[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2620] contrib/py/scripts/addons: SVN maintenance.
gsr b3d
gsr.b3d at infernal-iceberg.com
Thu Nov 17 19:52:23 CET 2011
Revision: 2620
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=2620
Author: gsrb3d
Date: 2011-11-17 18:52:23 +0000 (Thu, 17 Nov 2011)
Log Message:
-----------
SVN maintenance.
Modified Paths:
--------------
contrib/py/scripts/addons/add_mesh_beam_builder.py
contrib/py/scripts/addons/add_mesh_column.py
contrib/py/scripts/addons/add_mesh_rocks/__init__.py
contrib/py/scripts/addons/add_mesh_rocks/rockgen.py
contrib/py/scripts/addons/add_mesh_rocks/settings.py
contrib/py/scripts/addons/add_mesh_rocks/utils.py
contrib/py/scripts/addons/add_mesh_stairs/__init__.py
contrib/py/scripts/addons/add_mesh_stairs/general.py
contrib/py/scripts/addons/add_mesh_stairs/post.py
contrib/py/scripts/addons/add_mesh_stairs/rail.py
contrib/py/scripts/addons/add_mesh_stairs/retainer.py
contrib/py/scripts/addons/add_mesh_stairs/stairbuilder.py
contrib/py/scripts/addons/add_mesh_stairs/stringer.py
contrib/py/scripts/addons/add_mesh_stairs/tread.py
contrib/py/scripts/addons/add_mesh_walls/Blocks.py
contrib/py/scripts/addons/add_mesh_walls/Wallfactory.py
contrib/py/scripts/addons/add_mesh_walls/__init__.py
contrib/py/scripts/addons/game_engine_ragdolls_kit/brik.py
contrib/py/scripts/addons/game_engine_ragdolls_kit/brik_funcs.py
contrib/py/scripts/addons/game_engine_ragdolls_kit/templates/brik_init_ragdoll.py
contrib/py/scripts/addons/game_engine_ragdolls_kit/templates/brik_load.py
contrib/py/scripts/addons/game_engine_ragdolls_kit/templates/brik_spawn.py
contrib/py/scripts/addons/gpencil_retopo/__init__.py
contrib/py/scripts/addons/gpencil_retopo/retopo.py
contrib/py/scripts/addons/io_export_dxf/__init__.py
contrib/py/scripts/addons/io_export_dxf/export_dxf.py
contrib/py/scripts/addons/io_export_dxf/model/dxfLibrary.py
contrib/py/scripts/addons/io_export_dxf/model/model.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/__init__.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/base_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/camera_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/curve_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/empty_exporter.py
contrib/py/scripts/addons/io_import_BrushSet.py
contrib/py/scripts/addons/io_import_LRO_Lola_MGS_Mola_img.py
contrib/py/scripts/addons/io_import_lipSync_Importer.py
contrib/py/scripts/addons/lamp_geographical_sun.py
contrib/py/scripts/addons/mesh_edge_intersection_tools.py
contrib/py/scripts/addons/mesh_inset_extrude.py
contrib/py/scripts/addons/mesh_select_vertex_groups.py
contrib/py/scripts/addons/mesh_vertex_slide.py
contrib/py/scripts/addons/space_view3d_enhanced_3d_cursor.py
contrib/py/scripts/addons/space_view3d_index_visualiser.py
contrib/py/scripts/addons/system_theme_manager.py
Property Changed:
----------------
contrib/py/scripts/addons/add_mesh_beam_builder.py
contrib/py/scripts/addons/add_mesh_column.py
contrib/py/scripts/addons/add_mesh_pyramid.py
contrib/py/scripts/addons/add_mesh_rocks/__init__.py
contrib/py/scripts/addons/add_mesh_rocks/rockgen.py
contrib/py/scripts/addons/add_mesh_rocks/settings.py
contrib/py/scripts/addons/add_mesh_rocks/utils.py
contrib/py/scripts/addons/add_mesh_stairs/__init__.py
contrib/py/scripts/addons/add_mesh_stairs/general.py
contrib/py/scripts/addons/add_mesh_stairs/post.py
contrib/py/scripts/addons/add_mesh_stairs/rail.py
contrib/py/scripts/addons/add_mesh_stairs/retainer.py
contrib/py/scripts/addons/add_mesh_stairs/stairbuilder.py
contrib/py/scripts/addons/add_mesh_stairs/stringer.py
contrib/py/scripts/addons/add_mesh_stairs/tread.py
contrib/py/scripts/addons/add_mesh_walls/Blocks.py
contrib/py/scripts/addons/add_mesh_walls/Wallfactory.py
contrib/py/scripts/addons/add_mesh_walls/__init__.py
contrib/py/scripts/addons/cmu_mocap_browser/__init__.py
contrib/py/scripts/addons/cmu_mocap_browser/library.py
