[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1977] trunk/py/scripts/addons/ io_scene_map/export_map.py: tabs -> spaces

Campbell Barton ideasman42 at gmail.com
Fri May 27 18:40:25 CEST 2011


Revision: 1977
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=1977
Author:   campbellbarton
Date:     2011-05-27 16:40:25 +0000 (Fri, 27 May 2011)
Log Message:
-----------
tabs -> spaces

Modified Paths:
--------------
    trunk/py/scripts/addons/io_scene_map/export_map.py

Modified: trunk/py/scripts/addons/io_scene_map/export_map.py
===================================================================
--- trunk/py/scripts/addons/io_scene_map/export_map.py	2011-05-27 16:39:06 UTC (rev 1976)
+++ trunk/py/scripts/addons/io_scene_map/export_map.py	2011-05-27 16:40:25 UTC (rev 1977)
@@ -55,305 +55,305 @@
 PREF_INVIS_TEX= Draw.Create('common/caulk')
 
 def write_cube2brush(file, faces):
-	'''
-	Takes 6 faces and writes a brush,
-	these faces can be from 1 mesh, 1 cube within a mesh of larger cubes
-	Faces could even come from different meshes or be contrived.
-	'''
-	# comment only
-	# file.write('// brush "%s", "%s"\n' % (ob.name, ob.getData(name_only=1)))
-	file.write('// brush from cube\n{\n')
+    '''
+    Takes 6 faces and writes a brush,
+    these faces can be from 1 mesh, 1 cube within a mesh of larger cubes
+    Faces could even come from different meshes or be contrived.
+    '''
+    # comment only
+    # file.write('// brush "%s", "%s"\n' % (ob.name, ob.getData(name_only=1)))
+    file.write('// brush from cube\n{\n')
 
-	if PREF_GRID_SNAP.val:		format_vec= '( %d %d %d ) '
-	else:						format_vec= '( %.8f %.8f %.8f ) '
+    if PREF_GRID_SNAP.val:      format_vec= '( %d %d %d ) '
+    else:                       format_vec= '( %.8f %.8f %.8f ) '
 
-	for f in faces:
-		# from 4 verts this gets them in reversed order and only 3 of them
-		# 0,1,2,3 -> 2,1,0
-		for v in f.v[2::-1]:
-			file.write(format_vec % tuple(v.co) )	
-		
-		try:	mode= f.mode
-		except:	mode= 0
-		
-		if mode & Mesh.FaceModes.INVISIBLE:
-			file.write(PREF_INVIS_TEX.val)
-		else:
-			try:	image= f.image
-			except:	image= None
-			
-			if image:	file.write(sys.splitext(sys.basename(image.filename))[0])
-			else:		file.write(PREF_NULL_TEX.val)
-			
-		# Texture stuff ignored for now
-		file.write(PREF_DEF_TEX_OPTS.val)
-	file.write('}\n')
+    for f in faces:
+        # from 4 verts this gets them in reversed order and only 3 of them
+        # 0,1,2,3 -> 2,1,0
+        for v in f.v[2::-1]:
+            file.write(format_vec % tuple(v.co) )
 
+        try:    mode= f.mode
+        except: mode= 0
 
+        if mode & Mesh.FaceModes.INVISIBLE:
+            file.write(PREF_INVIS_TEX.val)
+        else:
+            try:    image= f.image
+            except: image= None
+
+            if image:   file.write(sys.splitext(sys.basename(image.filename))[0])
+            else:       file.write(PREF_NULL_TEX.val)
+
+        # Texture stuff ignored for now
+        file.write(PREF_DEF_TEX_OPTS.val)
+    file.write('}\n')
+
+
 def round_vec(v):
-	if PREF_GRID_SNAP.val:
-		return round(v.x), round(v.y), round(v.z)
-	else:
-		return tuple(v)
+    if PREF_GRID_SNAP.val:
+        return round(v.x), round(v.y), round(v.z)
+    else:
+        return tuple(v)
 
