[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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