[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2207] trunk/py/scripts/addons: rename operator properties and make __init__ file pep8-80 compliant.

Campbell Barton ideasman42 at gmail.com
Mon Aug 1 14:52:09 CEST 2011


Revision: 2207
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=2207
Author:   campbellbarton
Date:     2011-08-01 12:52:09 +0000 (Mon, 01 Aug 2011)
Log Message:
-----------
rename operator properties and make __init__ file pep8-80 compliant.

Modified Paths:
--------------
    trunk/py/scripts/addons/io_scene_fbx/__init__.py
    trunk/py/scripts/addons/io_scene_fbx/export_fbx.py
    trunk/py/scripts/addons/io_scene_obj/import_obj.py

Modified: trunk/py/scripts/addons/io_scene_fbx/__init__.py
===================================================================
--- trunk/py/scripts/addons/io_scene_fbx/__init__.py	2011-08-01 09:05:55 UTC (rev 2206)
+++ trunk/py/scripts/addons/io_scene_fbx/__init__.py	2011-08-01 12:52:09 UTC (rev 2207)
@@ -16,7 +16,7 @@
 #
 # ##### END GPL LICENSE BLOCK #####
 
-# <pep8 compliant>
+# <pep8-80 compliant>
 
 bl_info = {
     "name": "Autodesk FBX format",
@@ -24,7 +24,8 @@
     "blender": (2, 5, 8),
     "api": 38691,
     "location": "File > Import-Export",
-    "description": "Export FBX meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
+    "description": ("Export FBX meshes, UV's, vertex colors, materials, "
+                    "textures, cameras, lamps and actions"),
     "warning": "",
     "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
         "Scripts/Import-Export/Autodesk_FBX",
@@ -32,7 +33,7 @@
     "support": 'OFFICIAL',
     "category": "Import-Export"}
 
-# To support reload properly, try to access a package var, if it's there, reload everything
+
 if "bpy" in locals():
     import imp
     if "export_fbx" in locals():
@@ -61,10 +62,19 @@
     # List of operator properties, the attributes will be assigned
     # to the class instance from the operator settings before calling.
 
-    use_selection = BoolProperty(name="Selected Objects", description="Export selected objects on visible layers", default=False)
-    # XNA does not support scaled armatures (JCB)
-    global_scale = FloatProperty(name="Scale", description="Scale all data. Some importers do not support scaled armatures!", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0)
-
+    use_selection = BoolProperty(
+            name="Selected Objects",
+            description="Export selected objects on visible layers",
+            default=False,
+            )
+    global_scale = FloatProperty(
+            name="Scale",
+            description=("Scale all data. "
+                         "Some importers do not support scaled armatures!"),
+            min=0.01, max=1000.0,
+            soft_min=0.01, soft_max=1000.0,
+            default=1.0,
+            )
     axis_forward = EnumProperty(
             name="Forward",
             items=(('X', "X Forward", ""),
@@ -76,7 +86,6 @@
                    ),
             default='-Z',
             )
-
     axis_up = EnumProperty(
             name="Up",
             items=(('X', "X Up", ""),
@@ -101,8 +110,11 @@
             default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'},
             )
 
-    mesh_apply_modifiers = BoolProperty(name="Apply Modifiers", description="Apply modifiers to mesh objects", default=True)
-
+    use_mesh_modifiers = BoolProperty(
+            name="Apply Modifiers",
+            description="Apply modifiers to mesh objects",
+            default=True,
+            )
     mesh_smooth_type = EnumProperty(
             name="Smoothing",
             items=(('OFF', "Off", "Don't write smoothing"),
@@ -112,22 +124,45 @@
             default='FACE',
             )
 
