[Bf-blender-cvs] [0256d8b4e2b] blender2.8: Cleanup: pep8, unused import
Campbell Barton
noreply at git.blender.org
Mon Oct 1 01:23:13 CEST 2018
Commit: 0256d8b4e2b80dfcf2e9d01f6c1644f9d24fcddd
Author: Campbell Barton
Date: Mon Oct 1 08:42:58 2018 +1000
Branches: blender2.8
https://developer.blender.org/rB0256d8b4e2b80dfcf2e9d01f6c1644f9d24fcddd
Cleanup: pep8, unused import
===================================================================
M release/scripts/modules/bpy_extras/node_shader_utils.py
M release/scripts/startup/bl_ui/properties_data_shaderfx.py
M release/scripts/startup/bl_ui/space_clip.py
M release/scripts/startup/bl_ui/space_dopesheet.py
===================================================================
diff --git a/release/scripts/modules/bpy_extras/node_shader_utils.py b/release/scripts/modules/bpy_extras/node_shader_utils.py
index d643295af7a..0a61b03976c 100644
--- a/release/scripts/modules/bpy_extras/node_shader_utils.py
+++ b/release/scripts/modules/bpy_extras/node_shader_utils.py
@@ -23,11 +23,12 @@ from mathutils import Vector
__all__ = (
"PrincipledBSDFWrapper",
- )
+)
def _set_check(func):
from functools import wraps
+
@wraps(func)
def wrapper(self, *args, **kwargs):
if self.is_readonly:
@@ -47,14 +48,14 @@ class ShaderWrapper():
"node_out",
"_node_texcoords",
- )
+ )
__slots__ = (
"is_readonly",
"material",
"_textures",
"_grid_locations",
- ) + NODES_LIST
+ ) + NODES_LIST
_col_size = 300
_row_size = 300
@@ -96,6 +97,7 @@ class ShaderWrapper():
def use_nodes_get(self):
return self.material.use_nodes
+
@_set_check
def use_nodes_set(self, val):
self.material.use_nodes = val
@@ -115,7 +117,7 @@ class ShaderWrapper():
tree = self.material.node_tree
nodes = tree.nodes
links = tree.links
-
+
node_texcoords = nodes.new(type='ShaderNodeTexCoord')
node_texcoords.label = "Texture Coords"
self._grid_to_location(-5, 1, dst_node=node_texcoords)
@@ -136,12 +138,12 @@ class PrincipledBSDFWrapper(ShaderWrapper):
"_node_normalmap",
"_node_texcoords",
- )
+ )
__slots__ = (
"is_readonly",
"material",
- ) + NODES_LIST
+ ) + NODES_LIST
NODES_LIST = ShaderWrapper.NODES_LIST + NODES_LIST
@@ -173,9 +175,11 @@ class PrincipledBSDFWrapper(ShaderWrapper):
node_out = lnk.to_node
if node_out.bl_idname == 'ShaderNodeOutputMaterial':
break
- if (node_out is not None and node_principled is not None and
- node_out.bl_idname == 'ShaderNodeOutputMaterial' and
- node_principled.bl_idname == 'ShaderNodeBsdfPrincipled'):
+ if (
+ node_out is not None and node_principled is not None and
+ node_out.bl_idname == 'ShaderNodeOutputMaterial' and
+ node_principled.bl_idname == 'ShaderNodeBsdfPrincipled'
+ ):
break
node_out = node_principled = None # Could not find a valid pair, let's try again
@@ -206,7 +210,6 @@ class PrincipledBSDFWrapper(ShaderWrapper):
# Tex Coords, lazy initialization...
self._node_texcoords = None
-
def node_normalmap_get(self):
if not self.use_nodes:
return None
@@ -226,7 +229,6 @@ class PrincipledBSDFWrapper(ShaderWrapper):
return self._node_normalmap
node_normalmap = property(node_normalmap_get)
-
# --------------------------------------------------------------------
# Diffuse.
@@ -234,6 +236,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
if not self.use_nodes or self.node_principled_bsdf is None:
return self.material.diffuse_color
return self.node_principled_bsdf.inputs["Base Color"].default_value
+
@_set_check
def diffuse_color_set(self, color):
self.material.diffuse_color = color
@@ -244,12 +247,13 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def diffuse_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None:
return None
- return ShaderImageTextureWrapper(self, self.node_principled_bsdf,
- self.node_principled_bsdf.inputs["Base Color"],
- grid_row_diff=1)
+ return ShaderImageTextureWrapper(
+ self, self.node_principled_bsdf,
+ self.node_principled_bsdf.inputs["Base Color"],
+ grid_row_diff=1,
+ )
diffuse_texture = property(diffuse_texture_get)