 def write_face2brush(file, face):
-	'''
-	takes a face and writes it as a brush
-	each face is a cube/brush
-	'''
-	
-	if PREF_GRID_SNAP.val:		format_vec= '( %d %d %d ) '
-	else:						format_vec= '( %.8f %.8f %.8f ) '
-	
-	
-	image_text= PREF_NULL_TEX.val
-	
-	try:	mode= face.mode
-	except:	mode= 0
-	
-	if mode & Mesh.FaceModes.INVISIBLE:
-		image_text= PREF_INVIS_TEX.val
-	else:
-		try:	image= face.image
-		except:	image= None
-		if image:	image_text = sys.splitext(sys.basename(image.filename))[0]
-	
-	# original verts as tuples for writing
-	orig_vco= [tuple(v.co) for v in face]
-	
-	# new verts that give the face a thickness
-	dist= PREF_SCALE.val * PREF_FACE_THICK.val
-	new_vco= [round_vec(v.co - (v.no * dist)) for v in face]
-	#new_vco= [round_vec(v.co - (face.no * dist)) for v in face]
-	
-	file.write('// brush from face\n{\n')
-	# front
-	for co in orig_vco[2::-1]:
-		file.write(format_vec % co )
-	file.write(image_text)
-	# Texture stuff ignored for now
-	file.write(PREF_DEF_TEX_OPTS.val)
-	
-	
-	for co in new_vco[:3]:
-		file.write(format_vec % co )
-	if mode & Mesh.FaceModes.TWOSIDE:
-		file.write(image_text)
-	else:
-		file.write(PREF_INVIS_TEX.val)
-	
-	# Texture stuff ignored for now
-	file.write(PREF_DEF_TEX_OPTS.val)
-	
-	# sides.
-	if len(orig_vco)==3: # Tri, it seemms tri brushes are supported.
-		index_pairs= ((0,1), (1,2), (2,0))
-	else:
-		index_pairs= ((0,1), (1,2), (2,3), (3,0))
-	
-	for i1, i2 in index_pairs:
-		for co in orig_vco[i1], orig_vco[i2], new_vco[i2]:
-			file.write( format_vec %  co )
-		file.write(PREF_INVIS_TEX.val)
-		file.write(PREF_DEF_TEX_OPTS.val)
+    '''
+    takes a face and writes it as a brush
+    each face is a cube/brush
+    '''
 
-	file.write('}\n')
+    if PREF_GRID_SNAP.val:      format_vec= '( %d %d %d ) '
+    else:                       format_vec= '( %.8f %.8f %.8f ) '
 
+
+    image_text= PREF_NULL_TEX.val
+
+    try:    mode= face.mode
+    except: mode= 0
+
+    if mode & Mesh.FaceModes.INVISIBLE:
+        image_text= PREF_INVIS_TEX.val
+    else:
+        try:    image= face.image
+        except: image= None
+        if image:   image_text = sys.splitext(sys.basename(image.filename))[0]
+
+    # original verts as tuples for writing
+    orig_vco= [tuple(v.co) for v in face]
+
+    # new verts that give the face a thickness
+    dist= PREF_SCALE.val * PREF_FACE_THICK.val
+    new_vco= [round_vec(v.co - (v.no * dist)) for v in face]
+    #new_vco= [round_vec(v.co - (face.no * dist)) for v in face]
+
+    file.write('// brush from face\n{\n')
+    # front
+    for co in orig_vco[2::-1]:
+        file.write(format_vec % co )
+    file.write(image_text)
+    # Texture stuff ignored for now
+    file.write(PREF_DEF_TEX_OPTS.val)
+
+
+    for co in new_vco[:3]:
+        file.write(format_vec % co )
+    if mode & Mesh.FaceModes.TWOSIDE:
+        file.write(image_text)
+    else:
+        file.write(PREF_INVIS_TEX.val)
+
+    # Texture stuff ignored for now
+    file.write(PREF_DEF_TEX_OPTS.val)
+
+    # sides.
+    if len(orig_vco)==3: # Tri, it seemms tri brushes are supported.
+        index_pairs= ((0,1), (1,2), (2,0))
+    else:
+        index_pairs= ((0,1), (1,2), (2,3), (3,0))
+
+    for i1, i2 in index_pairs:
+        for co in orig_vco[i1], orig_vco[i2], new_vco[i2]:
+            file.write( format_vec %  co )
+        file.write(PREF_INVIS_TEX.val)
+        file.write(PREF_DEF_TEX_OPTS.val)
+
+    file.write('}\n')
+
 def is_cube_facegroup(faces):
-	'''
-	Returens a bool, true if the faces make up a cube
-	'''
-	# cube must have 6 faces
-	if len(faces) != 6:
-		print '1'
-		return False
-	
-	# Check for quads and that there are 6 unique verts
-	verts= {}
-	for f in faces:
-		if len(f)!= 4:
-			return False
-		
-		for v in f:
-			verts[v.index]= 0
-	
-	if len(verts) != 8:
-		return False
-	
-	# Now check that each vert has 3 face users
-	for f in faces:
-		for v in f:
-			verts[v.index] += 1
-	
-	for v in verts.itervalues():
-		if v != 3: # vert has 3 users?
-			return False
-	
-	# Could we check for 12 unique edges??, probably not needed.
-	return True
-	
+    '''
+    Returens a bool, true if the faces make up a cube
+    '''
+    # cube must have 6 faces
+    if len(faces) != 6:
+        print '1'
+        return False
+
+    # Check for quads and that there are 6 unique verts
+    verts= {}
+    for f in faces:
+        if len(f)!= 4:
+            return False
+
+        for v in f:
+            verts[v.index]= 0
+
+    if len(verts) != 8:
+        return False
+
+    # Now check that each vert has 3 face users
+    for f in faces:
+        for v in f:
+            verts[v.index] += 1
+
+    for v in verts.itervalues():
+        if v != 3: # vert has 3 users?
+            return False
+
+    # Could we check for 12 unique edges??, probably not needed.
+    return True
+
 def is_tricyl_facegroup(faces):
-	'''
-	is the face group a tri cylinder
-	Returens a bool, true if the faces make an extruded tri solid
-	'''
-	
-	# cube must have 5 faces
-	if len(faces) != 5:
-		print '1'
-		return False
-	
-	# Check for quads and that there are 6 unique verts
-	verts= {}
-	tottri= 0
-	for f in faces:
-		if len(f)== 3:
-			tottri+=1
-		
-		for v in f:
-			verts[v.index]= 0
-	
-	if len(verts) != 6 or tottri != 2:
-		return False
-	
-	# Now check that each vert has 3 face users
-	for f in faces:
-		for v in f:
-			verts[v.index] += 1
-	
-	for v in verts.itervalues():
-		if v != 3: # vert has 3 users?
-			return False
-	
-	# Could we check for 12 unique edges??, probably not needed.
-	return True
+    '''
+    is the face group a tri cylinder
+    Returens a bool, true if the faces make an extruded tri solid
+    '''
 
