style cleanup
This commit is contained in:
parent
9f22750422
commit
2a140e93c1
@ -24,8 +24,8 @@ language_id = "shell"
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def add_scrollback(text, text_type):
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for l in text.split('\n'):
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bpy.ops.console.scrollback_append(text=l.replace('\t', ' '),
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for l in text.split("\n"):
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bpy.ops.console.scrollback_append(text=l.replace("\t", " "),
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type=text_type)
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@ -40,7 +40,7 @@ def shell_run(text):
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add_scrollback(output, style)
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PROMPT = '$ '
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PROMPT = "$ "
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def execute(context):
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@ -497,7 +497,7 @@ class CLIP_OT_setup_tracking_scene(Operator):
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fg = rlayers[0]
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fg.name = 'Foreground'
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else:
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fg = scene.render.layers.new('Foreground')
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fg = scene.render.layers.new("Foreground")
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fg.use_sky = False
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fg.layers = [True] + [False] * 19
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@ -505,7 +505,7 @@ class CLIP_OT_setup_tracking_scene(Operator):
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fg.use_pass_vector = True
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if not scene.render.layers.get("Background"):
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bg = scene.render.layers.new('Background')
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bg = scene.render.layers.new("Background")
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bg.use_pass_shadow = True
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bg.use_pass_ambient_occlusion = True
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bg.layers = [False] * 10 + [True] + [False] * 9
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@ -560,7 +560,7 @@ class CLIP_OT_setup_tracking_scene(Operator):
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space.show_backdrop = True
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CLIP_spaces_walk(context, True, 'NODE_EDITOR', 'NODE_EDITOR',
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setup_space)
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setup_space)
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sc = context.space_data
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scene = context.scene
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@ -612,46 +612,46 @@ class CLIP_OT_setup_tracking_scene(Operator):
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add_shadow.blend_type = 'ADD'
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mul_shadow.blend_type = 'MULTIPLY'
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mul_shadow.inputs['Fac'].default_value = 0.8
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mul_shadow.inputs["Fac"].default_value = 0.8
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mul_image.blend_type = 'MULTIPLY'
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mul_image.inputs['Fac'].default_value = 0.8
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mul_image.inputs["Fac"].default_value = 0.8
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vector_blur.factor = 0.75
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# create links
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tree.links.new(movieclip.outputs['Image'], distortion.inputs['Image'])
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tree.links.new(movieclip.outputs["Image"], distortion.inputs["Image"])
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if need_stabilization:
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tree.links.new(distortion.outputs['Image'],
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stabilize.inputs['Image'])
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tree.links.new(stabilize.outputs['Image'], scale.inputs['Image'])
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tree.links.new(distortion.outputs["Image"],
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stabilize.inputs["Image"])
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tree.links.new(stabilize.outputs["Image"], scale.inputs["Image"])
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else:
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tree.links.new(distortion.outputs['Image'], scale.inputs['Image'])
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tree.links.new(distortion.outputs["Image"], scale.inputs["Image"])
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tree.links.new(rlayer_bg.outputs['Alpha'], invert.inputs['Color'])
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tree.links.new(rlayer_bg.outputs["Alpha"], invert.inputs["Color"])
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tree.links.new(invert.outputs['Color'], add_shadow.inputs[1])
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tree.links.new(rlayer_bg.outputs['Shadow'], add_shadow.inputs[2])
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tree.links.new(invert.outputs["Color"], add_shadow.inputs[1])
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tree.links.new(rlayer_bg.outputs["Shadow"], add_shadow.inputs[2])
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tree.links.new(invert.outputs['Color'], add_ao.inputs[1])
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tree.links.new(rlayer_bg.outputs['AO'], add_ao.inputs[2])
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tree.links.new(invert.outputs["Color"], add_ao.inputs[1])
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tree.links.new(rlayer_bg.outputs["AO"], add_ao.inputs[2])
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tree.links.new(add_ao.outputs['Image'], mul_shadow.inputs[1])
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tree.links.new(add_shadow.outputs['Image'], mul_shadow.inputs[2])
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tree.links.new(add_ao.outputs["Image"], mul_shadow.inputs[1])
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tree.links.new(add_shadow.outputs["Image"], mul_shadow.inputs[2])