contrib/py/scripts/addons/cursor_control/__init__.py
contrib/py/scripts/addons/cursor_control/data.py
contrib/py/scripts/addons/cursor_control/history.py
contrib/py/scripts/addons/cursor_control/memory.py
contrib/py/scripts/addons/cursor_control/operators.py
contrib/py/scripts/addons/cursor_control/ui.py
contrib/py/scripts/addons/curve_tools.py
contrib/py/scripts/addons/game_engine_ragdolls_kit/brik_funcs.py
contrib/py/scripts/addons/gpencil_retopo/__init__.py
contrib/py/scripts/addons/gpencil_retopo/retopo.py
contrib/py/scripts/addons/gyes/__init__.py
contrib/py/scripts/addons/gyes/random_material_generator.py
contrib/py/scripts/addons/gyes/random_texture_generator.py
contrib/py/scripts/addons/io_export_dxf/__init__.py
contrib/py/scripts/addons/io_export_dxf/draw_blenders/__init__.py
contrib/py/scripts/addons/io_export_dxf/export_dxf.py
contrib/py/scripts/addons/io_export_dxf/model/__init__.py
contrib/py/scripts/addons/io_export_dxf/model/dxfLibrary.py
contrib/py/scripts/addons/io_export_dxf/model/migiusModel.py
contrib/py/scripts/addons/io_export_dxf/model/model.py
contrib/py/scripts/addons/io_export_dxf/operator.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/__init__.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/base_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/camera_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/curve_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/empty_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/insert_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/lamp_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/mesh_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/text_exporter.py
contrib/py/scripts/addons/io_export_dxf/primitive_exporters/viewborder_exporter.py
contrib/py/scripts/addons/io_import_BrushSet.py
contrib/py/scripts/addons/io_import_pdb_atomic_blender.py
contrib/py/scripts/addons/io_points_pcd/__init__.py
contrib/py/scripts/addons/io_points_pcd/pcd_utils.py
contrib/py/scripts/addons/io_points_pcd/pcdparser.py
contrib/py/scripts/addons/lamp_geographical_sun.py
contrib/py/scripts/addons/mesh_edge_intersection_tools.py
contrib/py/scripts/addons/mesh_inset_extrude.py
contrib/py/scripts/addons/mesh_select_vertex_groups.py
contrib/py/scripts/addons/mesh_vertex_slide.py
contrib/py/scripts/addons/object_drop_to_ground.py
contrib/py/scripts/addons/render_copy_settings/__init__.py
contrib/py/scripts/addons/render_copy_settings/operator.py
contrib/py/scripts/addons/render_copy_settings/panel.py
contrib/py/scripts/addons/sequencer_select_strips_by_type/__init__.py
contrib/py/scripts/addons/sequencer_select_strips_by_type/menu.py
contrib/py/scripts/addons/sequencer_select_strips_by_type/operator.py
contrib/py/scripts/addons/space_view3d_align_tools.py
contrib/py/scripts/addons/space_view3d_enhanced_3d_cursor.py
contrib/py/scripts/addons/system_theme_manager.py
contrib/py/scripts/addons/wetted_mesh.py
Modified: contrib/py/scripts/addons/add_mesh_beam_builder.py
===================================================================
--- contrib/py/scripts/addons/add_mesh_beam_builder.py 2011-11-17 05:54:42 UTC (rev 2619)
+++ contrib/py/scripts/addons/add_mesh_beam_builder.py 2011-11-17 18:52:23 UTC (rev 2620)
@@ -1,1375 +1,1375 @@
-bl_info = {
- "name": "Beam Builder",
- "description": "Creates various types of beams.",
- "author": "revolt_randy",
- "version": (0, 1, 2),
- "blender": (2, 5, 6),
- "api": 35968,
- "location": "View3D > Add > Mesh",
- "warning": "Currently under development.",
- "wiki_url": "",
- "tracker_url": "",
- "category": "Add Mesh"}
-
-# Version History
-#
-# v0.1 - Script only generates a multi-sided mesh object,
-# initial release for testing. 3/12/11
-#
-# v0.1.1 - Added 'C'-type beam, updated to work with
-# api r35499. 3/13/11
-#
-# v0.1.2 - Totally changed the way beams are created, size
-# is now calculated based off width, length, & height
-# (x,y,z). Added ability to taper beams as well.
