from Dan Eicher (dna)
From the tracker (with minor edits)
========================
cube = bpy.data.objects['Cube']
foo = cube.vertex_groups.new('foo')
foo.add([1,3,5,7], 1.0, 'ADD')
for i in range(len(cube.data.vertices)):
try:
weight = foo.weight(i)
print('vert: %i weight: %f' % (i, weight))
except:
pass
foo.remove([1,3])
cube.vertex_groups.remove(foo)
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
- fixed this error 7 different functions (deform groups, uv layers & similar).
- support for numbers over 999.
- renamed splitIDname() to BLI_split_name_num(), moved to BLI_path_utils
obj.add_vertex_group() --> obj.vertex_groups.new()
obj.add_vertex_to_group() --> obj.vertex_groups.assign()
note: obj.vertex_groups.assign() will be very slow, need to have this take a list rather then 1 vertex at a time.
scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
- convert solidify edge crease values into chars once rather then for each edge.
- sort vertex was checking the array all the time when it wasnt needed.
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
- use mirror when the option is enabled in editmode.
- fliped group names are used when they exist.
- only the setting that is edited will be applied to the mirrored verts group.
- copy value is applied to all mirrored verts of the selection.
- normalize normalizes all vgroups and mirrors.
utility functions defvert_sync and defvert_sync_mapped, similar to defvert_copy but does not remove existing groups and optionally creates groups as needed.
defvert_sync_mapped uses a an int array for mapping the flipped values.
- selected bones on hidden layers would be selected for weight painting (confusing to the user). use the 'active' bone instead.
- when no weight group was set, the index used for the bone group was off by 1.
this is too arbitrary and could break if roperty order is changed.
store the property in the operator type that is to be used for menu and enum search func's.
python function for searching operator enums on invoke. (just need dynamic python enums now)
wm.invoke_search_popup(self)
- particle set weight operator (Shift + K) and from the menu.
- mirror vertex groups operator can also flip weight group names.
a number of utility functions for weight groups added
int *get_defgroup_flip_map(struct Object *ob);
void flip_vertexgroup_name (char *name_r, const char *name, int strip_number); // moved from modifier.c
void copy_defvert (struct MDeformVert *dvert_r, const struct MDeformVert *dvert);
void flip_defvert (struct MDeformVert *dvert, int *flip_map);
Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.