From c8f5b6f03bab22d79f3ea93097abf5df3e7433bb Mon Sep 17 00:00:00 2001
From: 0000OOOO0000 <63518686+0000OOOO0000@users.noreply.github.com>
Date: Sat, 21 Nov 2020 01:32:21 +0200
Subject: [PATCH] Delete UV_TO_MESH.PY

---
 .../ADDONS/TISSUE-MASTER/UV_TO_MESH.PY        | 178 ------------------
 1 file changed, 178 deletions(-)
 delete mode 100644 ◯ᴥᗱᗴᗝИNᗱᗴᙁ⚭ⵙ⚭ᙁᗱᗴИNᗝᗱᗴᴥ◯/2.90/SCRIPTS/ADDONS/TISSUE-MASTER/UV_TO_MESH.PY

diff --git a/◯ᴥᗱᗴᗝИNᗱᗴᙁ⚭ⵙ⚭ᙁᗱᗴИNᗝᗱᗴᴥ◯/2.90/SCRIPTS/ADDONS/TISSUE-MASTER/UV_TO_MESH.PY b/◯ᴥᗱᗴᗝИNᗱᗴᙁ⚭ⵙ⚭ᙁᗱᗴИNᗝᗱᗴᴥ◯/2.90/SCRIPTS/ADDONS/TISSUE-MASTER/UV_TO_MESH.PY
deleted file mode 100644
index 8d3991a9..00000000
--- a/◯ᴥᗱᗴᗝИNᗱᗴᙁ⚭ⵙ⚭ᙁᗱᗴИNᗝᗱᗴᴥ◯/2.90/SCRIPTS/ADDONS/TISSUE-MASTER/UV_TO_MESH.PY
+++ /dev/null
@@ -1,178 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-#  This program is free software; you can redistribute it and/or
-#  modify it under the terms of the GNU General Public License
-#  as published by the Free Software Foundation; either version 2
-#  of the License, or (at your option) any later version.
-#
-#  This program is distributed in the hope that it will be useful,
-#  but WITHOUT ANY WARRANTY; without even the implied warranty of
-#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-#  GNU General Public License for more details.
-#
-#  You should have received a copy of the GNU General Public License
-#  along with this program; if not, write to the Free Software Foundation,
-#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# --------------------------------- UV to MESH ------------------------------- #
-# -------------------------------- version 0.1.1 ----------------------------- #
-#                                                                              #
-# Create a new Mesh based on active UV                                         #
-#                                                                              #
-#                        (c)   Alessandro Zomparelli                           #
-#                                    (2017)                                    #
-#                                                                              #
-# http://www.co-de-it.com/                                                     #
-#                                                                              #
-# ############################################################################ #
-
-import bpy
-import math
-from bpy.types import Operator
-from bpy.props import BoolProperty
-from mathutils import Vector
-from .utils import *
-
-
-class uv_to_mesh(Operator):
-    bl_idname = "object.uv_to_mesh"
-    bl_label = "UV to Mesh"
-    bl_description = ("Create a new Mesh based on active UV")
-    bl_options = {'REGISTER', 'UNDO'}
-
-    apply_modifiers : BoolProperty(
-            name="Apply Modifiers",
-            default=True,
-            description="Apply object's modifiers"
-            )
-    vertex_groups : BoolProperty(
-            name="Keep Vertex Groups",
-            default=True,
-            description="Transfer all the Vertex Groups"
-            )
-    materials : BoolProperty(
-            name="Keep Materials",
-            default=True,
-            description="Transfer all the Materials"
-            )
-    auto_scale : BoolProperty(
-            name="Resize",
-            default=True,
-            description="Scale the new object in order to preserve the average surface area"
-            )
-
-    def execute(self, context):
-        bpy.ops.object.mode_set(mode='OBJECT')
-        ob0 = bpy.context.object
-        for o in bpy.context.view_layer.objects: o.select_set(False)
-        ob0.select_set(True)
-
-        #if self.apply_modifiers:
-        #    bpy.ops.object.duplicate_move()
-        #    bpy.ops.object.convert(target='MESH')
-
-#        me0 = ob0.to_mesh(bpy.context.depsgraph, apply_modifiers=self.apply_modifiers)
