forked from bartvdbraak/blender
last commit broke cycles, also add BMESH_TODO's for python scripts that need upgrading.
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@ -73,10 +73,10 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
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*N= get_float3(v->normal());
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/* create faces */
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BL::Mesh::faces_iterator f;
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BL::Mesh::tessfaces_iterator f;
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vector<int> nverts;
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for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) {
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for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
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int4 vi = get_int4(f->vertices_raw());
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int n = (vi[3] == 0)? 3: 4;
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int mi = clamp(f->material_index(), 0, used_shaders.size()-1);
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@ -196,9 +196,9 @@ static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, con
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sdmesh.add_vert(get_float3(v->co()));
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/* create faces */
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BL::Mesh::faces_iterator f;
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BL::Mesh::tessfaces_iterator f;
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for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) {
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for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
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int4 vi = get_int4(f->vertices_raw());
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int n= (vi[3] == 0)? 3: 4;
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//int shader = used_shaders[f->material_index()];
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@ -147,6 +147,8 @@ class AddTorus(Operator, object_utils.AddObjectHelper):
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mesh = bpy.data.meshes.new("Torus")
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mesh.vertices.add(len(verts_loc) // 3)
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# BMESH_TODO, use polygons
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mesh.faces.add(len(faces) // 4)
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mesh.vertices.foreach_set("co", verts_loc)
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@ -716,6 +716,7 @@ class CLIP_OT_setup_tracking_scene(Operator):
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mesh.vertices.add(len(vertices))
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mesh.vertices.foreach_set("co", unpack_list(vertices))
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# BMESH_TODO - use polygons
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mesh.faces.add(len(faces))
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mesh.faces.foreach_set("vertices_raw", unpack_face_list(faces))
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@ -82,6 +82,7 @@ class MeshMirrorUV(Operator):
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for uv in fuvs]
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# as a list
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# BMESH_TODO - use polygons
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faces = mesh.faces[:]
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fuvsel = [(False not in uv.select_uv) for uv in active_uv_layer]
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@ -367,6 +367,7 @@ class ShapeTransfer(Operator):
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(orig_shape_coords[i] - orig_coords[i]))
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elif mode == 'RELATIVE_FACE':
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# BMESH TODO - use .polygons
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for face in me.faces:
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i1, i2, i3, i4 = face.vertices_raw
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if i4 != 0:
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@ -539,6 +540,7 @@ class JoinUVs(Operator):
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"Object: %s, Mesh: '%s' has no UVs"
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% (obj.name, mesh.name))
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else:
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# BMESH_TODO - use polygons
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len_faces = len(mesh.faces)
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# seems to be the fastest way to create an array
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