[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2127] trunk/py/scripts/addons/ object_grease_scatter.py: pep8 cleanup

Campbell Barton ideasman42 at gmail.com
Sun Jul 17 15:24:20 CEST 2011


Revision: 2127
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=2127
Author:   campbellbarton
Date:     2011-07-17 13:24:20 +0000 (Sun, 17 Jul 2011)
Log Message:
-----------
pep8 cleanup

Modified Paths:
--------------
    trunk/py/scripts/addons/object_grease_scatter.py

Modified: trunk/py/scripts/addons/object_grease_scatter.py
===================================================================
--- trunk/py/scripts/addons/object_grease_scatter.py	2011-07-17 13:15:24 UTC (rev 2126)
+++ trunk/py/scripts/addons/object_grease_scatter.py	2011-07-17 13:24:20 UTC (rev 2127)
@@ -37,44 +37,43 @@
     "category": "Object"}
 
 from mathutils import Vector, Matrix, Quaternion
-from math import radians
 from random import uniform, shuffle
 import bpy
 
+
 def _main(self, DENSITY=1.0, SCALE=0.6, RAND_LOC=0.8, RAND_ALIGN=0.75):
     from math import radians
-    
+
     C = bpy.context
     o = C.object
     # print(o.ray_cast(Vector(), Vector(0,0,0.2)))
-    
+
     OFS = 0.2
-    SEEK = 2.0 # distance for ray to seek
-    BAD_NORMAL = Vector((0,0,-1))
+    SEEK = 2.0  # distance for ray to seek
+    BAD_NORMAL = Vector((0.0, 0.0, -1.0))
     WALL_LIMIT = radians(45.0)
 
-    mats = [
-    Matrix.Rotation(radians(-45), 3, 'X'),
-    Matrix.Rotation(radians( 45), 3, 'X'),
-    Matrix.Rotation(radians(-45), 3, 'Y'),
-    Matrix.Rotation(radians( 45), 3, 'Y'),
-    Matrix.Rotation(radians(-45), 3, 'Z'),
-    Matrix.Rotation(radians( 45), 3, 'Z')]
+    mats = [Matrix.Rotation(radians(-45), 3, 'X'),
+            Matrix.Rotation(radians(+45), 3, 'X'),
+            Matrix.Rotation(radians(-45), 3, 'Y'),
+            Matrix.Rotation(radians(+45), 3, 'Y'),
+            Matrix.Rotation(radians(-45), 3, 'Z'),
+            Matrix.Rotation(radians(+45), 3, 'Z'),
+            ]
 
-
-    Z_UP = Vector((0,0,1.0))
-    dirs = [
-    Vector((0,0,OFS)),
-    Vector((0,0,-OFS))]
+    Z_UP = Vector((0.0, 0.0, 1.0))
+    dirs = [Vector((0.0, 0.0, OFS)),
+            Vector((0.0, 0.0, -OFS)),
+            ]
     '''
     Vector(0,OFS,0),
     Vector(0,-OFS,0),
     Vector(OFS,0,0),
     Vector(-OFS,0,0)
     '''
-    
+
     group = bpy.data.groups.get(o.name)
-    
+
     if not group:
         self.report({'WARNING'}, "Group '%s' not found, must match object name" % o.name)
         return
@@ -105,14 +104,11 @@
             faces_flat = [v for f in faces for v in treat_face(f)]
             self.faces.foreach_set("verts_raw", faces_flat)
             del faces_flat
-        
-        
 
-
-    def debug_edge(v1,v2):
+    def debug_edge(v1, v2):
         mesh = bpy.data.meshes.new("Retopo")
-        mesh.from_pydata([v1,v2], [(0,1)], [])
-        
+        mesh.from_pydata([v1, v2], [(0.0, 1.0)], [])
+
         scene = bpy.context.scene
         mesh.update()
         obj_new = bpy.data.objects.new("Torus", mesh)
@@ -122,20 +118,21 @@
     #ray = C.scene.ray_cast
 
     DEBUG = False
+
     def fix_point(p):
         for d in dirs:
             # print(p)
             hit, no, ind = ray(p, p + d)
             if ind != -1:
                 if DEBUG:
-                    return [p, no, None] 
+                    return [p, no, None]
                 else:
                     # print("good", hit, no)
-                    return [hit, no, None] 
+                    return [hit, no, None]
 
         # worry!
         print("bad!", p, BAD_NORMAL)
-        
+
         return [p, BAD_NORMAL, None]
 
     def get_points(stroke):
@@ -159,7 +156,7 @@
 
         if not gp:
             gp = scene.grease_pencil
-            
+
         if not gp:
             self.report({'WARNING'}, "No grease pencil layer found")
             return
@@ -173,13 +170,13 @@
                 # print(p, n)
                 if n is BAD_NORMAL:
                     continue
-                
+
                 # # dont self intersect
                 best_nor = None
-                best_hit = None
+                #best_hit = None
                 best_dist = 10000000.0
                 pofs = p + n * 0.01
-                
+
                 n_seek = n * SEEK
                 m_alt_1 = Matrix.Rotation(radians(22.5), 3, n)
                 m_alt_2 = Matrix.Rotation(radians(-22.5), 3, n)
@@ -192,25 +189,24 @@
                                 best_dist = dist
                                 best_nor = nor
                                 #best_hit = hit
-                
+
                 if best_nor:
                     pt[1].length = best_dist
                     best_nor.negate()
                     pt[2] = best_nor
 