+    # cube must have 5 faces
+    if len(faces) != 5:
+        print '1'
+        return False
+
+    # Check for quads and that there are 6 unique verts
+    verts= {}
+    tottri= 0
+    for f in faces:
+        if len(f)== 3:
+            tottri+=1
+
+        for v in f:
+            verts[v.index]= 0
+
+    if len(verts) != 6 or tottri != 2:
+        return False
+
+    # Now check that each vert has 3 face users
+    for f in faces:
+        for v in f:
+            verts[v.index] += 1
+
+    for v in verts.itervalues():
+        if v != 3: # vert has 3 users?
+            return False
+
+    # Could we check for 12 unique edges??, probably not needed.
+    return True
+
 def write_node_map(file, ob):
-	'''
-	Writes the properties of an object (empty in this case)
-	as a MAP node as long as it has the property name - classname
-	returns True/False based on weather a node was written
-	'''
-	props= [(p.name, p.data) for p in ob.game_properties]
-	
-	IS_MAP_NODE= False
-	for name, value in props:
-		if name=='classname':
-			IS_MAP_NODE= True
-			break
-		
-	if not IS_MAP_NODE:
-		return False
-	
-	# Write a node
-	file.write('{\n')
-	for name_value in props:
-		file.write('"%s" "%s"\n' % name_value)
-	if PREF_GRID_SNAP.val:
-		file.write('"origin" "%d %d %d"\n' % tuple([round(axis*PREF_SCALE.val) for axis in ob.getLocation('worldspace')]) )
-	else:
-		file.write('"origin" "%.6f %.6f %.6f"\n' % tuple([axis*PREF_SCALE.val for axis in ob.getLocation('worldspace')]) )
-	file.write('}\n')
-	return True
+    '''
+    Writes the properties of an object (empty in this case)
+    as a MAP node as long as it has the property name - classname
+    returns True/False based on weather a node was written
+    '''
+    props= [(p.name, p.data) for p in ob.game_properties]
 
+    IS_MAP_NODE= False
+    for name, value in props:
+        if name=='classname':
+            IS_MAP_NODE= True
+            break
 
+    if not IS_MAP_NODE:
+        return False
+
+    # Write a node
+    file.write('{\n')
+    for name_value in props:
+        file.write('"%s" "%s"\n' % name_value)
+    if PREF_GRID_SNAP.val:

@@ Diff output truncated at 10240 characters. @@


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