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fix.
[meshio/meshio.git] / swig / blender / bl24.py
index d699a64..a1a5133 100644 (file)
@@ -38,7 +38,7 @@ class Writer(object):
 ###############################################################################
 class ProgressBar(object):
     def __init__(self, base):
-        print "#### %s ####" % base
+        print("#### %s ####" % base)
         self.base=base
         self.start=Blender.sys.time() 
         self.set('<start>', 0)
@@ -52,7 +52,7 @@ class ProgressBar(object):
         self._print(message)
 
     def _print(self, message):
-        print message
+        print(message)
         message="%s: %s" % (self.base, message)
         if message.__class__ is unicode:
             message=message.encode(FS_ENCODING)
@@ -608,6 +608,9 @@ def objectDuplicate(scene, obj):
     dumy.setMatrix(obj.matrixWorld)
     return mesh, dumy
 
+def objectDelete(scene, obj):
+    scene.objects.unlink(obj)
+
 def faceVertexCount(face):
     return len(face.v)
 
@@ -726,7 +729,6 @@ def createIkConstraint(armature_object, p_bone, effector_name, ik):
     constraint[cSetting.TARGET]=armature_object
     constraint[cSetting.USETIP]=False
     constraint[cSetting.BONE]=effector_name
-    #ik_solver.influence=ik.weight
     # not used. place folder when export.
     constraint[cSetting.ROTWEIGHT]=ik.weight
     constraint[cSetting.ITERATIONS]=ik.iterations * 10
@@ -770,4 +772,66 @@ def objectActivateShapeKey(o, index):
 def shapeKeyAssign(shapeKey, index, pos):
     shapeKey.data[index]=pos
 
+def objectIsVisible(obj):
+    return obj.restrictDisplay
+
+def meshVertexGroupNames(meshObject):
+    return meshObject.getData(mesh=True).getVertGroupNames()
+
+def faceNormal(face):
+    return face.no
+
+def meshFaceUv(mesh, i, face):
+    return face.uv
+
+def armatureModifierGetObject(m):
+    return m[Blender.Modifier.Settings.OBJECT]
+
+def objectHasShapeKey(o):
+    return o.getData(mesh=True).key
+
+def objectShapeKeys(o):
+    return o.getData(mesh=True).key.blocks
+
+def meshVertexGroup(meshObject, name):
+    indices=[]
+    for index in meshObject.getData(mesh=True).getVertsFromGroup(name):
+        indices.append(index)
+    return indices
+
+def materialGet(scene, material_name):
+    return Blender.Material.Get(material_name)
+
+def modifierIsArmature(m):
+    return m.name=="Armature"
+
+def boneHeadLocal(b):
+    return b.head['ARMATURESPACE'][0:3]
+
+def boneTailLocal(b):
+    return b.tail['ARMATURESPACE'][0:3]
+
+def boneIsConnected(b):
+    return Blender.Armature.CONNECTED in b.options
+
+def constraintIsIKSolver(c):
+    return c.type==Blender.Constraint.Type.IKSOLVER
+
+def ikChainLen(c):
+    return c[Blender.Constraint.Settings.CHAINLEN]
+
+def ikTarget(c):
+    return c[Blender.Constraint.Settings.BONE]
+
+def ikItration(c):
+    return c[Blender.Constraint.Settings.ITERATIONS]
+
+def ikRotationWeight(c):
+    return c[Blender.Constraint.Settings.ROTWEIGHT]
+
+def shapeKeyGet(b, index):
+    return b.data[index]
+
+def shapeKeys(b):
+    return b.data