[Bf-extensions-cvs] [2842b37] master: Clean whitespace.

Chris Foster noreply at git.blender.org
Mon Feb 22 08:26:03 CET 2016


Commit: 2842b37eb86bfb77a2914020c4463fb3e0d54678
Author: Chris Foster
Date:   Mon Feb 22 02:20:44 2016 -0500
Branches: master
https://developer.blender.org/rBA2842b37eb86bfb77a2914020c4463fb3e0d54678

Clean whitespace.

===================================================================

M	io_scene_x/export_x.py

===================================================================

diff --git a/io_scene_x/export_x.py b/io_scene_x/export_x.py
index bde0fd2..64f5ff8 100644
--- a/io_scene_x/export_x.py
+++ b/io_scene_x/export_x.py
@@ -34,16 +34,16 @@ class DirectXExporter:
         self.File = File(self.Config.filepath)
 
         self.Log("Setting up coordinate system...")
-        
+
         # SystemMatrix converts from right-handed, z-up to the target coordinate system
         self.SystemMatrix = Matrix()
-        
+
         if self.Config.CoordinateSystem == 'LEFT_HANDED':
             self.SystemMatrix *= Matrix.Scale(-1, 4, Vector((0, 0, 1)))
-        
+
         if self.Config.UpAxis == 'Y':
             self.SystemMatrix *= Matrix.Rotation(radians(-90), 4, 'X')
-            
+
         self.Log("Done")
 
         self.Log("Generating object lists for export...")
@@ -69,7 +69,7 @@ class DirectXExporter:
         self.RootExportList = [Object for Object in ExportMap.values()
             if Object.BlenderObject.parent not in ExportList]
         self.RootExportList = Util.SortByNameField(self.RootExportList)
-        
+
         self.ExportList = Util.SortByNameField(ExportMap.values())
 
         # Determine each object's children from the pool of ExportObjects
@@ -80,14 +80,14 @@ class DirectXExporter:
                 if Child in ExportMap:
                     Object.Children.append(ExportMap[Child])
         self.Log("Done")
-        
+
         self.AnimationWriter = None
         if self.Config.ExportAnimation:
             self.Log("Gathering animation data...")
-            
+
             # Collect all animated object data
             AnimationGenerators = self.__GatherAnimationGenerators()
-            
+
             # Split the data up into animation sets based on user options
             if self.Config.ExportActionsAsSets:
                 self.AnimationWriter = SplitSetAnimationWriter(self.Config,
@@ -124,7 +124,7 @@ class DirectXExporter:
         self.Log("Closing Root frame...")
         self.__CloseRootFrame()
         self.Log("Done")
-        
+
         if self.AnimationWriter is not None:
             self.Log("Writing animation set(s)...")
             self.AnimationWriter.WriteAnimationSets()
@@ -173,27 +173,27 @@ template SkinWeights {\n\
 
         self.File.Write("FrameTransformMatrix {\n")
         self.File.Indent()
-        
+
         # Write the matrix that will convert Blender's coordinate space into
         # DirectX's.
         Util.WriteMatrix(self.File, self.SystemMatrix)
-        
+
         self.File.Unindent()
         self.File.Write("}\n")
 
