forked from bartvdbraak/blender
move load_image into image_utils and add some docstrings to bpy_extras module.
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245d36b706
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a9dd90be78
@ -65,8 +65,9 @@ else:
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"bpy.props",
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"bpy.utils",
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"bpy.context",
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# "bpy.types", # supports filtering
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"bpy.types", # supports filtering
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"bpy.ops", # supports filtering
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#"bpy_extras",
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"bge",
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"aud",
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"bgl",
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@ -363,10 +364,8 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
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for submod_name in module_all:
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ns = {}
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exec_str = "from %s import %s as submod" % (module.__name__, submod_name)
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print(exec_str)
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exec(exec_str, ns, ns)
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submod = ns["submod"]
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print(submod)
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if type(submod) == types.ModuleType:
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submod_ls.append((submod_name, submod))
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@ -19,19 +19,88 @@
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# <pep8 compliant>
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__all__ = (
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"image_load",
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"load_image",
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)
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# limited replacement for BPyImage.comprehensiveImageLoad
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def load_image(imagepath,
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dirname="",
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place_holder=False,
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recursive=False,
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ncase_cmp=True,
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convert_callback=None,
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verbose=False,
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):
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"""
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Return an image from the file path with options to search multiple paths and
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return a placeholder if its not found.
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def image_load(filepath, dirpath, place_holder=False, recursive=False, convert_callback=None):
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import bpy
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:arg filepath: The image filename
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If a path precedes it, this will be searched as well.
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:type filepath: string
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:arg dirname: is the directory where the image may be located - any file at
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the end will be ignored.
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:type dirname: string
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:arg place_holder: if True a new place holder image will be created.
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this is usefull so later you can relink the image to its original data.
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:type place_holder: bool
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:arg recursive: If True, directories will be recursivly searched.
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Be carefull with this if you have files in your root directory because
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it may take a long time.
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:type recursive: bool
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:arg ncase_cmp: on non windows systems, find the correct case for the file.
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:type ncase_cmp: bool
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:arg convert_callback: a function that takes an existing path and returns a new one.
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Use this when loading image formats blender may not support, the CONVERT_CALLBACK
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can take the path for a GIF (for example), convert it to a PNG and return the PNG's path.
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For formats blender can read, simply return the path that is given.
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:type convert_callback: function
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:return: an image or None
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:rtype: :class:`Image`
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"""
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import os
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try:
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return bpy.data.images.load(filepath)
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except RuntimeError:
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if place_holder:
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image = bpy.data.images.new(os.path.basename(filepath), 128, 128)
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# allow the path to be resolved later
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image.filepath = filepath
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return image
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# TODO: recursive
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def _image_load(path):
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import bpy
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if convert_callback:
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path = convert_callback(path)
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image = bpy.data.images.load(path)
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if verbose:
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print(" image loaded '%s'" % path)
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return image
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if verbose:
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print("load_image('%s', '%s', ...)" % (imagepath, dirname))
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if os.path.exists(imagepath):
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return _image_load(imagepath)
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variants = [imagepath]
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if dirname:
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variants += [os.path.join(dirname, imagepath), os.path.join(dirname, os.path.basename(imagepath))]
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for filepath_test in variants:
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if ncase_cmp:
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ncase_variants = filepath_test, bpy.path.resolve_ncase(filepath)
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else:
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ncase_variants = (filepath_test, )
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for nfilepath in ncase_variants:
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if os.path.exists(nfilepath):
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return _image_load(nfilepath)
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if place_holder:
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image = bpy.data.images.new(os.path.basename(filepath), 128, 128)
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# allow the path to be resolved later
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image.filepath = imagepath
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return image
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# TODO comprehensiveImageLoad also searched in bpy.config.textureDir
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return None
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@ -22,7 +22,6 @@ __all__ = (
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"ExportHelper",
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"ImportHelper",
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"axis_conversion",
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"load_image",
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"create_derived_objects",
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"free_derived_objects",
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"unpack_list",
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@ -162,24 +161,6 @@ def axis_conversion(from_forward='Y', from_up='Z', to_forward='Y', to_up='Z'):
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assert("internal error")
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# limited replacement for BPyImage.comprehensiveImageLoad
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def load_image(imagepath, dirname):
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import os
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if os.path.exists(imagepath):
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return bpy.data.images.load(imagepath)
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variants = [imagepath, os.path.join(dirname, imagepath), os.path.join(dirname, os.path.basename(imagepath))]
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for filepath in variants:
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for nfilepath in (filepath, bpy.path.resolve_ncase(filepath)):
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if os.path.exists(nfilepath):
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return bpy.data.images.load(nfilepath)
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# TODO comprehensiveImageLoad also searched in bpy.config.textureDir
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return None
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# return a tuple (free, object list), free is True if memory should be freed later with free_derived_objects()
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def create_derived_objects(scene, ob):
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if ob.parent and ob.parent.dupli_type != 'NONE':
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@ -28,11 +28,15 @@ __all__ = (
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)
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def mesh_linked_faces(mesh):
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'''
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Splits the mesh into connected parts,
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these parts are returned as lists of faces.
