[Bf-extensions-cvs] [c4205e36] master: light_field_tools: remove: unsupported T63750

meta-androcto noreply at git.blender.org
Sun Sep 15 04:45:40 CEST 2019


Commit: c4205e36b388eb37674d746ea7ca471126ef33b8
Author: meta-androcto
Date:   Sun Sep 15 12:45:25 2019 +1000
Branches: master
https://developer.blender.org/rBACc4205e36b388eb37674d746ea7ca471126ef33b8

light_field_tools: remove: unsupported T63750

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

D	light_field_tools/__init__.py
D	light_field_tools/light_field_tools.py

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

diff --git a/light_field_tools/__init__.py b/light_field_tools/__init__.py
deleted file mode 100644
index 17e32c8b..00000000
--- a/light_field_tools/__init__.py
+++ /dev/null
@@ -1,182 +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 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 #####
-
-
-bl_info = {
-    "name": "Light Field Tools",
-    "author": "Aurel Wildfellner",
-    "description": "Tools to create a light field camera and projector",
-    "version": (0, 3, 1),
-    "blender": (2, 64, 0),
-    "location": "View3D > Tool Shelf > Light Field Tools",
-    "url": "http://www.jku.at/cg/",
-    "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
-                "Scripts/Render/Light_Field_Tools",
-    "category": "Render"
-}
-
-
-if "bpy" in locals():
-    import importlib
-    importlib.reload(light_field_tools)
-else:
-    from . import light_field_tools
-
-
-import bpy
-from bpy.types import (
-        AddonPreferences,
-        PropertyGroup,
-        )
-from bpy.props import (
-        BoolProperty,
-        FloatProperty,
-        IntProperty,
-        StringProperty,
-        PointerProperty,
-        )
-
-
-# global properties for the script, mainly for UI
-class LightFieldPropertyGroup(PropertyGroup):
-    angle: FloatProperty(
-            name="Angle",
-            # 40 degrees
-            default=0.69813170079,
-            min=0,
-            # 172 degrees
-            max=3.001966313430247,
-            precision=2,
-            subtype='ANGLE',
-            description="Field of view of camera and angle of beam for spotlights"
-            )
-    row_length: IntProperty(
-            name="Row Length",
-            default=1,
-            min=1,
-            description="The number of cameras/lights in one row"
-            )
-    create_handler: BoolProperty(
-            name="Handler",
-            default=True,
-            description="Creates an empty object, to which the cameras and spotlights are parented to"
-            )
-    do_camera: BoolProperty(
-            name="Create Camera",
-            default=True,
-            description="A light field camera is created"
-            )
-    animate_camera: BoolProperty(
-            name="Animate Camera",
-            default=True,
-            description="Animates a single camera, so not multiple cameras get created"
-            )
-    do_projection: BoolProperty(
-            name="Create Projector",
-            default=False,
-            description="A light field projector is created"
-            )
-    texture_path: StringProperty(
-            name="Texture Path",
-            description="From this path textures for the spotlights will be loaded",
-            subtype='DIR_PATH'
-            )
-    light_intensity: FloatProperty(
-            name="Light Intensity",
-            default=2,
-            min=0,
-            precision=3,
-            description="Total intensity of all lamps"
-            )
-    # blending of the spotlights
-    spot_blend: FloatProperty(
-            name="Blend",
-            default=0,
-            min=0,
-            max=1,
-            precision=3,
-            description="Blending of the spotlights"
-            )
-    # spacing in pixels on the focal plane
-    spacing: IntProperty(
-            name="Spacing",
-            default=10,
-            min=0,
-            description="The spacing in pixels between two cameras on the focal plane"
-            )
-
-
-# Add-ons Preferences Update Panel
-
-# Define Panel classes for updating
-panels = (
-    light_field_tools.VIEW3D_PT_lightfield_tools,
-)
-
-
-def update_panel(self, context):
-    message = "Light Field Tools: Updating Panel locations has failed"
-    try:
-        for panel in panels:
-            if "bl_rna" in panel.__dict__:
-                bpy.utils.unregister_class(panel)
-
-        for panel in panels:
-            panel.bl_category = context.preferences.addons[__name__].preferences.category
-            bpy.utils.register_class(panel)
-
-    except Exception as e:
-        print("\n[{}]\n{}\n\nError:\n{}".format(__name__, message, e))
-        pass
-
-
-class LFTPreferences(AddonPreferences):
