[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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