forked from bartvdbraak/blender
Cleanup: pep8 for examples
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78ad368d12
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61bf51acb5
@ -62,7 +62,7 @@ if blender_date is None:
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# Happens when built without WITH_BUILD_INFO e.g.
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date_string = time.strftime("%B %d, %Y", time.gmtime(int(os.environ.get('SOURCE_DATE_EPOCH', time.time()))))
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else:
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blender_date = blender_date.strip().partition(" ")[2] # remove 'date:' prefix
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blender_date = blender_date.strip().partition(" ")[2] # remove 'date:' prefix
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date_string = time.strftime("%B %d, %Y", time.strptime(blender_date, "%Y-%m-%d"))
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outfile = open(outfilename, "w")
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@ -4,7 +4,9 @@ Run a Function in x Seconds
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"""
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import bpy
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def in_5_seconds():
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print("Hello World")
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bpy.app.timers.register(in_5_seconds, first_interval=5)
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@ -4,8 +4,10 @@ Run a Function every x Seconds
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"""
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import bpy
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def every_2_seconds():
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print("Hello World")
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return 2.0
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bpy.app.timers.register(every_2_seconds)
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@ -6,6 +6,7 @@ import bpy
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counter = 0
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def run_10_times():
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global counter
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counter += 1
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@ -14,4 +15,5 @@ def run_10_times():
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return None
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return 0.1
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bpy.app.timers.register(run_10_times)
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@ -5,8 +5,10 @@ Assign parameters to functions
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import bpy
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import functools
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def print_message(message):
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print("Message:", message)
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bpy.app.timers.register(functools.partial(print_message, "Hello"), first_interval=2.0)
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bpy.app.timers.register(functools.partial(print_message, "World"), first_interval=3.0)
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@ -29,7 +29,7 @@ class OBJECT_OT_simple_exporter(bpy.types.Operator):
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# Happens for non-geometry objects.
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continue
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print(f"Exporting mesh with {len(mesh.vertices)} vertices "
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f"at {object_instance.matrix_world}")
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f"at {object_instance.matrix_world}")
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object_instace.to_mesh_clear()
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return {'FINISHED'}
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@ -101,7 +101,7 @@ class CustomRenderEngine(bpy.types.RenderEngine):
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# Bind shader that converts from scene linear to display space,
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bgl.glEnable(bgl.GL_BLEND)
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bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA);
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bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA)
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self.bind_display_space_shader(scene)
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if not self.draw_data or self.draw_data.dimensions != dimensions:
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@ -135,18 +135,18 @@ class CustomDrawData:
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# Bind shader that converts from scene linear to display space,
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# use the scene's color management settings.
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shader_program = bgl.Buffer(bgl.GL_INT, 1)
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bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program);
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bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)
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# Generate vertex array
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self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
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bgl.glGenVertexArrays(1, self.vertex_array)
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bgl.glBindVertexArray(self.vertex_array[0])
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texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord");
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position_location = bgl.glGetAttribLocation(shader_program[0], "pos");
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texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord")
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position_location = bgl.glGetAttribLocation(shader_program[0], "pos")
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bgl.glEnableVertexAttribArray(texturecoord_location);
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bgl.glEnableVertexAttribArray(position_location);
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bgl.glEnableVertexAttribArray(texturecoord_location)
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bgl.glEnableVertexAttribArray(position_location)
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# Generate geometry buffers for drawing textured quad
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position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
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@ -178,7 +178,7 @@ class CustomDrawData:
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bgl.glActiveTexture(bgl.GL_TEXTURE0)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
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bgl.glBindVertexArray(self.vertex_array[0])
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bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4);
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bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
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bgl.glBindVertexArray(0)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
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@ -201,6 +201,7 @@ def get_panels():
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return panels
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def register():
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# Register the RenderEngine
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bpy.utils.register_class(CustomRenderEngine)
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@ -208,6 +209,7 @@ def register():
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for panel in get_panels():
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panel.COMPAT_ENGINES.add('CUSTOM')
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def unregister():
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bpy.utils.unregister_class(CustomRenderEngine)
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