[Bf-extensions-cvs] [0df67a49] master: Cloud Generator: Cleanup, use do_unlink instead

lijenstina noreply at git.blender.org
Fri Jul 28 14:36:56 CEST 2017


Commit: 0df67a49cb39b8a028722f3d4167da72c30510c0
Author: lijenstina
Date:   Fri Jul 28 14:36:13 2017 +0200
Branches: master
https://developer.blender.org/rBA0df67a49cb39b8a028722f3d4167da72c30510c0

Cloud Generator: Cleanup, use do_unlink instead

Bumped version to 1.0.1
Pep8 cleanup
Use do_unlink istead of scene.objects.unlink
Add some report messages
Remove some commented out code
Update wiki link, remove redundant tracker_info
Note: possibly needs some more testing

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

M	object_cloud_gen.py

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

diff --git a/object_cloud_gen.py b/object_cloud_gen.py
index cac4cd5d..1e138cf6 100644
--- a/object_cloud_gen.py
+++ b/object_cloud_gen.py
@@ -21,115 +21,119 @@
 bl_info = {
     "name": "Cloud Generator",
     "author": "Nick Keeline(nrk)",
-    "version": (1, 0),
-    "blender": (2, 77, 0),
+    "version": (1, 0, 1),
+    "blender": (2, 78, 5),
     "location": "Tool Shelf > Create Tab",
     "description": "Creates Volumetric Clouds",
-    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
+    "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
                 "Scripts/Object/Cloud_Gen",
-    "tracker_url" : "https://developer.blender.org/maniphest/project/3/type/Bug/",
     "category": "Object",
 }
 
 import bpy
-from bpy.props import BoolProperty, EnumProperty
-from bpy.types import Operator, Panel
+from bpy.props import (
+        BoolProperty,
+        EnumProperty,
+        )
+from bpy.types import (
+        Operator,
+        Panel,
+        )
+
 
 # For Cycles Render we create node groups or if it already exists we return it.
 def CreateNodeGroup(Type):
 
-# Look for NodeTree if it already exists return it
-
+    # Look for NodeTree if it already exists return it
     CreateGroup = True
     for Group in bpy.data.node_groups:
         if Group.name == Type:
             CreateGroup = False
             NodeGroup = Group
 
-    if CreateGroup == True:
-        NodeGroup = bpy.data.node_groups.new(name=Type,type="ShaderNodeTree")
+    if CreateGroup is True:
+        NodeGroup = bpy.data.node_groups.new(name=Type, type="ShaderNodeTree")
         NodeGroup.name = Type
         NodeGroup.bl_label = Type
         NodeGroup.nodes.clear()
 
-# Create a bunch of nodes and group them based on input to the def
-# Function type
+        # Create a bunch of nodes and group them based on input to the def
+        # Function type
         if Type == 'CloudGen_VolumeProperties':
             AddAddAndEmission = NodeGroup.nodes.new('ShaderNodeAddShader')
-            AddAddAndEmission.location = [300,395]
+            AddAddAndEmission.location = [300, 395]
             AddAbsorptionAndScatter = NodeGroup.nodes.new('ShaderNodeAddShader')
-            AddAbsorptionAndScatter.location = [0,395]
+            AddAbsorptionAndScatter.location = [0, 395]
             VolumeAbsorption = NodeGroup.nodes.new('ShaderNodeVolumeAbsorption')
-            VolumeAbsorption.location = [-300,395]
+            VolumeAbsorption.location = [-300, 395]
             VolumeScatter = NodeGroup.nodes.new('ShaderNodeVolumeScatter')
-            VolumeScatter.location = [-300,0]
+            VolumeScatter.location = [-300, 0]
             VolumeEmission = NodeGroup.nodes.new('ShaderNodeEmission')
-            VolumeEmission.location = [-300,-300]
+            VolumeEmission.location = [-300, -300]
             MathAbsorptionMultiply = NodeGroup.nodes.new('ShaderNodeMath')
-            MathAbsorptionMultiply.location = [-750,395]
+            MathAbsorptionMultiply.location = [-750, 395]
             MathAbsorptionMultiply.operation = 'MULTIPLY'
             MathScatterMultiply = NodeGroup.nodes.new('ShaderNodeMath')
-            MathScatterMultiply.location = [-750,0]
+            MathScatterMultiply.location = [-750, 0]
             MathScatterMultiply.operation = 'MULTIPLY'
             MathEmissionMultiply = NodeGroup.nodes.new('ShaderNodeMath')
-            MathEmissionMultiply.location = [-750,-300]
+            MathEmissionMultiply.location = [-750, -300]
             MathEmissionMultiply.operation = 'MULTIPLY'
             MathBrightnessMultiply = NodeGroup.nodes.new('ShaderNodeMath')
-            MathBrightnessMultiply.location = [-1200,0]
+            MathBrightnessMultiply.location = [-1200, 0]
             MathBrightnessMultiply.operation = 'MULTIPLY'
             MathGreaterThan = NodeGroup.nodes.new('ShaderNodeMath')
-            MathGreaterThan.location = [-1200,600]
+            MathGreaterThan.location = [-1200, 600]
             MathGreaterThan.operation = 'GREATER_THAN'
             MathGreaterThan.inputs[1].default_value = 0
 