-# Add 'L' - type beam
-# Add 'T' - type beam
-# Add 'I' - type beam
-
-# Creates a rectangluar, or 'C', or 'L' or 'T' or 'I' - type beam.
-
-import bpy
-import math
-import mathutils
-#import space_info
-
-# The following bit of code was taken from spindle.py
-# a script by Campbell Barton that creates a spindle mesh.
-# The script was found someplace at blender.org
-# Code determines the align_matrix to align the new object to
-def align_matrix(context):
- loc = mathutils.Matrix.Translation(context.scene.cursor_location)
- obj_align = context.user_preferences.edit.object_align
- if (context.space_data.type == 'VIEW_3D'
- and obj_align == 'VIEW'):
- rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
- else:
- rot = mathutils.Matrix()
- align_matrix = loc * rot
- return align_matrix
-
-
-def create_mesh (name, verts, faces, align_matrix):
- # Creates mesh and object
- # name - name of object to create
- # verts - a list of vertex tuples
- # faces - a list of face tuples
- # align_matrix - alignment of the mesh based on user prefs - see above code
-
- # Check if in edit mode, if so, get name of active object and enter object mode
- if bpy.context.mode == 'EDIT_MESH':
- # toggle to object mode
- bpy.ops.object.editmode_toggle()
- # get name of active object
- obj_act = bpy.context.scene.objects.active
- #print ("\n\nTRAP WORKS", "\nactive object =", obj_act)
- else:
- obj_act = False
-
- # Unselect any objects
- bpy.ops.object.select_all(action="DESELECT")
-
- # Actually create mesh and object
- mesh = bpy.data.meshes.new(name)
- obj = bpy.data.objects.new(name, mesh)
-
- # add verts & faces to object
- mesh.from_pydata(verts, [], faces)
- mesh.update(calc_edges=True)
-
- # Move object to 3d cursor & align
- #obj.location = bpy.context.scene.cursor_location
- obj.matrix_world = align_matrix
-
- # link object to scene
- bpy.context.scene.objects.link(obj)
-
- #print(obj_act, obj)
-
- # Were we in edit mode - if so need to join new mesh to active mesh object
- if obj_act:
- bpy.ops.object.select_all(action="DESELECT")
- # Select first object
- obj_act.select = True
- # Select new object
- obj.select = True
- # Join objects
- bpy.ops.object.join()
-
- #print("\n\n2nd TRAP Works")
-
- else:
- # Not in edit mode, so just make new object active object
- bpy.context.scene.objects.active = obj
- obj.select = True
-
- # Enter edit mode
- bpy.ops.object.editmode_toggle()
-
- # Recalcuate normals
- bpy.ops.mesh.normals_make_consistent()
-
- # Return to object mode if mesh created in object mode
- if not obj_act:
- bpy.ops.object.editmode_toggle()
-
- return
-
-
-def create_end_faces(verts_list, thick, debug):
- # Create End Faces
- # verts_list - list of vertices
- # thick - if true object is hollow, so construct loop of end faces
- # instead of a solid end face
- # debug - if true prints values from this function to console
-
- # returns:
- # faces - a list of tuples defining the end faces
-
- faces = []
-
- num_of_verts = len(verts_list)
- faces_temp = []
-
- sides = 4 # sides - number of sides to mesh *added because of code re-write
-
- if thick:
- # has thickness, so build end faces
- num_of_verts = int(num_of_verts / 2)
-
- # Create a list of the front faces
- for index in range(num_of_verts):
- if index == (num_of_verts - 1):
- faces_temp.append(verts_list[index])
- faces_temp.append(verts_list[index-index])
- faces_temp.append(verts_list[index+1])
- faces_temp.append(verts_list[index*2+1])
- else:
- faces_temp.append(verts_list[index])
- faces_temp.append(verts_list[index+1])
- faces_temp.append(verts_list[index+num_of_verts+1])
- faces_temp.append(verts_list[index+num_of_verts])
-
- faces.append(tuple(faces_temp))
- faces_temp = []
- else:
- #this code may not be needed, depends upon rewrite...
