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| -- Ported from the Python code of Mark Ransom | |
| -- https://stackoverflow.com/a/40231268 | |
| -- For more on the magic numbers, see | |
| -- http://brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html | |
| ColorConvert = {} | |
| ColorConvert.__index = ColorConvert | |
| setmetatable(ColorConvert, { | |
| __call = function (cls, ...) |
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| local x = Point(1, 2) | |
| for key, value in pairs(getmetatable(x)) do | |
| print(key, value) | |
| end | |
| print(x + Point(3, 4)) | |
| print(x * 5) |
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| local dlg = Dialog { title = "Alt Hotkeys" } | |
| dlg:button { | |
| id = "a", | |
| text = "&ABC", | |
| onclick = function() | |
| app.alert("A") | |
| end | |
| } |
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| import bpy | |
| import math | |
| from mathutils import Vector | |
| grease_data = bpy.data.grease_pencils.new("Stroke") | |
| grease_layers = grease_data.layers | |
| active_layer = grease_layers.new("Layer") | |
| grease_frames = active_layer.frames | |
| active_frame = grease_frames.new( | |
| bpy.context.scene.frame_current, |
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| import bpy | |
| from mathutils import Vector | |
| cam_data = bpy.data.cameras.new("Camera") | |
| cam_data.type = 'ORTHO' | |
| cam_data.ortho_scale = 4.0 | |
| cam_obj = bpy.data.objects.new(cam_data.name, cam_data) | |
| cam_obj.location = (10.0, 10.0, 5.0) |
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| shader closureExample( | |
| normal Normal = N, | |
| float DiffuseRoughness = 0.01, | |
| color DiffuseColor = 0.0, | |
| float GlassRoughness = 0.125, | |
| float GlassIor = 1.45, | |
| float GlassReflectivity = 0.125, | |
| color GlassColor = 1.0, |
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| float zigzag(float t) { | |
| float a = t * 0.5; | |
| float b = a - floor(a); | |
| return 1.0 - abs(b + b - 1.0); | |
| } | |
| float oscillate(float t) { | |
| return 0.5 + 0.5 * sin(M_PI * (t - 0.5)); | |
| } |
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| shader modScalar( | |
| float A = 0.0, | |
| float B = 1.0, | |
| output float Mod = 0.0) { | |
| Mod = mod(A, B); | |
| } |
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| shader fractScalar( | |
| float A = 0.0, | |
| output float Fract = 0.0, | |
| output int Trunc = 0.0, | |
| output float Floor = 1.0) { | |
| Trunc = trunc(A); | |
| Fract = A - Trunc; | |
| Floor = 1.0 - Fract; |
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| shader mixLab( | |
| color A = 0.0, | |
| color B = 1.0, | |
| float T = 0.5, | |
| color LB = 0.0, | |
| color UB = 1.0, | |
| output color Color = 0.5) { | |
| color aLinear = sRgbTolRgb(A); |