[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2454] contrib/py/scripts/addons/ mesh_fake_knife_chromoly.py: removing mesh_fake_knife_chromoly.py from svn

Brendon Murphy meta.androcto1 at gmail.com
Sat Oct 15 17:12:18 CEST 2011


Revision: 2454
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=2454
Author:   meta-androcto
Date:     2011-10-15 15:12:18 +0000 (Sat, 15 Oct 2011)
Log Message:
-----------
removing mesh_fake_knife_chromoly.py from svn
script is no longer supported.

Removed Paths:
-------------
    contrib/py/scripts/addons/mesh_fake_knife_chromoly.py

Deleted: contrib/py/scripts/addons/mesh_fake_knife_chromoly.py
===================================================================
--- contrib/py/scripts/addons/mesh_fake_knife_chromoly.py	2011-10-15 12:35:06 UTC (rev 2453)
+++ contrib/py/scripts/addons/mesh_fake_knife_chromoly.py	2011-10-15 15:12:18 UTC (rev 2454)
@@ -1,495 +0,0 @@
-# -*- coding: utf-8 -*-
-
-# ##### 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 #####
-# Updates by AlexV #
-# Updates by Meta-Androcto #
-
-bl_info = {
-    "name": "Fake Knife",
-    "author": "Chromoly",
-    "version": (0, 4),
-    "blender": (2, 5, 9),
-    "api": 39685,
-    "location": "Editmode specials menu",
-    "description": "Interactive Knife Tool.",
-    "warning": "",
-    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
-        "Scripts/Modeling/Fake_Knife",
-    "tracker_url": "http://projects.blender.org/tracker/index.php?"\
-        "func=detail&aid=28209",
-    "category": "Mesh"}
-'''
-'snap_cursor_to_element.patch'?????????????????
-'''
-
-
-import time
-import math
-import bpy
-from bpy.props import *
-from mathutils import Vector
-import bgl
-
-'''from va.math import is_nan
-from va.view import convert_window_to_world, convert_world_to_window, \
-                    snap_to_grid, get_DPBU_dx_unit_pow, \
-                    find_nearest_element_from_mouse
-from va.gl import draw_box, draw_circle
-'''
-
-
-### Redraw Rate ####
-redraw_rate = 0.01
-####################
-
-color_cross = [1.0, 1.0, 1.0, 0.7]
-color_line = [1.0, 1.0, 0.0, 1.0]
-color_snap_vert = [1.0, 1.0, 1.0, 1.0]
-cross_size = 20
-cross_ofs = 30
-
-
-### copy from va ##############################################################
-GRID_MIN_PX = 6.0
-
-def is_nan(f):
-    return not f == f
-
-
-def convert_world_to_window(vec, persmat, sx, sy):
-    '''
-    vec: sequence
-    return Vector
-    '''
-    #v = vec.to_4d()
-    v = Vector([vec[0], vec[1], vec[2], 1.0])
-    v = persmat * v
-    if v[3] != 0.0:
-        v /= v[3]
-    x = sx / 2 + v[0] * sx / 2
-    y = sy / 2 + v[1] * sy / 2
-    return Vector([x, y, v[2]])
-
-
-def convert_window_to_world(vec, persmat, sx, sy):
-    '''
-    vec: sequence
-    return Vector
-    '''
-    invpmat = persmat.copy()
-    invpmat.invert()
-    v1 = Vector([float(vec[0]) * 2 / sx, float(vec[1]) * 2 / sy, vec[2]])
-    v2 = v1 - Vector([1., 1., 0.])
-    v2.resize_4d()
-    v3 = invpmat * v2
-    if v3[3] != 0.0:
-        v3 /= v3[3]
-    v3.resize_3d()
-    return v3
-
-def get_DPBU_dx_unit_pow(region):
-    '''????p??????BlenderUnit?????????????q?
-    ????window?????(p,q???world??)
-    '''
-    sx = region.width
-    sy = region.height
-    rv3d = region.region_data
-    persmat = rv3d.perspective_matrix
-    viewmat = rv3d.view_matrix
-    viewinvmat = viewmat.inverted()
-    viewloc = rv3d.view_location
-
-    p = viewloc
-    if sx >= sy:
-        q = viewloc + Vector(viewinvmat[0][:3])