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used for seperating cubes from other mesh elements in the 1 mesh
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'''
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"""
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Splits the mesh into connected faces, use this for seperating cubes from
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other mesh elements within 1 mesh datablock.
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:arg mesh: the mesh used to group with.
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:type mesh: :class:`Mesh`
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:return: lists of lists containing faces.
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:rtype: list
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"""
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# Build vert face connectivity
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vert_faces = [[] for i in range(len(mesh.vertices))]
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@ -78,6 +82,11 @@ def mesh_linked_faces(mesh):
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def edge_face_count_dict(mesh):
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"""
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:return: dict of edge keys with their value set to the number of
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faces using each edge.
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:rtype: dict
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"""
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face_edge_keys = [face.edge_keys for face in mesh.faces]
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face_edge_count = {}
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for face_keys in face_edge_keys:
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@ -91,8 +100,13 @@ def edge_face_count_dict(mesh):
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def edge_face_count(mesh):
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"""
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:return: list face users for each item in mesh.edges.
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:rtype: list
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"""
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edge_face_count_dict = edge_face_count_dict(mesh)
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return [edge_face_count_dict.get(ed.key, 0) for ed in mesh.edges]
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get = dict.get
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return [get(edge_face_count_dict, ed.key, 0) for ed in mesh.edges]
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def edge_loops_from_faces(mesh, faces=None, seams=()):
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@ -101,12 +115,18 @@ def edge_loops_from_faces(mesh, faces=None, seams=()):
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Takes me.faces or a list of faces and returns the edge loops
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These edge loops are the edges that sit between quads, so they dont touch
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1 quad, note: not connected will make 2 edge loops, both only containing 2 edges.
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1 quad, note: not connected will make 2 edge loops,
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both only containing 2 edges.
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return a list of edge key lists
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[ [(0,1), (4, 8), (3,8)], ...]
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[[(0, 1), (4, 8), (3, 8)], ...]
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return a list of edge vertex index lists
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:arg mesh: the mesh used to get edge loops from.
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:type mesh: :class:`Mesh`
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:arg faces: optional face list to only use some of the meshes faces.
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:type faces: :class:`MeshFaces`, sequence or or NoneType
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:return: return a list of edge vertex index lists.
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:rtype: list
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"""
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OTHER_INDEX = 2, 3, 0, 1 # opposite face index
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@ -117,7 +137,7 @@ def edge_loops_from_faces(mesh, faces=None, seams=()):
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edges = {}
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for f in faces:
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# if len(f) == 4:
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# if len(f) == 4:
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if f.vertices_raw[3] != 0:
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edge_keys = f.edge_keys
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for i, edkey in enumerate(f.edge_keys):
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@ -29,6 +29,16 @@ import mathutils
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def add_object_align_init(context, operator):
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"""
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Return a matrix using the operator settings and view context.
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:arg context: The context to use.
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:type context: :class:`Context`
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:arg operator: The operator, checked for location and rotation properties.
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:type operator: :class:`Operator`
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:return: the matrix from the context and settings.
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:rtype: :class:`Matrix`
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"""
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space_data = context.space_data
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if space_data.type != 'VIEW_3D':
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space_data = None
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@ -70,7 +80,19 @@ def add_object_align_init(context, operator):
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def object_data_add(context, obdata, operator=None):
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"""
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Add an object using the view context and preference to to initialize the
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location, rotation and layer.
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:arg context: The context to use.
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:type context: :class:`Context`
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:arg obdata: the data used for the new object.
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:type obdata: valid object data type or None.
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:arg operator: The operator, checked for location and rotation properties.
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:type operator: :class:`Operator`
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:return: the newly created object in the scene.
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:rtype: :class:`ObjectBase`
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"""
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scene = context.scene
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# ugh, could be made nicer
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