-
                     #scene.cursor_location[:] = best_hitnyway
                     # bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
                     # debug_edge(p, best_hit)
                     # p[:] = best_hit
-        
+
         # Now we need to do scattering.
         # first corners
         hits = []
         nors = []
         oris = []
         for s in splines:
-            for p,n,n_other in s: # point, normal, n_other the closest hit normal
+            for p, n, n_other in s:  # point, normal, n_other the closest hit normal
                 if n is BAD_NORMAL:
                     continue
                 if n_other:
@@ -218,31 +214,31 @@
                     n_down = (n * -SEEK)
                     l = n_down.length
                     n_other.length = l
-                    
+
                     vantage = p + n
                     if DEBUG:
                         p[:] = vantage
-                    
+
                     # We should cast rays between n_down and n_other
                     #for f in (0.0, 0.2, 0.4, 0.6, 0.8, 1.0):
                     TOT = int(10 * DENSITY)
                     #for i in list(range(TOT)):
-                    for i in list(range(TOT))[int(TOT/1.5):]: # second half
-                        f = i/(TOT-1)
-                        
+                    for i in list(range(TOT))[int(TOT / 1.5):]:  # second half
+                        f = i / (TOT - 1)
+
                         # focus on the center
                         '''
                         f -= 0.5
                         f = f*f
                         f += 0.5
                         '''
-                        
-                        ntmp = f * n_down + (1.0 - f)*n_other
-                        # randomize 
+
+                        ntmp = f * n_down + (1.0 - f) * n_other
+                        # randomize
                         ntmp.x += uniform(-l, l) * RAND_LOC
                         ntmp.y += uniform(-l, l) * RAND_LOC
                         ntmp.z += uniform(-l, l) * RAND_LOC
-                        
+
                         hit, hit_no, ind = ray(vantage, vantage + ntmp)
                         # print(hit, hit_no)
                         if ind != -1:
@@ -251,30 +247,28 @@
                                 nors.append(hit_no)
                                 oris.append(n_other.cross(hit_no))
                                 #oris.append(n_other)
-        
-        
-        
+
         if 0:
             mesh = bpy.data.meshes.new("Retopo")
             mesh.from_pydata(hits, [], [])
-            
+
             scene = bpy.context.scene
             mesh.update()
             obj_new = bpy.data.objects.new("Torus", mesh)
             scene.objects.link(obj_new)
             obj_new.layers[:] = o.layers
-            
+
             # Now setup dupli-faces
             obj_new.dupli_type = 'VERTS'
             ob_child = bpy.data.objects["trash"]
             ob_child.location = obj_new.location
             ob_child.parent = obj_new
         else:
-            
+
             def apply_faces(triples):
                 # first randomize the faces
                 shuffle(triples)
-                
+
                 obs = group.objects[:]
                 tot = len(obs)
                 tot_div = int(len(triples) / tot)
@@ -282,26 +276,26 @@
                 for inst_ob in obs:
                     triple_subset = triples[0:tot_div]
                     triples[0:tot_div] = []
-                    
+
                     vv = [tuple(v) for f in triple_subset for v in f]
 
                     mesh = bpy.data.meshes.new("Retopo")
-                    mesh.from_pydata(vv, [], [(i*3, i*3+1, i*3+2) for i in range(len(triple_subset))])
+                    mesh.from_pydata(vv, [], [(i * 3, i * 3 + 1, i * 3 + 2) for i in range(len(triple_subset))])
 
                     scene = bpy.context.scene
                     mesh.update()
                     obj_new = bpy.data.objects.new("Torus", mesh)
                     scene.objects.link(obj_new)
                     obj_new.layers[:] = o.layers
-                    
+
                     # Now setup dupli-faces
                     obj_new.dupli_type = 'FACES'
                     obj_new.use_dupli_faces_scale = True
                     obj_new.dupli_faces_scale = 100.0
-                    
+
                     inst_ob.location = obj_new.location
                     inst_ob.parent = obj_new
-                    
+
                     # BGE settings for testiing
                     '''
                     inst_ob.game.physics_type = 'RIGID_BODY'
@@ -310,38 +304,39 @@
                     inst_ob.game.collision_margin = 0.1
                     obj_new.select = True
                     '''
-            
-            
+
             # build faces from vert/normals
-            tri = Vector((0, 0 ,0.01)), Vector((0, 0, 0)), Vector((0.0, 0.01, 0.01))
-            
+            tri = (Vector((0.0, 0.0, 0.01)),
+                   Vector((0.0, 0.0, 0.0)),
+                   Vector((0.0, 0.01, 0.01)))
+
             coords = []
-            face_ind = []
+            # face_ind = []
             for i in range(len(hits)):
                 co = hits[i]
                 no = nors[i]
                 ori = oris[i]
                 quat = no.to_track_quat('X', 'Z')
-                
+
                 # make 2 angles and blend
-                angle = radians(uniform(-180, 180.0)) 
-                angle_aligned = -(ori.angle(Vector((0,1,0)) * quat, radians(180.0)))
-                
-                quat = Quaternion(no, (angle * (1.0-RAND_ALIGN)) + (angle_aligned * RAND_ALIGN)).cross(quat)
+                angle = radians(uniform(-180, 180.0))
+                angle_aligned = -(ori.angle(Vector((0.0, 1.0, 0.0)) * quat, radians(180.0)))
 
+                quat = Quaternion(no, (angle * (1.0 - RAND_ALIGN)) + (angle_aligned * RAND_ALIGN)).cross(quat)
+
                 f = uniform(0.1, 1.2) * SCALE
-                
+
                 coords.append([co + ((tri[0] * f) * quat), co + ((tri[1] * f) * quat), co + ((tri[2] * f) * quat)])
                 # face_ind.append([i*3, i*3+1, i*3+2])
-            
-            
+
             apply_faces(coords)

@@ Diff output truncated at 10240 characters. @@


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