* Added submodule NMesh:
Partially implemented. Most of it comes from opy_nmesh.c, plus needed changes to integrate in into exppython. * Added helper submodule vector, needed by NMesh. * Minor changes in other files.
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source/blender/python/api2_2x/NMesh.h
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204
source/blender/python/api2_2x/NMesh.h
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/**
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*
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* This is a new part of Blender.
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*
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* Contributor(s): Willian P. Germano.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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/* Most of this file comes from opy_nmesh.[ch] in the old bpython dir */
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#include "Python.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "BIF_editmesh.h" /* vertexnormals_mesh() */
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#include "BDR_editface.h" /* make_tfaces */
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#include "BKE_mesh.h"
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#include "BKE_main.h"
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#include "BKE_global.h"
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#include "BKE_library.h"
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#include "BKE_displist.h"
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#include "BKE_screen.h"
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#include "BKE_object.h"
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#include "BLI_blenlib.h"
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#include "BIF_space.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_material_types.h"
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#include "mydevice.h"
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#include "gen_utils.h"
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#include "vector.h"
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#include "constant.h"
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/* EXPP PyType Objects */
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PyTypeObject NMesh_Type;
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PyTypeObject NMFace_Type;
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PyTypeObject NMVert_Type;
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PyTypeObject NMCol_Type;
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/* Globals */
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static PyObject *g_nmeshmodule = NULL;
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/* Type checking for EXPP PyTypes */
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#define C_NMesh_Check(v) ((v)->ob_type == &NMesh_Type)
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#define C_NMFace_Check(v) ((v)->ob_type == &NMFace_Type)
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#define C_NMVert_Check(v) ((v)->ob_type == &NMVert_Type)
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#define C_NMCol_Check(v) ((v)->ob_type == &NMCol_Type)
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static char M_NMesh_Col_doc[]=
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"([r, g, b, a]) - Get a new mesh color\n\n\
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[r=255, g=255, b=255, a=255] Specify the color components";
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static char M_NMesh_Face_doc[] =
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"(vertexlist = None) - Get a new face, and pass optional vertex list";
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static char NMFace_append_doc[] =
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"(vert) - appends Vertex 'vert' to face vertex list";
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static char M_NMesh_Vert_doc[] =
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"([x, y, z]) - Get a new vertice\n\n\
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[x, y, z] Specify new coordinates";
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static char NMesh_getSelectedFaces_doc[] =
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"(flag = None) - returns list of selected Faces\n\
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If flag = 1, return indices instead";
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static char NMesh_getActiveFace_doc[] =
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"returns the index of the active face ";
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static char NMesh_hasVertexUV_doc[] =
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"(flag = None) - returns 1 if Mesh has per vertex UVs ('Sticky')\n\
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The optional argument sets the Sticky flag";
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static char NMesh_hasFaceUV_doc[] =
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"(flag = None) - returns 1 if Mesh has textured faces\n\
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The optional argument sets the textured faces flag";
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static char NMesh_hasVertexColours_doc[] =
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"(flag = None) - returns 1 if Mesh has vertex colours.\n\
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The optional argument sets the vertex colour flag";
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static char NMesh_update_doc[] = "updates the Mesh";
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/*
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static char NMesh_asMesh_doc[] = "returns free Mesh datablock object from NMesh";
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static char NMesh_link_doc[] = "(object) - Links NMesh data with Object 'object'";
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*/
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static char M_NMesh_New_doc[] =
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"() - returns a new, empty NMesh mesh object\n";
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static char M_NMesh_GetRaw_doc[] =
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"([name]) - Get a raw mesh from Blender\n\n\
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[name] Name of the mesh to be returned\n\n\
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If name is not specified a new empty mesh is\n\
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returned, otherwise Blender returns an existing\n\
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mesh.";
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static char M_NMesh_GetRawFromObject_doc[] =
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"(name) - Get the raw mesh used by a Blender object\n\n\
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(name) Name of the object to get the mesh from\n\n\
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This returns the mesh as used by the object, which\n\
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means it contains all deformations and modifications.";
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static char M_NMesh_PutRaw_doc[] =
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"(mesh, [name, renormal]) - Return a raw mesh to Blender\n\n\
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(mesh) The NMesh object to store\n\
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[name] The mesh to replace\n\
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[renormal=1] Flag to control vertex normal recalculation\n\n\
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If the name of a mesh to replace is not given a new\n\
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object is created and returned.";
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/* the color, vertex, face and mesh types below have their own variables
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* because they don't need to be linked to real Blender data -- e.g.: they
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* can be created with .New() methods */
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/* Typedefs for the new types */
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typedef struct {
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PyObject_HEAD
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unsigned char r, g, b, a;
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} C_NMCol; /* an NMesh color: [r,g,b,a] */
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typedef struct {
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PyObject_VAR_HEAD
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float co[3];
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float no[3];
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float uvco[3];
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int index;
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} C_NMVert; /* an NMesh vertex */
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typedef struct {
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PyObject_HEAD
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PyObject *v;
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PyObject *uv;
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PyObject *col;
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short mode;
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short flag;
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unsigned char transp;
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PyObject *image; /* Image; was DataBlock *tpage */
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char mat_nr, smooth;
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} C_NMFace; /* an NMesh face */
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typedef struct {
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PyObject_HEAD
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Mesh *mesh;
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PyObject *name;
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PyObject *materials;
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PyObject *verts;
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PyObject *faces;
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int sel_face; /*@ XXX remove */
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char flags;
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#define NMESH_HASMCOL 1<<0
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#define NMESH_HASVERTUV 1<<1
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#define NMESH_HASFACEUV 1<<2
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} C_NMesh;
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/* PROTOS */
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extern void test_object_materials(ID *id); /* declared in BKE_material.h */
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static int unlink_existingMeshData(Mesh *mesh);
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static int convert_NMeshToMesh(Mesh *mesh, C_NMesh *nmesh);
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void mesh_update(Mesh *mesh);
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PyObject *new_NMesh(Mesh *oldmesh);
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Mesh *Mesh_fromNMesh(C_NMesh *nmesh);
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// XXX change NMesh *ob below to Object, void to Material
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PyObject *NMesh_assignMaterials_toObject(C_NMesh *nmesh, Object *ob);
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Material **nmesh_updateMaterials(C_NMesh *nmesh);
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Material **newMaterialList_fromPyList (PyObject *list);
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void mesh_update(Mesh *mesh);
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