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tree.links.new(scale.outputs['Image'], mul_image.inputs[1])
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tree.links.new(mul_shadow.outputs['Image'], mul_image.inputs[2])
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tree.links.new(scale.outputs["Image"], mul_image.inputs[1])
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tree.links.new(mul_shadow.outputs["Image"], mul_image.inputs[2])
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tree.links.new(rlayer_fg.outputs['Image'], vector_blur.inputs['Image'])
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tree.links.new(rlayer_fg.outputs['Z'], vector_blur.inputs['Z'])
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tree.links.new(rlayer_fg.outputs['Speed'], vector_blur.inputs['Speed'])
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tree.links.new(rlayer_fg.outputs["Image"], vector_blur.inputs["Image"])
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tree.links.new(rlayer_fg.outputs["Z"], vector_blur.inputs["Z"])
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tree.links.new(rlayer_fg.outputs["Speed"], vector_blur.inputs["Speed"])
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tree.links.new(mul_image.outputs['Image'], alphaover.inputs[1])
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tree.links.new(vector_blur.outputs['Image'], alphaover.inputs[2])
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tree.links.new(mul_image.outputs["Image"], alphaover.inputs[1])
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tree.links.new(vector_blur.outputs["Image"], alphaover.inputs[2])
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tree.links.new(alphaover.outputs['Image'], composite.inputs['Image'])
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tree.links.new(alphaover.outputs['Image'], viewer.inputs['Image'])
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tree.links.new(alphaover.outputs["Image"], composite.inputs["Image"])
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tree.links.new(alphaover.outputs["Image"], viewer.inputs["Image"])
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# place nodes
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movieclip.location = Vector((-300.0, 350.0))
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@ -709,7 +709,7 @@ def packIslands(islandList):
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# with the islands.
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#print '\tPacking UV Islands...'
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#XXX Window.DrawProgressBar(0.7, 'Packing %i UV Islands...' % len(packBoxes) )
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#XXX Window.DrawProgressBar(0.7, "Packing %i UV Islands..." % len(packBoxes) )
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# time1 = time.time()
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packWidth, packHeight = geometry.box_pack_2d(packBoxes)
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@ -720,7 +720,7 @@ def packIslands(islandList):
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# raise "Error packed boxes differs from original length"
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#print '\tWriting Packed Data to faces'
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#XXX Window.DrawProgressBar(0.8, 'Writing Packed Data to faces')
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#XXX Window.DrawProgressBar(0.8, "Writing Packed Data to faces")
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# Sort by ID, so there in sync again
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islandIdx = len(islandList)
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@ -1395,8 +1395,8 @@ class WM_OT_keyconfig_export(Operator):
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if not self.filepath:
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raise Exception("Filepath not set")
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if not self.filepath.endswith('.py'):
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self.filepath += '.py'
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if not self.filepath.endswith(".py"):
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self.filepath += ".py"
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wm = context.window_manager
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@ -971,8 +971,8 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
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split = layout.split()
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col = split.column(align=True)
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col.operator("object.skin_loose_mark_clear", text="Mark Loose").action = "MARK"
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col.operator("object.skin_loose_mark_clear", text="Clear Loose").action = "CLEAR"
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col.operator("object.skin_loose_mark_clear", text="Mark Loose").action = 'MARK'
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col.operator("object.skin_loose_mark_clear", text="Clear Loose").action = 'CLEAR'
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col = split.column()
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col.operator("object.skin_root_mark", text="Mark Root")
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@ -454,7 +454,7 @@ class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel):
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rd = context.scene.game_settings.recast_data
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layout.operator("mesh.navmesh_make", text='Build navigation mesh')
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layout.operator("mesh.navmesh_make", text="Build navigation mesh")
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col = layout.column()
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col.label(text="Rasterization:")
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@ -219,7 +219,7 @@ class OBJECT_PT_display(ObjectButtonsPanel, Panel):
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col = split.column()
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col.prop(ob, "show_name", text="Name")
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col.prop(ob, "show_axis", text="Axis")
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if ob.type in {"MESH", "CURVE", "SURFACE", "META", "FONT"}:
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if ob.type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'}:
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# Makes no sense for cameras, armtures, etc.!