-    else:
-        q = viewloc + Vector(viewinvmat[1][:3])
-    dp = convert_world_to_window(p, persmat, sx, sy)
-    dq = convert_world_to_window(q, persmat, sx, sy)
-    l = math.sqrt((dp[0] - dq[0]) ** 2 + (dp[1] - dq[1]) ** 2)
-    dot_per_blender_unit = dx = l
-
-    #unit = 1.0
-    unit_pow = 0
-    if dx < GRID_MIN_PX:
-        while dx < GRID_MIN_PX:
-            dx *= 10
-            unit_pow += 1
-    else:
-        while dx > GRID_MIN_PX * 10:
-            dx /= 10
-            unit_pow -= 1
-    return dot_per_blender_unit, dx, unit_pow
-
-
-def snap_to_grid(vec, grid_distance,
-                 local_grid_origin=None, local_grid_rotation=None):
-    local_grid = True if local_grid_rotation and local_grid_origin else False
-    if local_grid:
-        mat = local_grid_rotation.to_matrix().to_4x4()
-        for i in range(3):
-            mat[3][i] = local_grid_origin[i]
-        imat = mat.inverted()
-        vec = vec * imat
-    else:
-        vec = vec.copy()
-    for i in range(3):
-        vec[i] = grid_distance * math.floor(0.5 + vec[i] / grid_distance)
-    if local_grid:
-        vec = vec * mat
-    return vec
-
-
-def find_nearest_element_from_mouse(context, type='VERTEX', mode='ALL_EMALL'):
-    v3d = context.space_data
-    cursor = v3d.cursor_location.copy()
-    v3d.cursor_location = [float('nan') for i in range(3)]
-    bpy.ops.view3d.snap_cursor_to_element('INVOKE_REGION_WIN',
-        type=type, use_mouse_cursor=True, mode=mode, redraw=False)
-    if not is_nan(v3d.cursor_location[0]):
-        vec = v3d.cursor_location.copy()
-    else:
-        vec = None
-    v3d.cursor_location = cursor
-    return vec
-
-
-def draw_box(xmin, ymin, w, h, poly=False):
-    bgl.glBegin(bgl.GL_QUADS if poly else bgl.GL_LINE_LOOP)
-    bgl.glVertex2f(xmin, ymin)
-    bgl.glVertex2f(xmin + w, ymin)
-    bgl.glVertex2f(xmin + w, ymin + h)
-    bgl.glVertex2f(xmin, ymin + h)
-    bgl.glEnd()
-
-
-def draw_circle(x, y, radius, subdivide, poly=False):
-    r = 0.0
-    dr = math.pi * 2 / subdivide
-    if poly:
-        subdivide += 1
-        bgl.glBegin(bgl.GL_TRIANGLE_FAN)
-        bgl.glVertex2f(x, y)
-    else:
-        bgl.glBegin(bgl.GL_LINE_LOOP)
-    for i in range(subdivide):
-        bgl.glVertex2f(x + radius * math.cos(r), y + radius * math.sin(r))
-        r += dr
-    bgl.glEnd()
-### copy end ##################################################################
-# ??????????(???)????!
-
-
-def draw_lines(self, context):
-    region = bpy.context.region
-    sx, sy = region.width, region.height
-    persmat = context.region_data.perspective_matrix
-
-    vertices = self.vertices
-    mouseco = self.mouseco
-    current_vec = self.current_vec  # ????
-    vec_snap_vert = self.vec_snap_vert  # ?????
-
-    bgl.glLineWidth(1)
-    bgl.glEnable(bgl.GL_BLEND)
-
-    # cursor cross
-    bgl.glColor4f(*color_cross)
-    bgl.glBegin(bgl.GL_LINES)
-    bgl.glVertex2f(mouseco[0] + cross_ofs, mouseco[1])  # right
-    bgl.glVertex2f(mouseco[0] + cross_ofs + cross_size, mouseco[1])
-    bgl.glVertex2f(mouseco[0] - cross_ofs, mouseco[1])  # left
-    bgl.glVertex2f(mouseco[0] - cross_ofs - cross_size, mouseco[1])
-    bgl.glVertex2f(mouseco[0], mouseco[1] + cross_ofs)  # top
-    bgl.glVertex2f(mouseco[0], mouseco[1] + cross_ofs + cross_size)
-    bgl.glVertex2f(mouseco[0], mouseco[1] - cross_ofs)  # bottom
-    bgl.glVertex2f(mouseco[0], mouseco[1] - cross_ofs - cross_size)
-    bgl.glEnd()
-
-    vec = convert_world_to_window(current_vec, persmat, sx, sy)
