[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2660] trunk/py/scripts/addons/ mesh_looptools.py: Replacing custom code with mathutils normalize()
Bart Crouch
bartius.crouch at gmail.com
Sat Nov 26 12:46:18 CET 2011
Revision: 2660
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=2660
Author: crouch
Date: 2011-11-26 11:46:13 +0000 (Sat, 26 Nov 2011)
Log Message:
-----------
Replacing custom code with mathutils normalize()
Modified Paths:
--------------
trunk/py/scripts/addons/mesh_looptools.py
Modified: trunk/py/scripts/addons/mesh_looptools.py
===================================================================
--- trunk/py/scripts/addons/mesh_looptools.py 2011-11-26 10:24:22 UTC (rev 2659)
+++ trunk/py/scripts/addons/mesh_looptools.py 2011-11-26 11:46:13 UTC (rev 2660)
@@ -19,9 +19,9 @@
bl_info = {
'name': "LoopTools",
'author': "Bart Crouch",
- 'version': (3, 2, 1),
+ 'version': (3, 2, 2),
'blender': (2, 6, 0),
- 'api': 41270,
+ 'api': 42162,
'location': "View3D > Toolbar and View3D > Specials (W-key)",
'warning': "",
'description': "Mesh modelling toolkit. Several tools to aid modelling",
@@ -244,19 +244,12 @@
elif sum(mat[2]) == 0.0:
normal = mathutils.Vector((0.0, 0.0, 1.0))
if not normal:
- itermax = 500
- iter = 0
vec = mathutils.Vector((1.0, 1.0, 1.0))
- vec2 = (mat * vec)/(mat * vec).length
- while vec != vec2 and iter<itermax:
- iter+=1
- vec = vec2
- vec2 = mat * vec
- if vec2.length != 0:
- vec2 /= vec2.length
- if vec2.length == 0:
- vec2 = mathutils.Vector((1.0, 1.0, 1.0))
- normal = vec2
+ normal = (mat * vec)/(mat * vec).length
+ if normal.length == 0:
+ normal = vec
+ else:
+ normal.normalize()
elif method == 'normal':
# averaging the vertex normals
@@ -933,19 +926,12 @@
elif sum(mat[2]) == 0:
normal = mathutils.Vector((0.0, 0.0, 1.0))
if not normal:
- itermax = 500
- iter = 0
vec = mathutils.Vector((1.0, 1.0, 1.0))
- vec2 = (mat * vec)/(mat * vec).length
- while vec != vec2 and iter<itermax:
- iter+=1
- vec = vec2
- vec2 = mat * vec
- if vec2.length != 0:
- vec2 /= vec2.length
- if vec2.length == 0:
- vec2 = mathutils.Vector((1.0, 1.0, 1.0))
- normal = vec2
+ normal = (mat * vec)/(mat * vec).length
+ if normal.length == 0:
+ normal = vec
+ else:
+ normal.normalize()
normals.append(normal)
# have plane normals face in the same direction (maximum angle: 90 degrees)
if ((center1 + normals[0]) - center2).length < \
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