forked from bartvdbraak/blender
update to background_job template to use --factory-startup option.
make all templates pep8 compliant.
This commit is contained in:
parent
7a23193811
commit
1f5cec709c
@ -25,7 +25,9 @@ def add_object(self, context):
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verts = [Vector((-1 * scale_x, 1 * scale_y, 0)),
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verts = [Vector((-1 * scale_x, 1 * scale_y, 0)),
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Vector((1 * scale_x, 1 * scale_y, 0)),
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Vector((1 * scale_x, 1 * scale_y, 0)),
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Vector((1 * scale_x, -1 * scale_y, 0)),
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Vector((1 * scale_x, -1 * scale_y, 0)),
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Vector((-1 * scale_x, -1 * scale_y, 0)),]
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Vector((-1 * scale_x, -1 * scale_y, 0)),
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]
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edges = []
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edges = []
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faces = [[0, 1, 2, 3]]
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faces = [[0, 1, 2, 3]]
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@ -42,7 +44,7 @@ class OBJECT_OT_add_object(bpy.types.Operator, AddObjectHelper):
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bl_options = {'REGISTER', 'UNDO'}
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bl_options = {'REGISTER', 'UNDO'}
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scale = FloatVectorProperty(name='scale',
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scale = FloatVectorProperty(name='scale',
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default=(1,1,1),
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default=(1.0, 1.0, 1.0),
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subtype='TRANSLATION',
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subtype='TRANSLATION',
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description='scaling')
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description='scaling')
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@ -61,9 +63,11 @@ def add_object_button(self, context):
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text="Add Object",
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text="Add Object",
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icon="PLUGIN")
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icon="PLUGIN")
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def register():
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def register():
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bpy.types.INFO_MT_mesh_add.append(add_object_button)
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bpy.types.INFO_MT_mesh_add.append(add_object_button)
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def unregister():
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def unregister():
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bpy.types.INFO_MT_mesh_add.remove(add_object_button)
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bpy.types.INFO_MT_mesh_add.remove(add_object_button)
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@ -3,12 +3,17 @@
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# This example also shows how you can parse command line options to python scripts.
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# This example also shows how you can parse command line options to python scripts.
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#
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#
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# Example usage for this test.
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# Example usage for this test.
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# blender -b -P $HOME/background_job.py -- --text="Hello World" --render="/tmp/hello" --save="/tmp/hello.blend"
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# blender --background --factory-startup --python $HOME/background_job.py -- --text="Hello World" --render="/tmp/hello" --save="/tmp/hello.blend"
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#
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#
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# Notice all python args are after the "--" argument.
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# Notice:
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# '--factory-startup' is used to avoid the user default settings from interfearing with automated scene generation.
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# '--' causes blender to ignore all following arguments so python can use them.
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#
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# See blender --help for details.
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import bpy
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import bpy
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def example_function(body_text, save_path, render_path):
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def example_function(body_text, save_path, render_path):
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scene = bpy.context.scene
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scene = bpy.context.scene
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@ -63,6 +68,7 @@ def example_function(body_text, save_path, render_path):
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import sys # to get command line args
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import sys # to get command line args
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import optparse # to parse options for us and print a nice help message
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import optparse # to parse options for us and print a nice help message
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def main():
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def main():
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# get the args passed to blender after "--", all of which are ignored by blender specifically
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# get the args passed to blender after "--", all of which are ignored by blender specifically
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@ -80,7 +86,6 @@ def main():
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parser = optparse.OptionParser(usage=usage_text)
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parser = optparse.OptionParser(usage=usage_text)
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# Example background utility, add some text and renders or saves it (with options)
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# Example background utility, add some text and renders or saves it (with options)
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# Possible types are: string, int, long, choice, float and complex.
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# Possible types are: string, int, long, choice, float and complex.
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parser.add_option("-t", "--text", dest="body_text", help="This text will be used to render an image", type="string")
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parser.add_option("-t", "--text", dest="body_text", help="This text will be used to render an image", type="string")
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@ -1,6 +1,7 @@
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import bpy
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import bpy
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from keyingsets_utils import *
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from keyingsets_utils import *
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class BUILTIN_KSI_hello(bpy.types.KeyingSetInfo):
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class BUILTIN_KSI_hello(bpy.types.KeyingSetInfo):
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bl_label = "Hello World KeyingSet"
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bl_label = "Hello World KeyingSet"
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@ -9,6 +9,7 @@ import bge
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# for functions like getWindowWidth(), getWindowHeight()
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# for functions like getWindowWidth(), getWindowHeight()
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# import Rasterizer
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# import Rasterizer
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def main():
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def main():
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cont = bge.logic.getCurrentController()
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cont = bge.logic.getCurrentController()
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@ -18,7 +19,6 @@ def main():
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# for scripts that deal with spacial logic
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# for scripts that deal with spacial logic
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own_pos = own.worldPosition
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own_pos = own.worldPosition
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# Some example functions, remove to write your own script.
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# Some example functions, remove to write your own script.
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# check for a positive sensor, will run on any object without errors.