-    # XNA does not use the edge information (JCB)
-    use_edges = BoolProperty(name="Include Edges", description="Edges may not be necessary and can cause errors with some importers!", default=False)
-#    EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True)
-    # armature animation
-    ANIM_ENABLE = BoolProperty(name="Include Animation", description="Export keyframe animation", default=True)
-    ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Export all actions for armatures or just the currently selected action", default=True)
-    ANIM_OPTIMIZE = BoolProperty(name="Optimize Keyframes", description="Remove double keyframes", default=True)
-    ANIM_OPTIMIZE_PRECISSION = FloatProperty(name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0)
-    # XNA needs different names for each take having the first one always called Default_Take is unhelpful (JCB)
-    # XNA usually errors if the textures are not in the same folder as the FBX file (JCB)
-    # XNA - validation to avoid incompatible settings.  I will understand if this is not kept in the generic version. (JCB)
-    # It would be nice to have this for XNA, UDK, Unity and Sunburn if others could provide the details. (JCB)
-    xna_validate = BoolProperty(name="XNA Strict Options", description="Make sure options are compatible with Microsoft XNA", default=False)
-    # The armature rotation does not work for XNA and setting the global matrix to identity is not sufficient on its own (JCB)
-    use_rotate_workaround = BoolProperty(name="XNA Rotate Fix", description="Disable global rotation, for XNA compatibility", default=False)
-
+    use_mesh_edges = BoolProperty(
+            name="Include Edges",
+            description="Edges may not be necessary causes errors with XNA",
+            default=False,
+            )
+    use_anim = BoolProperty(
+            name="Include Animation",
+            description="Export keyframe animation",
+            default=True,
+            )
+    use_anim_action_all = BoolProperty(
+            name="All Actions",
+            description=("Export all actions for armatures or just the "
+                         "currently selected action"),
+            default=True,
+            )
+    use_anim_optimize = BoolProperty(
+            name="Optimize Keyframes",
+            description="Remove double keyframes",
+            default=True,
+            )
+    anim_optimize_precission = FloatProperty(
+            name="Precision",
+            description=("Tolerence for comparing double keyframes "
+                        "(higher for greater accuracy)"),
+            min=1, max=16,
+            soft_min=1, soft_max=16,
+            default=6.0,
+            )
+    xna_validate = BoolProperty(
+            name="XNA Strict Options",
+            description="Make sure options are compatible with Microsoft XNA",
+            default=False,
+            )
+    use_rotate_workaround = BoolProperty(
+            name="XNA Rotate Fix",
+            description="Disable global rotation, for XNA compatibility",
+            default=False,
+            )
     batch_mode = EnumProperty(
             name="Batch Mode",
             items=(('OFF', "Off", "Active scene to file"),
@@ -135,10 +170,17 @@
                    ('GROUP', "Group", "Each group as a file"),
                    ),
             )
+    use_batch_own_dir = BoolProperty(
+            name="Own Dir",
+            description="Create a dir for each exported file",
+            default=True,
+            )
+    use_metadata = BoolProperty(
+            name="Use Metadata",
+            default=True,
+            options={'HIDDEN'},
+            )
 
-    BATCH_OWN_DIR = BoolProperty(name="Own Dir", description="Create a dir for each exported file", default=True)
-    use_metadata = BoolProperty(name="Use Metadata", default=True, options={'HIDDEN'})
-
     path_mode = path_reference_mode
 
     # Validate that the options are compatible with XNA (JCB)
@@ -153,10 +195,10 @@
             changed = True
             self.global_scale = 1.0
             self.mesh_smooth_type = 'OFF'
-        if self.ANIM_OPTIMIZE or self.use_edges:
+        if self.ANIM_OPTIMIZE or self.use_mesh_edges:
             changed = True
             self.ANIM_OPTIMIZE = False
-            self.use_edges = False
+            self.use_mesh_edges = False
         if self.object_types & {'CAMERA', 'LAMP', 'EMPTY'}:
             changed = True
             self.object_types -= {'CAMERA', 'LAMP', 'EMPTY'}
@@ -168,7 +210,9 @@
 
     def check(self, context):
         is_xna_change = self._validate_xna_options()
-        is_axis_change = axis_conversion_ensure(self, "axis_forward", "axis_up")
+        is_axis_change = axis_conversion_ensure(self,
+                                                "axis_forward",
+                                                "axis_up")
         if is_xna_change or is_axis_change:
             return True
         else:
@@ -179,13 +223,26 @@
         if not self.filepath:
             raise Exception("filepath not set")
 
-        # Armature rotation causes a mess in XNA there are also other changes in the main script to avoid rotation (JCB)
         global_matrix = Matrix()
-        global_matrix[0][0] = global_matrix[1][1] = global_matrix[2][2] = self.global_scale
+
+        global_matrix[0][0] = \
+        global_matrix[1][1] = \
+        global_matrix[2][2] = self.global_scale
+
         if not self.use_rotate_workaround:
-            global_matrix = global_matrix * axis_conversion(to_forward=self.axis_forward, to_up=self.axis_up).to_4x4()
+            global_matrix = (global_matrix *
+                             axis_conversion(to_forward=self.axis_forward,
+                                             to_up=self.axis_up,
+                                             ).to_4x4())
 
-        keywords = self.as_keywords(ignore=("axis_forward", "axis_up", "global_scale", "check_existing", "filter_glob", "xna_validate"))
+        keywords = self.as_keywords(ignore=("axis_forward",
+                                            "axis_up",
+                                            "global_scale",
+                                            "check_existing",
+                                            "filter_glob",
+                                            "xna_validate",
+                                            ))
+
         keywords["global_matrix"] = global_matrix
 
         from . import export_fbx

Modified: trunk/py/scripts/addons/io_scene_fbx/export_fbx.py
===================================================================
--- trunk/py/scripts/addons/io_scene_fbx/export_fbx.py	2011-08-01 09:05:55 UTC (rev 2206)
+++ trunk/py/scripts/addons/io_scene_fbx/export_fbx.py	2011-08-01 12:52:09 UTC (rev 2207)
@@ -194,15 +194,15 @@
         global_matrix=None,
         context_objects=None,
         object_types={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'},
-        mesh_apply_modifiers=True,
+        use_mesh_modifiers=True,
         mesh_smooth_type='FACE',
-        ANIM_ENABLE=True,
-        ANIM_OPTIMIZE=True,
-        ANIM_OPTIMIZE_PRECISSION=6,

@@ Diff output truncated at 10240 characters. @@


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