_face.vertices[2]
 	
-	return (mesh.verts[v0].co == mesh.verts[v1].co or \
-	mesh.verts[v1].co == mesh.verts[v2].co or \
-	mesh.verts[v2].co == mesh.verts[v0].co)
+	return (mesh.vertices[v0].co == mesh.vertices[v1].co or \
+	mesh.vertices[v1].co == mesh.vertices[v2].co or \
+	mesh.vertices[v2].co == mesh.vertices[v0].co)
 	return False
 
 ##################################################
@@ -615,7 +615,7 @@
 	bpy.ops.object.mode_set(mode='OBJECT')
 	print("Checking mesh if needs to convert quad to Tri...")
 	for face in object.data.faces:
-		if (len(face.verts) > 3):
+		if (len(face.vertices) > 3):
 			bneedtri = True
 			break
 	
@@ -703,12 +703,12 @@
 			#print ' -- Dumping UVs -- '
 			#print current_face.uv_textures
 			
-			if len(current_face.verts) != 3:
-				raise RuntimeError("Non-triangular face (%i)" % len(current_face.verts))
+			if len(current_face.vertices) != 3:
+				raise RuntimeError("Non-triangular face (%i)" % len(current_face.vertices))
 			
 			#No Triangulate Yet
-			#			if len(current_face.verts) != 3:
-			#				raise RuntimeError("Non-triangular face (%i)" % len(current_face.verts))
+			#			if len(current_face.vertices) != 3:
+			#				raise RuntimeError("Non-triangular face (%i)" % len(current_face.vertices))
 			#				#TODO: add two fake faces made of triangles?
 			
 			#RG - apparently blender sometimes has problems when you do quad to triangle 
@@ -745,8 +745,8 @@
 					#print("DATA face uv: ",len(faceUV.uv), " >> ",(faceUV.uv[0][0]))
 				
 				for i in range(3):
-					vert_index = current_face.verts[i]
-					vert = current_mesh.verts[vert_index]
+					vert_index = current_face.vertices[i]
+					vert = current_mesh.vertices[vert_index]
 					uv = []
 					#assumes 3 UVs Per face (for now).
 					if (has_UV):
@@ -844,10 +844,10 @@
 				elif (dot < 0):
 					(tri.WedgeIndex0, tri.WedgeIndex1, tri.WedgeIndex2) = wedge_list
 				else:
-					dindex0 = current_face.verts[0];
-					dindex1 = current_face.verts[1];
-					dindex2 = current_face.verts[2];
-					raise RuntimeError("normal vector coplanar with face! points:", current_mesh.verts[dindex0].co, current_mesh.verts[dindex1].co, current_mesh.verts[dindex2].co)
+					dindex0 = current_face.vertices[0];
+					dindex1 = current_face.vertices[1];
+					dindex2 = current_face.vertices[2];
+					raise RuntimeError("normal vector coplanar with face! points:", current_mesh.vertices[dindex0].co, current_mesh.vertices[dindex1].co, current_mesh.vertices[dindex2].co)
 				
 				tri.MatIndex = object_material_index
 				#print(tri)
@@ -880,7 +880,7 @@
 		for bonegroup in bonedata:
 			#print("bone gourp build:",bonegroup.bone)
 			vert_list = []
-			for current_vert in current_mesh.verts:
+			for current_vert in current_mesh.vertices:
 				#print("INDEX V:",current_vert.index)
 				vert_index = current_vert.index
 				for vgroup in current_vert.groups:#vertex groupd id

Modified: trunk/py/scripts/addons/io_import_scene_mhx.py
===================================================================

@@ Diff output truncated at 10240 characters. @@



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