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# check for a positive sensor, will run on any object without errors.
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print('Logic info for KX_GameObject', own.name)
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print('Logic info for KX_GameObject', own.name)
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@ -52,14 +52,12 @@ def main():
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# sens_key = cont.sensors['key_sensor']
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# sens_key = cont.sensors['key_sensor']
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# actu_motion = cont.actuators['motion']
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# actu_motion = cont.actuators['motion']
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# Loop through all other objects in the scene
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# Loop through all other objects in the scene
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sce = bge.logic.getCurrentScene()
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sce = bge.logic.getCurrentScene()
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print('Scene Objects:', sce.name)
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print('Scene Objects:', sce.name)
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for ob in sce.objects:
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for ob in sce.objects:
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print(' ', ob.name, ob.worldPosition)
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print(' ', ob.name, ob.worldPosition)
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# Example where collision objects are checked for their properties
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# Example where collision objects are checked for their properties
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# adding to our objects "life" property
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# adding to our objects "life" property
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"""
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"""
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@ -1,5 +1,6 @@
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import bge
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import bge
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def main():
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def main():
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cont = bge.logic.getCurrentController()
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cont = bge.logic.getCurrentController()
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@ -12,6 +12,7 @@ import bge
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# inside the function if you intend to use the module
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# inside the function if you intend to use the module
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# with multiple objects.
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# with multiple objects.
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def main(cont):
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def main(cont):
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own = cont.owner
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own = cont.owner
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@ -1,5 +1,6 @@
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import bpy
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import bpy
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def write_some_data(context, filepath, use_some_setting):
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def write_some_data(context, filepath, use_some_setting):
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print("running write_some_data...")
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print("running write_some_data...")
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f = open(filepath, 'w')
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f = open(filepath, 'w')
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@ -1,6 +1,7 @@
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import bpy
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import bpy
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from bpy.props import *
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from bpy.props import *
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class ModalOperator(bpy.types.Operator):
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class ModalOperator(bpy.types.Operator):
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'''Move an object with the mouse, example.'''
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'''Move an object with the mouse, example.'''
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bl_idname = "object.modal_operator"
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bl_idname = "object.modal_operator"
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@ -2,6 +2,7 @@ import bpy
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import bgl
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import bgl
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import blf
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import blf
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def draw_callback_px(self, context):
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def draw_callback_px(self, context):
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print("mouse points", len(self.mouse_path))
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print("mouse points", len(self.mouse_path))
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@ -2,6 +2,7 @@ import bpy
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from mathutils import Vector
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from mathutils import Vector
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from bpy.props import FloatVectorProperty
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from bpy.props import FloatVectorProperty
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class ViewOperator(bpy.types.Operator):
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class ViewOperator(bpy.types.Operator):
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'''Translate the view using mouse events.'''
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'''Translate the view using mouse events.'''
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bl_idname = "view3d.modal_operator"
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bl_idname = "view3d.modal_operator"
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@ -9,7 +10,6 @@ class ViewOperator(bpy.types.Operator):
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offset = FloatVectorProperty(name="Offset", size=3)
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offset = FloatVectorProperty(name="Offset", size=3)
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def execute(self, context):
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def execute(self, context):
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v3d = context.space_data
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v3d = context.space_data
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rv3d = v3d.region_3d
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rv3d = v3d.region_3d
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@ -1,11 +1,13 @@
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import bpy
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import bpy
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def main(context):
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def main(context):
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for ob in context.scene.objects:
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for ob in context.scene.objects:
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print(ob)
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print(ob)
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class SimpleOperator(bpy.types.Operator):
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class SimpleOperator(bpy.types.Operator):
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''''''
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'''Tooltip'''
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bl_idname = "object.simple_operator"
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bl_idname = "object.simple_operator"
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bl_label = "Simple Object Operator"
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bl_label = "Simple Object Operator"
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@ -1,5 +1,6 @@
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import bpy
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import bpy
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def main(context):
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def main(context):
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obj = context.active_object
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obj = context.active_object
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mesh = obj.data
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mesh = obj.data
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@ -8,7 +9,6 @@ def main(context):
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if is_editmode:
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if is_editmode:
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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if not mesh.uv_textures:
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if not mesh.uv_textures:
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uvtex = bpy.ops.mesh.uv_texture_add()
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uvtex = bpy.ops.mesh.uv_texture_add()
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else:
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else:
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@ -22,7 +22,6 @@ def main(context):
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# apply the location of the vertex as a UV
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# apply the location of the vertex as a UV
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uvs[j][:] = mesh.vertices[v_idx].co.xy
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uvs[j][:] = mesh.vertices[v_idx].co.xy
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if is_editmode:
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if is_editmode:
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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@ -1,5 +1,6 @@
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import bpy
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import bpy
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class OBJECT_PT_hello(bpy.types.Panel):
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class OBJECT_PT_hello(bpy.types.Panel):
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bl_label = "Hello World Panel"
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bl_label = "Hello World Panel"
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bl_space_type = "PROPERTIES"
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bl_space_type = "PROPERTIES"
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