-    # this must match the addon name, use '__package__'
-    # when defining this in a submodule of a python package.
-    bl_idname = __name__
-
-    category: StringProperty(
-            name="Tab Category",
-            description="Choose a name for the category of the panel",
-            default="Tools",
-            update=update_panel
-            )
-
-    def draw(self, context):
-        layout = self.layout
-
-        row = layout.row()
-        col = row.column()
-        col.label(text="Tab Category:")
-        col.prop(self, "category", text="")
-
-
-def register():
-    # register properties
-    # bpy.utils.register_class(LightFieldPropertyGroup)
-    bpy.utils.register_module(__name__)
-    bpy.types.Scene.lightfield = PointerProperty(type=LightFieldPropertyGroup)
-
-
-def unregister():
-    bpy.utils.unregister_module(__name__)
-    del bpy.types.Scene.lightfield
-
-
-if __name__ == "__main__":
-    register()
diff --git a/light_field_tools/light_field_tools.py b/light_field_tools/light_field_tools.py
deleted file mode 100644
index 981905d5..00000000
--- a/light_field_tools/light_field_tools.py
+++ /dev/null
@@ -1,421 +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 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 #####
-
-import bpy
-from bpy.types import (
-        Operator,
-        Panel,
-        )
-import os
-from math import (
-        degrees, tan,
-        radians,
-        )
-from mathutils import Vector
-
-__bpydoc__ = """
-Light Field Tools
-
-This script helps setting up rendering of lightfields. It
-also supports the projection of lightfields with textured
-spotlights.
-
-Usage:
-A simple interface can be accessed in the tool shelf panel
-in 3D View ([T] Key).
-
-A base mesh has to be provided, which will normally be a
-subdivided plane. The script will then create a camera rig
-and a light rig with adjustable properties. A sample camera
-and a spotlight will be created on each vertex of the
-basemesh object axis (maybe vertex normal in future
-versions).
-
-    Vertex order:
-        The user has to provide the number of cameras or
-        lights in one row in an unevenly spaced grid, the
-        basemesh. Then the right vertex order can be
-        computed as shown here.
-         6-7-8
-         | | |
-       ^ 3-4-5
-       | | | |
-       y 0-1-2
-         x->
-
-There is also a tool to create a basemesh, which is an
-evenly spaced grid. The row length parameter is taken to
-construct such a NxN grid. Someone would start out by adding
-a rectengular plane as the slice plane of the frustrum of
-the most middle camera of the light field rig. The spacing
-parameter then places the other cameras in a way, so they
-have an offset of n pixels from the other camera on this
-plane.
-
-
-Version history:
-v0.3.0 - Make compatible with 2.64
-v0.2.1 - Empty handler, multiple camera grid, r34843
-v0.2.0 - To be included in contrib, r34456
-v0.1.4 - To work with r34261
-v0.1.3 - Fixed base mesh creation for r29998
-v0.1.2 - Minor fixes, working with r29994
-v0.1.1 - Basemesh from focal plane.
-v0.1.0 - API updates, draft done.
-v0.0.4 - Texturing.
-v0.0.3 - Creates an array of non textured spotlights.
-v0.0.2 - Renders lightfields.
-v0.0.1 - Initial version.
-
-TODO:
-* Restore view after primary camera is changed.
-* Apply object matrix to normals.
-* Align to normals, somehow,....
-* StringProperties with PATH tag, for proper ui.
-"""
-
-
-class OBJECT_OT_create_lightfield_rig(Operator):
-    bl_idname = "object.create_lightfield_rig"
-    bl_label = "Create a light field rig"
-    bl_description = "Create a lightfield rig based on the active object/mesh"
-    bl_options = {'REGISTER'}
-
-    layer0 = [True] + [False] * 19
-
-    numSamples = 0
-    baseObject = None
-    handler = None
-    verts = []
-    imagePaths = []
-
-    def arrangeVerts(self):
-        """Sorts the vertices as described in the usage part of the doc."""
-        # FIXME get mesh with applied modifer stack
-        scene = bpy.context.scene
-        mesh = self.baseObject.data
-        verts = []
-        row_length = scene.lightfield.row_length
-        matrix = self.baseObject.matrix_local.copy()
-        for vert in mesh.vertices:
-            # world/parent origin
-            # ???, normal and co are in different spaces, sure you want this?
-            co = matrix * vert.co
-            normal = vert.normal
-            verts.append([co, normal])
-
-        def key_x(v):
-            return v[0][0]
-
-        def key_y(v):
-            return v[0][1]
-
-        verts.sort(key=key_y)
-        sorted_verts = []
-        for i in r

@@ Diff output truncated at 10240 characters. @@



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