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col.prop(ob, "show_wire", text="Wire")
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# Only useful with object having faces/materials...
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@ -86,7 +86,7 @@ class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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if context.scene.render.engine == "BLENDER_GAME":
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if context.scene.render.engine == 'BLENDER_GAME':
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layout.label("Not available in the Game Engine")
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return
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@ -74,7 +74,7 @@ class CONSOLE_MT_language(Menu):
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languages = []
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for modname, mod in sys.modules.items():
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if modname.startswith("console_") and hasattr(mod, "execute"):
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languages.append(modname.split('_', 1)[-1])
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languages.append(modname.split("_", 1)[-1])
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languages.sort()
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@ -83,7 +83,7 @@ class CONSOLE_MT_language(Menu):
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def add_scrollback(text, text_type):
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for l in text.split('\n'):
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for l in text.split("\n"):
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bpy.ops.console.scrollback_append(text=l.replace('\t', ' '),
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type=text_type)
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@ -797,12 +797,12 @@ class IMAGE_UV_sculpt_curve(Panel):
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layout.template_curve_mapping(brush, "curve")
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row = layout.row(align=True)
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row.operator("brush.curve_preset", icon="SMOOTHCURVE", text="").shape = 'SMOOTH'
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row.operator("brush.curve_preset", icon="SPHERECURVE", text="").shape = 'ROUND'
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row.operator("brush.curve_preset", icon="ROOTCURVE", text="").shape = 'ROOT'
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row.operator("brush.curve_preset", icon="SHARPCURVE", text="").shape = 'SHARP'
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row.operator("brush.curve_preset", icon="LINCURVE", text="").shape = 'LINE'
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row.operator("brush.curve_preset", icon="NOCURVE", text="").shape = 'MAX'
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row.operator("brush.curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
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row.operator("brush.curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
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row.operator("brush.curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
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row.operator("brush.curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
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row.operator("brush.curve_preset", icon='LINCURVE', text="").shape = 'LINE'
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row.operator("brush.curve_preset", icon='NOCURVE', text="").shape = 'MAX'
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class IMAGE_UV_sculpt(Panel, ImagePaintPanel):
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@ -117,7 +117,7 @@ class SEQUENCER_MT_view(Menu):
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layout.operator_context = 'INVOKE_DEFAULT'
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# # XXX, invokes in the header view
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# layout.operator("sequencer.view_ghost_border", text='Overlay Border')
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# layout.operator("sequencer.view_ghost_border", text="Overlay Border")
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layout.operator("sequencer.view_selected")
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@ -820,7 +820,7 @@ class SEQUENCER_PT_proxy(SequencerButtonsPanel, Panel):
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col.label(text="Build JPEG quality")
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col.prop(strip.proxy, "quality")
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if strip.type == "MOVIE":
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if strip.type == 'MOVIE':
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col = layout.column()
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col.label(text="Use timecode index:")
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@ -1121,7 +1121,7 @@ class VIEW3D_MT_brush(Menu):
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sculpt_tool = brush.sculpt_tool
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layout.separator()
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layout.operator_menu_enum("brush.curve_preset", "shape", text='Curve Preset')
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layout.operator_menu_enum("brush.curve_preset", "shape", text="Curve Preset")
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layout.separator()
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if sculpt_tool != 'GRAB':
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@ -1772,7 +1772,7 @@ class VIEW3D_MT_edit_mesh_vertices(Menu):
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layout.operator("mesh.vertices_smooth")
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layout.operator("mesh.remove_doubles")
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layout.operator("mesh.sort_elements", text="Sort Vertices").elements = {"VERT"}
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layout.operator("mesh.sort_elements", text="Sort Vertices").elements = {'VERT'}
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layout.operator("mesh.select_vertex_path")
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@ -1822,7 +1822,7 @@ class VIEW3D_MT_edit_mesh_edges(Menu):
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layout.operator("mesh.bevel")
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layout.operator("mesh.edge_split")
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layout.operator("mesh.bridge_edge_loops")
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layout.operator("mesh.sort_elements", text="Sort Edges").elements = {"EDGE"}
