removed image_bake_from_uvs and replaced it with a module that does all the work and 4 scripts accessable from the UV/Image menu.
- bake wire - bake image - bake vcol - bake normals Fitting all the options for these into 1 PupBlock was not good. An example of 4 different baking made from these scripts http://members.iinet.net.au/~cpbarton/temp.png
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@@ -54,7 +54,7 @@ def mouseViewRay(screen_x, screen_y, localMatrix=None, useMid = False):
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# ortho mode: is a bit strange - actually there's no definite location of the camera ...
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# but the camera could be displaced anywhere along the viewing direction.
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ortho_d.x, ortho_d.y, ortho_d.z = Window.GetViewVector()
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ortho_d[:] = Window.GetViewVector()
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ortho_d.w = 0
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# all rays are parallel in ortho mode - so the direction vector is simply the viewing direction
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@@ -73,7 +73,7 @@ def mouseViewRay(screen_x, screen_y, localMatrix=None, useMid = False):
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# is used in sculpt_mesh to initialize backface culling...)
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else:
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# PERSPECTIVE MODE: here everything is well defined - all rays converge at the camera's location
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vmi = Matrix(Window.GetViewMatrix()); vmi.invert() # the inverse viewing matrix
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vmi = Window.GetViewMatrix().inverted() # the inverse viewing matrix
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fp = mouseViewRay.fp
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dx = pm[3][3] * (((screen_x-win_min_x)/win_size_x)-1.0) - pm[3][0]
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@@ -104,13 +104,9 @@ def mouseViewRay(screen_x, screen_y, localMatrix=None, useMid = False):
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# Do we want to return a direction in object's localspace?
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if localMatrix:
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localInvMatrix = Matrix(localMatrix)
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localInvMatrix.invert()
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localInvMatrix = localMatrix.inverted()
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p = p*localInvMatrix
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d = d*localInvMatrix # normalize_v3
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p.x += localInvMatrix[3][0]
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p.y += localInvMatrix[3][1]
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p.z += localInvMatrix[3][2]
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d = d*localInvMatrix.rotationPart() # normalize_v3
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#else: # Worldspace, do nothing
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