[Bf-extensions-cvs] [f9ea7526] blender2.8: Cleanup: remove unused module

mano-wii noreply at git.blender.org
Tue Oct 30 06:13:09 CET 2018


Commit: f9ea752640ddc5bd4074a52da84299cfa5ccb063
Author: mano-wii
Date:   Tue Oct 30 02:07:51 2018 -0300
Branches: blender2.8
https://developer.blender.org/rBAf9ea752640ddc5bd4074a52da84299cfa5ccb063

Cleanup: remove unused module

===================================================================

D	modules/snap_context/__init__.py
D	modules/snap_context/mesh_drawing.py
D	modules/snap_context/resources/3D_vert.glsl
D	modules/snap_context/resources/primitive_id_frag.glsl
D	modules/snap_context/utils_projection.py
D	modules/snap_context/utils_shader.py

===================================================================

diff --git a/modules/snap_context/__init__.py b/modules/snap_context/__init__.py
deleted file mode 100644
index 77e84726..00000000
--- a/modules/snap_context/__init__.py
+++ /dev/null
@@ -1,322 +0,0 @@
-# ##### 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 3
-#  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, see <http://www.gnu.org/licenses/>.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-__all__ = (
-    "SnapContext",
-    )
-
-import bgl
-from mathutils import Vector
-
-VERT = 1
-EDGE = 2
-FACE = 4
-
-
-class _Internal:
-    from .mesh_drawing import (
-        gpu_Indices_enable_state,
-        gpu_Indices_restore_state,
-        gpu_Indices_use_clip_planes,
-        gpu_Indices_set_ProjectionMatrix,
-        )
-
-    from .utils_projection import (
-        region_2d_to_orig_and_view_vector,
-        intersect_boundbox_threshold,
-        intersect_ray_segment_fac,
-        project_co_v3,
-        )
-
-    from mathutils.geometry import intersect_line_plane
-
-
-class _SnapObjectData():
-    __slots__ = ('data', 'mat')
-    def __init__(self, data, omat):
-        self.data = data
-        self.mat = omat
-
-
-class SnapContext():
-    """
-    Initializes the snap context with the region and space where the snap objects will be added.
-
-    .. note::
-        After the context has been created, add the objects with the `add_obj` method.
-
-    :arg region: region of the 3D viewport, typically bpy.context.region.
-    :type region: :class:`bpy.types.Region`
-    :arg space: 3D region data, typically bpy.context.space_data.
-    :type space: :class:`bpy.types.SpaceView3D`
-    """
-
-    def __init__(self, region, space):
-        import gpu
-        import ctypes
-
-        self.freed = False
-        self.snap_objects = []
-        self.drawn_count = 0
-        self._offset_cur = 1 # Starts with index 1
-        self.region = region
-        self.rv3d = space.region_3d
-
-        if self.rv3d.is_perspective:
-            self.depth_range = Vector((space.clip_start, space.clip_end))
-        else:
-            self.depth_range = Vector((-space.clip_end, space.clip_end))
-
-        self.proj_mat = None
-        self.mval = Vector((0, 0))
-        self._snap_mode = VERT | EDGE | FACE
-
-        self.set_pixel_dist(12)
-
-        self._offscreen = gpu.offscreen.new(self.region.width, self.region.height)
-
-        self._texture = self._offscreen.color_texture
-        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._texture)
-
-        NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0))
-        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, self.region.width, self.region.height, 0, bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, NULL)
-        del NULL
-
-        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
-        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
-        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
-
-        self.winsize = Vector((self._offscreen.width, self._offscreen.height))
-
-    ## PRIVATE ##
-
-    def _get_snap_obj_by_index(self, index):
-        for snap_obj in self.snap_objects[:self.drawn_count]:
-            data = snap_obj.data[1]
-            if index < data.first_index + data.get_tot_elems():
-                return snap_obj
-        return None
-
-    def _get_nearest_index(self):
-        loc = [self._dist_px, self._dist_px]
-        d = 1
-        m = self.threshold
-        max = 2 * m - 1
-        offset = 1
-        last_snap_obj = None
-        r_value = 0
-        while m < max:
-            for i in range(2):
-                while 2 * loc[i] * d < m:
-                    value = int(self._snap_buffer[loc[0]][loc[1]])
-                    loc[i] += d
-                    if value >= offset:
-                        r_value = value
-                        snap_obj = self._get_snap_obj_by_index(r_value)
-
-                        if self._snap_mode & FACE and self._snap_mode & (VERT | EDGE) and last_snap_obj != snap_obj:
-                            data = snap_obj.data[1]
-                            offset = data.first_index + data.num_tris
-                            last_snap_obj = snap_obj
-                            continue
-                        return snap_obj, r_value
-            d = -d
-            m += 4 * self._dist_px * d + 1
-
-        return last_snap_obj, r_value
-
-    def _get_loc(self, snap_obj, index):
-        index -= snap_obj.data[1].first_index
-        gpu_data = snap_obj.data[1]
-