- if sides > 4:
- # more than 4 sides, so replace last list item (center vert) with first list item
- # for looping and building faces
- center_vert = verts_list[num_of_verts - 1]
- verts_list[num_of_verts - 1] = verts_list[0]
-
- for index in range(int(num_of_verts - 1)):
- faces_temp.append(verts_list[index])
- faces_temp.append(verts_list[index + 1])
- faces_temp.append(center_vert)
- faces.append(tuple(faces_temp))
- faces_temp = []
-
- else:
- # create 1 end face
- for index in range(num_of_verts):
- faces_temp.append(verts_list[index])
- faces.append(tuple(faces_temp))
-
- # print debug info to console
- if debug:
- print("\ncreate_end_faces Function Starts")
- print("\n End Face Verts list :", verts_list)
- print("\n End Faces: ", faces)
- print("\ncreate_end_faces Function Ends\n\n")
-
- return faces
-
-
-def create_side_faces(front_verts, back_verts, debug):
- # Create side faces - simple bridging of front_verts & back_verts vertices,
- # both front_verts & back_verts must be ordered in same direction
- # with respect to y-axis
- # front_verts - a list of front face vertices
- # back_verts - a list of back face vertices
- # debug - if true prints values from this function to console
-
- # returns:
- # new_faces - a list of tuples defining the faces bridged between front_verts & back_verts
-
- # Number of faces to create
- num_of_faces = (len(front_verts))
- new_faces = []
-
- # add first value to end of lists for looping
- front_verts.append(front_verts[0])
- back_verts.append(back_verts[0])
-
- # Build the new_faces list with tuples defining each face
- for index in range(num_of_faces):
- facestemp = (front_verts[index], front_verts[index+1], back_verts[index+1], back_verts[index])
- new_faces.append(facestemp)
-
- # print debug info to console
- if debug:
- print("\ncreate_side_faces Function Starts")
- print("\n Number of faces to create: ", num_of_faces)
- print("\n New faces :", new_faces)
- print("\ncreate_side_faces Function Ends\n\n")
-
- return new_faces
-
-
-def calc_end_verts(size, y_off, thick, debug):
- # Calculates vertex location for end of mesh
-
- # size - tuple of x,y,z dimensions of mesh to create
- # y_off - y offset, lets function know where to create verts on y-axis
- # thick - thickness, if not zero this is the thickness of a hollow mesh
- # with the inner faces inset from size dimensions
- # debug - if true prints values from this function to console
-
- # returns:
- # verts - a list of tuples of the x,y,z location of each vertex
-
- verts = []
-
- if debug:
- print ("\ncalc_end_verts Function Starts\n")
-
- print("\nsize = ",size)
- print("y_off = ",y_off)
-
- # Create vertices by calculation
- x_pos = 0 + size[0]/2
- z_pos = 0 + size[2]/2
- verts.append((x_pos, y_off, z_pos))
-
- x_pos = 0 - size[0]/2
- z_pos = 0 + size[2]/2
- verts.append((x_pos, y_off, z_pos))
-
- x_pos = 0 - size[0]/2
- z_pos = 0 - size[2]/2
- verts.append((x_pos, y_off, z_pos))
-
- x_pos = 0 + size[0]/2
- z_pos = 0 - size[2]/2
- verts.append((x_pos, y_off, z_pos))
-
- if thick:
- # has thickness, so calculate inside vertices
- #### not too sure about this, but it does work the way the
- #### solidify modifier works, so leaving as is for now
- x_pos = size[0] - (thick * 2)
- z_pos = size[2] - (thick * 2)
- size = (x_pos, y_off, z_pos)
-
- # Create vertices by calculation
- x_pos = 0 + size[0]/2
- z_pos = 0 + size[2]/2
- verts.append((x_pos, y_off, z_pos))
-
- x_pos = 0 - size[0]/2
- z_pos = 0 + size[2]/2
- verts.append((x_pos, y_off, z_pos))
-
- x_pos = 0 - size[0]/2
- z_pos = 0 - size[2]/2
- verts.append((x_pos, y_off, z_pos))
-
- x_pos = 0 + size[0]/2
- z_pos = 0 - size[2]/2
- verts.append((x_pos, y_off, z_pos))
-
- if debug:
- print ("verts :", verts)
- print ("\ncalc_end_verts Function Ends.\n\n")
-
- return verts
-
-
-def adjust_c_beam_verts(verts, taper, debug):
- # Adjusts verts produced to correct c beam shape
- # verts - a list of tuples of vertex locations for one end of beam
- # taper - % to taper outside verts by
- # debug - if true values are printed to console for debugging
-
- # returns:
@@ Diff output truncated at 10240 characters. @@
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