-
# --------------------------------------------------------------------
# Specular.
@@ -257,6 +261,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
if not self.use_nodes or self.node_principled_bsdf is None:
return self.material.specular_intensity
return self.node_principled_bsdf.inputs["Specular"].default_value
+
@_set_check
def specular_set(self, value):
self.material.specular_intensity = value
@@ -268,6 +273,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
if not self.use_nodes or self.node_principled_bsdf is None:
return 0.0
return self.node_principled_bsdf.inputs["Specular Tint"].default_value
+
@_set_check
def specular_tint_set(self, value):
if self.use_nodes and self.node_principled_bsdf is not None:
@@ -278,12 +284,13 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def specular_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None:
return None
- return ShaderImageTextureWrapper(self, self.node_principled_bsdf,
- self.node_principled_bsdf.inputs["Specular"],
- grid_row_diff=0)
+ return ShaderImageTextureWrapper(
+ self, self.node_principled_bsdf,
+ self.node_principled_bsdf.inputs["Specular"],
+ grid_row_diff=0,
+ )
specular_texture = property(specular_texture_get)
-
# --------------------------------------------------------------------
# Roughness (also sort of inverse of specular hardness...).
@@ -291,6 +298,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
if not self.use_nodes or self.node_principled_bsdf is None:
return self.material.roughness
return self.node_principled_bsdf.inputs["Roughness"].default_value
+
@_set_check
def roughness_set(self, value):
self.material.roughness = value
@@ -302,12 +310,13 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def roughness_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None:
return None
- return ShaderImageTextureWrapper(self, self.node_principled_bsdf,
- self.node_principled_bsdf.inputs["Roughness"],
- grid_row_diff=0)
+ return ShaderImageTextureWrapper(
+ self, self.node_principled_bsdf,
+ self.node_principled_bsdf.inputs["Roughness"],
+ grid_row_diff=0,
+ )
roughness_texture = property(roughness_texture_get)
-
# --------------------------------------------------------------------
# Metallic (a.k.a reflection, mirror).
@@ -315,6 +324,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
if not self.use_nodes or self.node_principled_bsdf is None:
return self.material.metallic
return self.node_principled_bsdf.inputs["Metallic"].default_value
+
@_set_check
def metallic_set(self, value):
self.material.metallic = value
@@ -326,12 +336,13 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def metallic_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None:
return None
- return ShaderImageTextureWrapper(self, self.node_principled_bsdf,
- self.node_principled_bsdf.inputs["Metallic"],
- grid_row_diff=0)
+ return ShaderImageTextureWrapper(
+ self, self.node_principled_bsdf,
+ self.node_principled_bsdf.inputs["Metallic"],
+ grid_row_diff=0,
+ )
metallic_texture = property(metallic_texture_get)
-
# --------------------------------------------------------------------
# Transparency settings.
@@ -339,6 +350,7 @@ class PrincipledBSDFWrapper(ShaderWrapper):
if not self.use_nodes or self.node_principled_bsdf is None:
return 1.0
return self.node_principled_bsdf.inputs["IOR"].default_value
+
@_set_check
def ior_set(self, value):
if self.use_nodes and self.node_principled_bsdf is not None:
@@ -349,15 +361,18 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def ior_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None:
return None
- return ShaderImageTextureWrapper(self, self.node_principled_bsdf,
- self.node_principled_bsdf.inputs["IOR"],
- grid_row_diff=-1)
+ return ShaderImageTextureWrapper(
+ self, self.node_principled_bsdf,
+ self.node_principled_bsdf.inputs["IOR"],
+ grid_row_diff=-1,
+ )
ior_texture = property(ior_texture_get)
def transmission_get(self):
if not self.use_nodes or self.node_principled_bsdf is None:
return 0.0
return self.node_principled_bsdf.inputs["Transmission"].default_value
+
@_set_check
def transmission_set(self, value):
if self.use_nodes and self.node_principled_bsdf is not None:
@@ -368,15 +383,16 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def transmission_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None:
return None
- return ShaderImageTextureWrapper(self, self.node_principled_bsdf,
- self.node_principled_bsdf.inputs["Transmission"],
- grid_row_diff=-1)
+ return ShaderImageTextureWrapper(
+ self, self.node_principled_bsdf,
+ self.node_principled_bsdf.inputs["Transmission"],
+ grid_row_diff=-1,
+ )
transmission_texture = property(transmission_texture_get)
# TODO: Do we need more complex handling for alpha (allowing masking and such)?
# Would need extra mixing nodes onto Base Color maybe, or even its own shading chain...
-
# -----------------------------------------------------------
@@ Diff output truncated at 10240 characters. @@
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