Remove non-bmesh case from test
authorCampbell Barton <ideasman42@gmail.com>
Wed, 29 Mar 2017 09:10:46 +0000 (20:10 +1100)
committerCampbell Barton <ideasman42@gmail.com>
Wed, 29 Mar 2017 09:11:54 +0000 (20:11 +1100)
tests/python/bl_mesh_modifiers.py

index 526a54a49a212a0ca1e0cfe6d452ef60134951bb..bff2c31984c7bb0459ec75c23fe137ff1875d9ec 100644 (file)
@@ -31,7 +31,6 @@
 import math
 
 USE_QUICK_RENDER = False
-IS_BMESH = hasattr(__import__("bpy").types, "LoopColors")
 
 # -----------------------------------------------------------------------------
 # utility functions
@@ -203,13 +202,8 @@ def defaults_object(obj):
 
         mesh.show_normal_vertex = True
 
-        # lame!
-        if IS_BMESH:
-            for poly in mesh.polygons:
-                poly.use_smooth = True
-        else:
-            for face in mesh.faces:
-                face.use_smooth = True
+        for poly in mesh.polygons:
+            poly.use_smooth = True
 
 
 def defaults_modifier(mod):
@@ -220,16 +214,14 @@ def defaults_modifier(mod):
 # -----------------------------------------------------------------------------
 # models (utils)
 
+def mesh_bmesh_poly_elems(poly, elems):
+    vert_start = poly.loop_start
+    vert_total = poly.loop_total
+    return elems[vert_start:vert_start + vert_total]
 
-if IS_BMESH:
-    def mesh_bmesh_poly_elems(poly, elems):
-        vert_start = poly.loop_start
-        vert_total = poly.loop_total
-        return elems[vert_start:vert_start + vert_total]
-
-    def mesh_bmesh_poly_vertices(poly):
-        return [loop.vertex_index
-                for loop in mesh_bmesh_poly_elems(poly, poly.id_data.loops)]
+def mesh_bmesh_poly_vertices(poly):
+    return [loop.vertex_index
+            for loop in mesh_bmesh_poly_elems(poly, poly.id_data.loops)]
 
 
 def mesh_bounds(mesh):
@@ -258,21 +250,14 @@ def mesh_uv_add(obj):
 
     uv_lay = obj.data.uv_textures.new()
 
-    if IS_BMESH:
-        # XXX, odd that we need to do this. until UV's and texface
-        # are separated we will need to keep it
-        uv_loops = obj.data.uv_layers[-1]
-        uv_list = uv_loops.data[:]
-        for poly in obj.data.polygons:
-            poly_uvs = mesh_bmesh_poly_elems(poly, uv_list)
-            for i, c in enumerate(poly_uvs):
-                c.uv = uvs[i % 4]
-    else:
-        for uv in uv_lay.data:
-            uv.uv1 = uvs[0]
-            uv.uv2 = uvs[1]
-            uv.uv3 = uvs[2]
-            uv.uv4 = uvs[3]
+    # XXX, odd that we need to do this. until UV's and texface
+    # are separated we will need to keep it
+    uv_loops = obj.data.uv_layers[-1]
+    uv_list = uv_loops.data[:]
+    for poly in obj.data.polygons:
+        poly_uvs = mesh_bmesh_poly_elems(poly, uv_list)
+        for i, c in enumerate(poly_uvs):
+            c.uv = uvs[i % 4]
 
     return uv_lay
 
@@ -296,21 +281,12 @@ def mesh_vcol_add(obj, mode=0):
 
     mesh = obj.data
 
-    if IS_BMESH:
-        col_list = vcol_lay.data[:]
-        for poly in mesh.polygons:
-            face_verts = mesh_bmesh_poly_vertices(poly)
-            poly_cols = mesh_bmesh_poly_elems(poly, col_list)
-            for i, c in enumerate(poly_cols):
-                c.color = colors_get(face_verts[i])
-    else:
-        for i, col in enumerate(vcol_lay.data):
-            face_verts = mesh.faces[i].vertices
-            col.color1 = colors_get(face_verts[0])
-            col.color2 = colors_get(face_verts[1])
-            col.color3 = colors_get(face_verts[2])
-            if len(face_verts) == 4:
-                col.color4 = colors_get(face_verts[3])
+    col_list = vcol_lay.data[:]
+    for poly in mesh.polygons:
+        face_verts = mesh_bmesh_poly_vertices(poly)
+        poly_cols = mesh_bmesh_poly_elems(poly, col_list)
+        for i, c in enumerate(poly_cols):
+            c.color = colors_get(face_verts[i])
 
     return vcol_lay
 
@@ -470,10 +446,7 @@ def modifier_build_add(scene, obj):
     defaults_modifier(mod)
 
     # ensure we display some faces
-    if IS_BMESH:
-        totface = len(obj.data.polygons)
-    else:
-        totface = len(obj.data.faces)
+    totface = len(obj.data.polygons)
 
     mod.frame_start = totface // 2
     mod.frame_duration = totface