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layout.operator("mesh.sort_elements", text="Sort Edges").elements = {'EDGE'}
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layout.separator()
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@ -1855,7 +1855,7 @@ class VIEW3D_MT_edit_mesh_faces(Menu):
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layout.operator("mesh.bevel")
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layout.operator("mesh.solidify")
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layout.operator("mesh.wireframe")
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layout.operator("mesh.sort_elements", text="Sort Faces").elements = {"FACE"}
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layout.operator("mesh.sort_elements", text="Sort Faces").elements = {'FACE'}
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layout.separator()
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@ -65,7 +65,7 @@ def add_object_button(self, context):
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self.layout.operator(
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OBJECT_OT_add_object.bl_idname,
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text="Add Object",
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icon="PLUGIN")
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icon='PLUGIN')
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def register():
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@ -21,23 +21,23 @@ def main():
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# Some example functions, remove to write your own script.
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# check for a positive sensor, will run on any object without errors.
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print('Logic info for KX_GameObject', own.name)
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print("Logic info for KX_GameObject", own.name)
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input = False
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for sens in cont.sensors:
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# The sensor can be on another object, we may want to use it
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own_sens = sens.owner
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print(' sensor:', sens.name, end=' ')
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print(" sensor:", sens.name, end=" ")
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if sens.positive:
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print('(true)')
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print("(true)")
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input = True
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else:
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print('(false)')
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print("(false)")
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for actu in cont.actuators:
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# The actuator can be on another object, we may want to use it
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own_actu = actu.owner
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print(' actuator:', actu.name)
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print(" actuator:", actu.name)
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# This runs the actuator or turns it off
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# note that actuators will continue to run unless explicitly turned off.
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@ -49,25 +49,25 @@ def main():
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# Its also good practice to get sensors and actuators by name
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# rather then index so any changes to their order wont break the script.
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# sens_key = cont.sensors['key_sensor']
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# actu_motion = cont.actuators['motion']
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# sens_key = cont.sensors["key_sensor"]
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# actu_motion = cont.actuators["motion"]
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# Loop through all other objects in the scene
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sce = bge.logic.getCurrentScene()
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print('Scene Objects:', sce.name)
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print("Scene Objects:", sce.name)
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for ob in sce.objects:
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print(' ', ob.name, ob.worldPosition)
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print(" ", ob.name, ob.worldPosition)
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# Example where collision objects are checked for their properties
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# adding to our objects "life" property
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"""
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actu_collide = cont.sensors['collision_sens']
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actu_collide = cont.sensors["collision_sens"]
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for ob in actu_collide.objectHitList:
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# Check to see the object has this property
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if ob.has_key('life'):
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own['life'] += ob['life']
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ob['life'] = 0
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print(own['life'])
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if "life" in ob:
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own["life"] += ob["life"]
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ob["life"] = 0
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print(own["life"])
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"""
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main()
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@ -5,8 +5,8 @@ class HelloWorldPanel(bpy.types.Panel):
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"""Creates a Panel in the Object properties window"""
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bl_label = "Hello World Panel"
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bl_idname = "OBJECT_PT_hello"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "object"
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def draw(self, context):
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