style cleanup: pep8, also quiet compiler warning.

This commit is contained in:
Campbell Barton 2012-04-20 18:50:18 +00:00
parent 2e20d3dc96
commit 15eb3452ec
7 changed files with 14 additions and 12 deletions

@ -131,7 +131,7 @@ def handle_args():
dest="sphinx_theme",
type=str,
default='default',
help =
help=
# see SPHINX_THEMES below
"Sphinx theme (default='default')\n"
"Available themes\n"

@ -100,7 +100,7 @@ class MeshMirrorUV(Operator):
vidxs[i] = tuple(sorted(l.vertex_index
for l in loops[lstart:lend]))
# As we have no poly.center yet...
pcents[i] = tuple(map(lambda x : x / p.loop_total,
pcents[i] = tuple(map(lambda x: x / p.loop_total,
map(sum, zip(*(verts[idx].co
for idx in vidxs[i])))))
# Preparing next step finding matching polys.

@ -294,21 +294,22 @@ class AddPresetCloth(AddPresetBase, Operator):
preset_subdir = "cloth"
class AddPresetFluid(AddPresetBase, Operator):
'''Add a Fluid Preset'''
bl_idname = "fluid.preset_add"
bl_label = "Add Fluid Preset"
preset_menu = "FLUID_MT_presets"
preset_defines = [
"fluid = bpy.context.fluid"
]
preset_values = [
"fluid.settings.viscosity_base",
"fluid.settings.viscosity_exponent",
]
preset_subdir = "fluid"

@ -166,7 +166,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True)
elif physics_type =='SENSOR':
elif physics_type == 'SENSOR':
col = layout.column()
col.prop(game, "use_actor", text="Detect Actors")
col.prop(ob, "hide_render", text="Invisible")

@ -1185,7 +1185,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
psys = context.particle_system
split = layout.split(percentage=0.85)
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
@ -1195,7 +1195,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
col.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
col.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
col.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
col = split.column()
col.label(text="Negate:")
col.alignment = 'RIGHT'
@ -1206,7 +1206,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
col.prop(psys, "invert_vertex_group_roughness_1", text="")
col.prop(psys, "invert_vertex_group_roughness_2", text="")
col.prop(psys, "invert_vertex_group_roughness_end", text="")
# Commented out vertex groups don't work and are still waiting for better implementation
# row = layout.row()
# row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")

@ -20,6 +20,7 @@
import bpy
from bpy.types import Panel, Menu
class FLUID_MT_presets(Menu):
bl_label = "Fluid Presets"
preset_subdir = "fluid"
@ -232,7 +233,7 @@ class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, Panel):
sub.menu("FLUID_MT_presets", text=bpy.types.FLUID_MT_presets.bl_label)
sub.operator("fluid.preset_add", text="", icon='ZOOMIN')
sub.operator("fluid.preset_add", text="", icon='ZOOMOUT').remove_active = True
subsub = col.column(align=True)
subsub.prop(fluid, "viscosity_base", text="Base")
subsub.prop(fluid, "viscosity_exponent", text="Exponent", slider=True)

@ -228,10 +228,10 @@ static EdgeLoopPair *edbm_ripsel_looptag_helper(BMesh *bm)
break;
}
e_first = e;
/* initialize */
e_first = e;
v_step = e_first->v1;
e_step = NULL; /* quiet warning, will never remain this value */
uid_start = uid;
while ((e = edbm_ripsel_edge_mark_step(v_step, uid))) {