pass pep8 checker.

This commit is contained in:
Campbell Barton 2011-03-30 15:02:02 +00:00
parent ce2be37026
commit 9ba57b6518

@ -23,11 +23,12 @@ from mathutils import Vector
import bpy
from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty
class MakeFur(bpy.types.Operator):
bl_idname = "object.make_fur"
bl_label = "Make Fur"
bl_options = {'REGISTER', 'UNDO'}
density = EnumProperty(items=(
('LIGHT', "Light", ""),
('MEDIUM', "Medium", ""),
@ -35,61 +36,62 @@ class MakeFur(bpy.types.Operator):
name="Fur Density",
description="",
default='MEDIUM')
view_percentage = IntProperty(name="View %",
default=10, min=1, max=100, soft_min=1, soft_max=100)
length = FloatProperty(name="Length",
default=0.1, min=0.001, max=100, soft_min=0.01, soft_max=10)
def execute(self, context):
count = 0
for ob in context.selected_objects:
if(ob == None or ob.type != 'MESH'):
continue
count += 1
context.scene.objects.active = ob
bpy.ops.object.particle_system_add()
psys = ob.particle_systems[-1]
psys.settings.type = 'HAIR'
if self.density == 'LIGHT':
psys.settings.count = 100
elif self.density == 'MEDIUM':
psys.settings.count = 1000
elif self.density == 'HEAVY':
psys.settings.count = 10000
psys.settings.child_nbr = self.view_percentage
psys.settings.hair_length = self.length
psys.settings.use_strand_primitive = True
psys.settings.use_hair_bspline = True
psys.settings.child_type = 'INTERPOLATED'
if count == 0:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
mat = bpy.data.materials.new("Fur Material")
mat.strand.tip_size = 0.25
mat.strand.blend_distance = 0.5
for ob in context.selected_objects:
ob.data.materials.append(mat)
ob.particle_systems[-1].settings.material = len(ob.material_slots)
return {'FINISHED'}
class MakeSmoke(bpy.types.Operator):
bl_idname = "object.make_smoke"
bl_label = "Make Smoke"
bl_options = {'REGISTER', 'UNDO'}
style = EnumProperty(items=(
('STREAM', "Stream", ""),
('PUFF', "Puff", ""),
@ -97,26 +99,26 @@ class MakeSmoke(bpy.types.Operator):
name="Smoke Style",
description="",
default='STREAM')
show_flows = BoolProperty(name="Render Smoke Objects",
description="Keep the smoke objects visible during rendering.",
default=False)
def execute(self, context):
count = 0
min_co = Vector((0,0,0))
max_co = Vector((0,0,0))
min_co = Vector()
max_co = Vector()
for ob in context.selected_objects:
if(ob == None or ob.type != 'MESH'):
continue
context.scene.objects.active = ob
# make each selected object a smoke flow
bpy.ops.object.modifier_add(type='SMOKE')
ob.modifiers[-1].smoke_type = 'FLOW'
psys = ob.particle_systems[-1]
if self.style == 'PUFF':
psys.settings.frame_end = psys.settings.frame_start
@ -126,18 +128,18 @@ class MakeSmoke(bpy.types.Operator):
psys.settings.effector_weights.gravity = -1
psys.settings.lifetime = 5
psys.settings.count = 100000
ob.modifiers[-2].flow_settings.initial_velocity = True
ob.modifiers[-2].flow_settings.temperature = 2
psys.settings.use_render_emitter = self.show_flows
if not self.show_flows:
ob.draw_type = 'WIRE'
# store bounding box min/max for the domain object
for i in range(0, 8):
bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
if count == 0 and i == 0:
min_co += bb_vec
max_co += bb_vec
@ -148,26 +150,26 @@ class MakeSmoke(bpy.types.Operator):
max_co[0] = max(bb_vec[0], max_co[0])
max_co[1] = max(bb_vec[1], max_co[1])
max_co[2] = max(bb_vec[2], max_co[2])
count += 1
if count == 0:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
# add the smoke domain object
bpy.ops.mesh.primitive_cube_add()
ob = context.active_object
ob.name = "Smoke Domain"
# give the smoke some room above the flows
ob.location[0] = (max_co[0] + min_co[0]) * 0.5
ob.location[1] = (max_co[1] + min_co[1]) * 0.5
ob.location[2] = max_co[2] - min_co[2]
ob.scale[0] = max_co[0] - min_co[0]
ob.scale[1] = max_co[1] - min_co[1]
ob.scale[2] = 2*(max_co[2] - min_co[2])
ob.scale[2] = 2.0 * (max_co[2] - min_co[2])
# setup smoke domain
bpy.ops.object.modifier_add(type='SMOKE')
ob.modifiers[-1].smoke_type = 'DOMAIN'
@ -175,22 +177,22 @@ class MakeSmoke(bpy.types.Operator):
ob.modifiers[-1].domain_settings.use_dissolve_smoke = True