-        if gpu_data.draw_tris:
-            if index < snap_obj.data[1].num_tris:
-                tri_verts = gpu_data.get_tri_verts(index)
-                tri_co = [snap_obj.mat * Vector(v) for v in gpu_data.get_tri_co(index)]
-                nor = (tri_co[1] - tri_co[0]).cross(tri_co[2] - tri_co[0])
-                return _Internal.intersect_line_plane(self.last_ray[1], self.last_ray[1] + self.last_ray[0], tri_co[0], nor), tri_verts
-
-            index -= gpu_data.num_tris
-
-        if gpu_data.draw_edges:
-            if index < snap_obj.data[1].num_edges:
-                edge_verts = gpu_data.get_edge_verts(index)
-                edge_co = [snap_obj.mat * Vector(v) for v in gpu_data.get_edge_co(index)]
-                fac = _Internal.intersect_ray_segment_fac(*edge_co, *self.last_ray)
-
-                if (self._snap_mode) & VERT and (fac < 0.25 or fac > 0.75):
-                    co = edge_co[0] if fac < 0.5 else edge_co[1]
-                    proj_co = _Internal.project_co_v3(self, co)
-                    dist = self.mval - proj_co
-                    if abs(dist.x) < self._dist_px and abs(dist.y) < self._dist_px:
-                        return co, (edge_verts[0] if fac < 0.5 else edge_verts[1],)
-
-                if fac <= 0.0:
-                    co = edge_co[0]
-                elif fac >= 1.0:
-                    co = edge_co[1]
-                else:
-                    co = edge_co[0] + fac * (edge_co[1] - edge_co[0])
-
-                return co, edge_verts
-
-            index -= gpu_data.num_edges
-
-        if gpu_data.draw_verts:
-            if index < snap_obj.data[1].num_verts:
-                return snap_obj.mat * Vector(gpu_data.get_loosevert_co(index)), (gpu_data.get_loosevert_index(index),)
-
-        return None, None
-
-
-    def _get_snap_obj_by_obj(self, obj):
-        for snap_obj in self.snap_objects:
-            if obj == snap_obj.data[0]:
-                return snap_obj
-
-    def __del__(self):
-        if not self.freed:
-            self._offscreen.free()
-            # Some objects may still be being referenced
-            for snap_obj in self.snap_objects:
-                del snap_obj.data
-                del snap_obj.mat
-                del snap_obj
-            del self.snap_objects
-
-    ## PUBLIC ##
-
-    def update_all(self):
-        self.drawn_count = 0
-        self._offset_cur = 1
-
-        bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
-        bgl.glClear(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT)
-
-    def update_drawn_snap_object(self, snap_obj):
-        if len(snap_obj.data) > 1:
-            del snap_obj.data[1:]
-            #self.update_all()
-            # Update on next snap_get call #
-            self.proj_mat = None
-
-    def use_clip_planes(self, value):
-        _Internal.gpu_Indices_use_clip_planes(self.rv3d, value)
-
-    def set_pixel_dist(self, dist_px):
-        self._dist_px = int(dist_px)
-        self._dist_px_sq = self._dist_px ** 2
-        self.threshold = 2 * self._dist_px + 1
-        self._snap_buffer = bgl.Buffer(bgl.GL_FLOAT, (self.threshold, self.threshold))
-
-    def set_snap_mode(self, snap_to_vert, snap_to_edge, snap_to_face):
-        snap_mode = 0
-        if snap_to_vert:
-            snap_mode |= VERT
-        if snap_to_edge:
-            snap_mode |= EDGE
-        if snap_to_face:
-            snap_mode |= FACE
-
-        if snap_mode != self._snap_mode:
-            self._snap_mode = snap_mode
-            self.update_all()
-
-    def add_obj(self, obj, matrix):
-        matrix = matrix.copy()
-        snap_obj = self._get_snap_obj_by_obj(obj)
-        if not snap_obj:
-            self.snap_objects.append(_SnapObjectData([obj], matrix))
-        else:
-            self.snap_objects.append(_SnapObjectData(snap_obj.data, matrix))
-
-        return self.snap_objects[-1]
-
-    def get_ray(self, mval):
-        self.last_ray = _Internal.region_2d_to_orig_and_view_vector(self.region, self.rv3d, mval)
-        return self.last_ray
-
-    def snap_get(self, mval):
-        ret = None, None
-        self.mval[:] = mval
-        snap_vert = self._snap_mode & VERT != 0
-        snap_edge = self._snap_mode & EDGE != 0
-        snap_face = self._snap_mode & FACE != 0
-
-        _Internal.gpu_Indices_enable_state()
-        self._offscreen.bind()
-
-        #bgl.glDisable(bgl.GL_DITHER) # dithering and AA break color coding, so disable #
-        #multisample_enabled = bgl.glIsEnabled(bgl.GL_MULTISAMPLE)
-        #bgl.glDisable(bgl.GL_MULTISAMPLE)
-        bgl.glEnable(bgl.GL_DEPTH_TEST)
-
-        proj_mat = self.rv3d.perspective_matrix.copy()
-        if self.proj_mat != proj_mat:
-            self.proj_mat = proj_mat
-            _Internal.gpu_Indices_set_ProjectionMatrix(self.proj_mat)
-            self.update_all()
-
-        ray_dir, ray_orig = self.get_ray(mval)
-        for i, snap_obj in enumerate(self.snap_objects[self.drawn_count:], self.drawn_count):
-            obj = snap_obj.data[0]
-            bbmin = Vector(obj.bound_box[0])
-            bbmax = Vector(obj.bound_box[6])
-
-            if bbmin != bbmax:
-                MVP = proj_mat * snap_obj.mat
-

@@ Diff output truncated at 10240 characters. @@



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