     def __CloseRootFrame(self):
         self.File.Unindent()
         self.File.Write("} // End of Root\n")
-    
+
     def __GatherAnimationGenerators(self):
         Generators = []
-        
+
         # If all animation data is to be lumped into one AnimationSet,
         if not self.Config.ExportActionsAsSets:
             # Build the appropriate generators for each object's type
             for Object in self.ExportList:
                 if Object.BlenderObject.type == 'ARMATURE':
-                    Generators.append(ArmatureAnimationGenerator(self.Config, 
+                    Generators.append(ArmatureAnimationGenerator(self.Config,
                         None, Object))
                 else:
                     Generators.append(GenericAnimationGenerator(self.Config,
@@ -203,7 +203,7 @@ template SkinWeights {\n\
             # Keep track of which objects have no action.  These will be
             # lumped together in a Default_Action AnimationSet.
             ActionlessObjects = []
-            
+
             for Object in self.ExportList:
                 if Object.BlenderObject.animation_data is None:
                     ActionlessObjects.append(Object)
@@ -212,7 +212,7 @@ template SkinWeights {\n\
                     if Object.BlenderObject.animation_data.action is None:
                         ActionlessObjects.append(Object)
                         continue
-                
+
                 # If an object has an action, build its appropriate generator
                 if Object.BlenderObject.type == 'ARMATURE':
                     Generators.append(ArmatureAnimationGenerator(self.Config,
@@ -224,7 +224,7 @@ template SkinWeights {\n\
                         Util.SafeName(
                             Object.BlenderObject.animation_data.action.name),
                         Object))
-            
+
             # If we should export unused actions as if the first armature was
             # using them,
             if self.Config.AttachToFirstArmature:
@@ -234,7 +234,7 @@ template SkinWeights {\n\
                     if Object.BlenderObject.type == 'ARMATURE':
                         FirstArmature = Object
                         break
-                    
+
                 if FirstArmature is not None:
                     # Determine which actions are not used
                     UsedActions = [BlenderObject.animation_data.action
@@ -242,12 +242,12 @@ template SkinWeights {\n\
                         if BlenderObject.animation_data is not None]
                     FreeActions = [Action for Action in bpy.data.actions
                         if Action not in UsedActions]
-                    
+
                     # If the first armature has no action, remove it from the
                     # actionless objects so it doesn't end up in Default_Action
                     if FirstArmature in ActionlessObjects and len(FreeActions):
                         ActionlessObjects.remove(FirstArmature)
-                    
+
                     # Keep track of the first armature's animation data so we
                     # can restore it after export
                     OldAction = None
@@ -258,29 +258,29 @@ template SkinWeights {\n\
                     else:
                         NoData = True
                         FirstArmature.BlenderObject.animation_data_create()
-                    
+
                     # Build a generator for each unused action
                     for Action in FreeActions:
                         FirstArmature.BlenderObject.animation_data.action = \
                             Action
-                        
+
                         Generators.append(ArmatureAnimationGenerator(
                             self.Config, Util.SafeName(Action.name),
                             FirstArmature))
-                    
+
                     # Restore old animation data
                     FirstArmature.BlenderObject.animation_data.action = \
                         OldAction
-                        
+
                     if NoData:
                         FirstArmature.BlenderObject.animation_data_clear()
-            
+
             # Build a special generator for all actionless objects
             if len(ActionlessObjects):
                 Generators.append(GroupAnimationGenerator(self.Config,
                     "Default_Action", ActionlessObjects))
 
-        return Generators        
+        return Generators
 
 # This class wraps a Blender object and writes its data to the file
 class ExportObject: # Base class, do not use
@@ -335,7 +335,7 @@ class EmptyExportObject(ExportObject):
 
     def __repr__(self):
         return "[EmptyExportObject: {}]".format(self.name)
-    
+
 # Mesh object implementation of ExportObject
 class MeshExportObject(ExportObject):
     def __init__(self, Config, Exporter, BlenderObject):
@@ -357,9 +357,9 @@ class MeshExportObject(ExportObject):
             if self.Config.ApplyModifiers:
                 # Certain modifiers shouldn't be applied in some cases
                 # Deactivate them until after mesh generation is complete
-                
+
                 DeactivatedModifierList = []
-                
+
                 # If we're exporting armature data, we shouldn't apply
                 # armature modifiers to the mesh
                 if self.Config.ExportSkinWeights:
@@ -367,21 +367,21 @@ class MeshExportObject(ExportObject):
                         for Modifier in self.BlenderObject.modifiers
                         if Modifier.type == 'ARMATURE' and \
                         Modifier.show_viewport]
-                
+
                 for Modifier in DeactivatedModifierList:
                     Modifier.show_viewport = False
-                        
+
                 Mesh = self.BlenderObject.to_mesh(self.Exporter.context.scene,
                     True, 'PREVIEW')
-                
+
                 # Restore the deactivated modifiers
                 for Modifier in DeactivatedModifierList:
-                    Modifier.show_viewport = True   
+                    Modifier.show_viewport = True
             else:
                 Mesh = self.BlenderObject.to_mesh(self.Exporter.context.scene,
                     False, 'PREVIEW')
             self.Exporter.Log("Done")
-                    
+
             self.__WriteMesh(Mesh)
 
             # Cleanup
@@ -394,7 +394,7 @@ class MeshExportObject(ExportObject):
         self.Exporter.Log("Closed frame of {}".format(self))
 
     # "Protected"
-    
+
     # This class provides a general system for indexing a mesh, depending on
     # exporter needs.  For instance, some options require us to duplicate each
     # vertex of each face, some can reuse vertex data.  For those we'd use
@@ -402,23 +402,23 @@ class MeshExportObject(ExportObject):
     class _MeshEnumerator:
         def __init__(self, Mesh):
             self.Mesh = Mesh
-            
+
             # self.vertices and self.PolygonVertexIndices relate to the
             # original mesh in the following way:
-            
-            # Mesh.vertices[Mesh.polygons[x].vertices[y]] == 
+
+            # Mesh.vertices[Mesh.polygons[x].vertices[y]] ==
             # self.vertices[self.PolygonVertexIndices[x][y]]
-            
-            self.vertices = None 
+
+            self.vertices = None
             self.PolygonVertexIndices = None
-    
+
     # Represents the mesh as it is inside Blender
     class _OneToOneMeshEnumerator(_MeshEnumerator):
         def __init__(self, Mesh):
             MeshExportObject._MeshEnumerator.__init__(self, Mesh)
-            
+
             self.vertic

@@ Diff output truncated at 10240 characters. @@



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