ob.modifiers[-1].domain_settings.dissolve_speed = 20
ob.modifiers[-1].domain_settings.use_high_resolution = True
# create a volume material with a voxel data texture for the domain
bpy.ops.object.material_slot_add()
mat = ob.material_slots[0].material
mat.name = "Smoke Domain Material"
mat.type = 'VOLUME'
mat.volume.density = 0
mat.volume.density_scale = 5
mat.texture_slots.add()
mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
mat.texture_slots[0].texture.voxel_data.domain_object = ob
mat.texture_slots[0].use_map_color_emission = False
mat.texture_slots[0].use_map_density = True
# for fire add a second texture for emission and emission color
if self.style == 'FIRE':
mat.volume.emission = 5
@ -198,57 +200,58 @@ class MakeSmoke(bpy.types.Operator):
mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA')
mat.texture_slots[1].texture.voxel_data.domain_object = ob
mat.texture_slots[1].texture.use_color_ramp = True
ramp = mat.texture_slots[1].texture.color_ramp
elem = ramp.elements.new(0.333)
elem.color[0] = elem.color[3] = 1
elem.color[1] = elem.color[2] = 0
elem = ramp.elements.new(0.666)
elem.color[0] = elem.color[1] = elem.color[3] = 1
elem.color[2] = 0
mat.texture_slots[1].use_map_emission = True
mat.texture_slots[1].blend_type = 'MULTIPLY'
return {'FINISHED'}
class MakeFluid(bpy.types.Operator):
bl_idname = "object.make_fluid"
bl_label = "Make Fluid"
bl_options = {'REGISTER', 'UNDO'}
style = EnumProperty(items=(
('INFLOW', "Inflow", ""),
('BASIC', "Basic", "")),
name="Fluid Style",
description="",
default='BASIC')
initial_velocity = FloatVectorProperty(name="Initial Velocity",
description="Initial velocity of the fluid",
default=(0.0, 0.0, 0.0), min=-100.0, max=100.0, subtype='VELOCITY')
show_flows = BoolProperty(name="Render Fluid Objects",
description="Keep the fluid objects visible during rendering.",
default=False)
start_baking = BoolProperty(name="Start Fluid Bake",
description="Start baking the fluid immediately after creating the domain object.",
default=False)
def execute(self, context):
count = 0
min_co = Vector((0,0,0))
max_co = Vector((0,0,0))
min_co = Vector()
max_co = Vector()
for ob in context.selected_objects:
if(ob == None or ob.type != 'MESH'):
continue
context.scene.objects.active = ob
# make each selected object a fluid
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
if self.style == 'INFLOW':
@ -257,15 +260,15 @@ class MakeFluid(bpy.types.Operator):
else:
ob.modifiers[-1].settings.type = 'FLUID'
ob.modifiers[-1].settings.initial_velocity = self.initial_velocity.copy()
ob.hide_render = not self.show_flows
if not self.show_flows:
ob.draw_type = 'WIRE'
# store bounding box min/max for the domain object
for i in range(0, 8):
bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
if count == 0 and i == 0:
min_co += bb_vec
max_co += bb_vec
@ -276,36 +279,36 @@ class MakeFluid(bpy.types.Operator):
max_co[0] = max(bb_vec[0], max_co[0])
max_co[1] = max(bb_vec[1], max_co[1])
max_co[2] = max(bb_vec[2], max_co[2])
count += 1
if count == 0:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
# add the fluid domain object
bpy.ops.mesh.primitive_cube_add()
ob = context.active_object
ob.name = "Fluid Domain"
# give the smoke some room above the flows
ob.location[0] = (max_co[0] + min_co[0]) * 0.5
ob.location[1] = (max_co[1] + min_co[1]) * 0.5
ob.location[2] = min_co[2] - max_co[2]
ob.scale[0] = max_co[0] - min_co[0]
ob.scale[1] = max_co[1] - min_co[1]
ob.scale[2] = 2*(max_co[2] - min_co[2])
ob.scale[2] = 2.0 * (max_co[2] - min_co[2])
# setup smoke domain
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
ob.modifiers[-1].settings.type = 'DOMAIN'
# make the domain smooth so it renders nicely
bpy.ops.object.shade_smooth()
# create a ray-transparent material for the domain
bpy.ops.object.material_slot_add()
mat = ob.material_slots[0].material
mat.name = "Fluid Domain Material"
mat.specular_intensity = 1
@ -315,8 +318,8 @@ class MakeFluid(bpy.types.Operator):
mat.transparency_method = 'RAYTRACE'
mat.raytrace_transparency.ior = 1.33
mat.raytrace_transparency.depth = 4
if self.start_baking:
bpy.ops.fluid.bake()
return {'FINISHED'}
return {'FINISHED'}