-    # snap circle
-    if self.snap_type:
-        if self.snap_type == 'grid':
-            bgl.glColor4f(*color_snap_vert)
-            draw_box(vec[0] - 5, vec[1] - 5, 10, 10)
-        else:
-            bgl.glColor4f(*color_snap_vert)
-            v2d = convert_world_to_window(vec_snap_vert, persmat, sx, sy)
-            draw_circle(v2d[0], v2d[1], 6, 16)
-
-    if vertices:
-        # split line
-        bgl.glColor4f(*color_line)
-        bgl.glBegin(bgl.GL_LINE_STRIP)
-        for v in vertices:
-            v2d = convert_world_to_window(v, persmat, sx, sy)
-            bgl.glVertex2f(v2d[0], v2d[1])
-        bgl.glVertex2f(vec[0], vec[1])
-        bgl.glEnd()
-
-    ## restore opengl defaults
-    bgl.glLineWidth(1)
-    bgl.glDisable(bgl.GL_BLEND)
-    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
-
-
-# *** Main Operator *** #
-class MESH_OT_fake_knife(bpy.types.Operator):
-    bl_label = 'Fake Knife'
-    bl_idname = 'mesh.fake_knife'
-    bl_description = 'Line knife'
-    bl_options = {'REGISTER', 'UNDO', 'BLOCKING'}
-
-    type = EnumProperty(items=(('EXACT', 'Exact', ''),
-                               ('MIDPOINTS', 'Midpoints', ''),
-                               ('MULTICUT', 'Multicut', '')),
-                        name='type',
-                        default='EXACT')
-    num_cuts = IntProperty(name='Number of Cuts',
-                           description='Only for Multi-Cut',
-                           default=1)
-    cursor = IntProperty(name='Cursor', default=9)
-
-    count = IntProperty(name='Path Count', default=0, options={'HIDDEN'})
-
-    @classmethod
-    def poll(cls, context):
-        if context.active_object:
-            return {context.active_object.mode == 'EDIT'}
-        else:
-            return {False}
-
-    def execute(self, context):
-        region = bpy.context.region
-        sx, sy = region.width, region.height
-        persmat = context.region_data.perspective_matrix
-        vertices = self.vertices
-
-        if len(vertices) <= 1:
-            return {'FINISHED'}
-
-        cutpath = []
-        for i, v in enumerate(vertices):
-            v2d = convert_world_to_window(v, persmat, sx, sy)
-            loc = (v2d[0], v2d[1])
-            cutpath.append({'name': 'tmp', 'time': i / 10, 'loc': loc})
-        bpy.ops.mesh.knife_cut(type=self.type, path=cutpath, \
-                               num_cuts=self.num_cuts, \
-                               cursor=self.cursor)  # , num_lines=0)
-        return {'FINISHED'}
-
-    def copy_persp_vec_value(self, context, v1, v2, index):
-        # copy vector value by window coordinate
-        # v1_winco[index] = v2_winco[index]
-        region = context.region
-        sx, sy = region.width, region.height
-        rv3d = context.region_data
-        persmat = rv3d.perspective_matrix
-        v1_winco = convert_world_to_window(v1, persmat, sx, sy)
-        v2_winco = convert_world_to_window(v2, persmat, sx, sy)
-        v1_winco[index] = v2_winco[index]
-        v = convert_window_to_world(v1_winco, persmat, sx, sy)
-        return v
-
-    def calc_align_to_axis(self, context, current_vec):
-        if self.along == 0:  # lock Y
-            current_vec = self.copy_persp_vec_value(context,
-                               current_vec, self.vertices[-1], 1)
-        elif self.along == 1:  # lock X

@@ Diff output truncated at 10240 characters. @@


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