-        #if self.apply_modifiers: me0 = simple_to_mesh(ob0)
-        #else: me0 = ob0.data.copy()
-        name0 = ob0.name
-        ob0 = convert_object_to_mesh(ob0, apply_modifiers=self.apply_modifiers, preserve_status=False)
-        me0 = ob0.data
-        area = 0
-
-        verts = []
-        faces = []
-        face_materials = []
-        for face in me0.polygons:
-            area += face.area
-            uv_face = []
-            store = False
-            try:
-                for loop in face.loop_indices:
-                    uv = me0.uv_layers.active.data[loop].uv
-                    if uv.x != 0 and uv.y != 0:
-                        store = True
-                    new_vert = Vector((uv.x, uv.y, 0))
-                    verts.append(new_vert)
-                    uv_face.append(loop)
-                if store:
-                    faces.append(uv_face)
-                    face_materials.append(face.material_index)
-            except:
-                self.report({'ERROR'}, "Missing UV Map")
-
-                return {'CANCELLED'}
-
-        name = name0 + '_UV'
-        # Create mesh and object
-        me = bpy.data.meshes.new(name + 'Mesh')
-        ob = bpy.data.objects.new(name, me)
-
-        # Link object to scene and make active
-        scn = bpy.context.scene
-        bpy.context.collection.objects.link(ob)
-        bpy.context.view_layer.objects.active = ob
-        ob.select_set(True)
-
-        # Create mesh from given verts, faces.
-        me.from_pydata(verts, [], faces)
-        # Update mesh with new data
-        me.update()
-        if self.auto_scale:
-            new_area = 0
-            for p in me.polygons:
-                new_area += p.area
-            if new_area == 0:
-                self.report({'ERROR'}, "Impossible to generate mesh from UV")
-                bpy.data.objects.remove(ob0)
-
-                return {'CANCELLED'}
-
-        # VERTEX GROUPS
-        if self.vertex_groups:
-            for group in ob0.vertex_groups:
-                index = group.index
-                ob.vertex_groups.new(name=group.name)
-                for p in me0.polygons:
-                    for vert, loop in zip(p.vertices, p.loop_indices):
-                        try:
-                            ob.vertex_groups[index].add([loop], group.weight(vert), 'REPLACE')
-                        except:
-                            pass
-
-        ob0.select_set(False)
-        if self.auto_scale:
-            scaleFactor = math.pow(area / new_area, 1 / 2)
-            ob.scale = Vector((scaleFactor, scaleFactor, scaleFactor))
-
-        bpy.ops.object.mode_set(mode='EDIT', toggle=False)
-        bpy.ops.mesh.remove_doubles(threshold=1e-06)
-        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
-        bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
-
-        # MATERIALS
-        if self.materials:
-            try:
-                # assign old material
-                uv_materials = [slot.material for slot in ob0.material_slots]
-                for i in range(len(uv_materials)):
-                    bpy.ops.object.material_slot_add()
-                    bpy.context.object.material_slots[i].material = uv_materials[i]
-                for i in range(len(ob.data.polygons)):
-                    ob.data.polygons[i].material_index = face_materials[i]
-            except:
-                pass
-        '''
-        if self.apply_modifiers:
-            bpy.ops.object.mode_set(mode='OBJECT')
-            ob.select_set(False)
-            ob0.select_set(True)
-            bpy.ops.object.delete(use_global=False)
-            ob.select_set(True)
-            bpy.context.view_layer.objects.active = ob
-        '''
-
-        bpy.data.objects.remove(ob0)
-        bpy.data.meshes.remove(me0)
-        return {'FINISHED'}