-            NodeGroup.links.new(AddAddAndEmission.inputs[0],AddAbsorptionAndScatter.outputs[0])
-            NodeGroup.links.new(AddAddAndEmission.inputs[1],VolumeEmission.outputs[0])
-            NodeGroup.links.new(AddAbsorptionAndScatter.inputs[0],VolumeAbsorption.outputs[0])
-            NodeGroup.links.new(AddAbsorptionAndScatter.inputs[1],VolumeScatter.outputs[0])
-            NodeGroup.links.new(VolumeAbsorption.inputs[1],MathAbsorptionMultiply.outputs[0])
-            NodeGroup.links.new(VolumeScatter.inputs[1],MathScatterMultiply.outputs[0])
-            NodeGroup.links.new(VolumeEmission.inputs[1],MathEmissionMultiply.outputs[0])
-            NodeGroup.links.new(MathAbsorptionMultiply.inputs[0],MathGreaterThan.outputs[0])
-            NodeGroup.links.new(MathScatterMultiply.inputs[0],MathGreaterThan.outputs[0])
-            NodeGroup.links.new(MathEmissionMultiply.inputs[0],MathGreaterThan.outputs[0])
-            NodeGroup.links.new(VolumeAbsorption.inputs[0],MathBrightnessMultiply.outputs[0])
-
-# Create and Link In/Out to Group Node
-# Outputs
+            NodeGroup.links.new(AddAddAndEmission.inputs[0], AddAbsorptionAndScatter.outputs[0])
+            NodeGroup.links.new(AddAddAndEmission.inputs[1], VolumeEmission.outputs[0])
+            NodeGroup.links.new(AddAbsorptionAndScatter.inputs[0], VolumeAbsorption.outputs[0])
+            NodeGroup.links.new(AddAbsorptionAndScatter.inputs[1], VolumeScatter.outputs[0])
+            NodeGroup.links.new(VolumeAbsorption.inputs[1], MathAbsorptionMultiply.outputs[0])
+            NodeGroup.links.new(VolumeScatter.inputs[1], MathScatterMultiply.outputs[0])
+            NodeGroup.links.new(VolumeEmission.inputs[1], MathEmissionMultiply.outputs[0])
+            NodeGroup.links.new(MathAbsorptionMultiply.inputs[0], MathGreaterThan.outputs[0])
+            NodeGroup.links.new(MathScatterMultiply.inputs[0], MathGreaterThan.outputs[0])
+            NodeGroup.links.new(MathEmissionMultiply.inputs[0], MathGreaterThan.outputs[0])
+            NodeGroup.links.new(VolumeAbsorption.inputs[0], MathBrightnessMultiply.outputs[0])
+
+            # Create and Link In/Out to Group Node
+            # Outputs
             group_outputs = NodeGroup.nodes.new('NodeGroupOutput')
-            group_outputs.location = (600,395)
-            NodeGroup.outputs.new('NodeSocketShader','shader_out')
-            NodeGroup.links.new(AddAddAndEmission.outputs[0],group_outputs.inputs['shader_out'])
+            group_outputs.location = (600, 395)
+            NodeGroup.outputs.new('NodeSocketShader', 'shader_out')
+            NodeGroup.links.new(AddAddAndEmission.outputs[0], group_outputs.inputs['shader_out'])
 
-# Inputs
+            # Inputs
             group_inputs = NodeGroup.nodes.new('NodeGroupInput')
-            group_inputs.location = (-1500,-300)
-            NodeGroup.inputs.new('NodeSocketFloat','Density')
-            NodeGroup.inputs.new('NodeSocketFloat','Absorption Multiply')
-            NodeGroup.inputs.new('NodeSocketColor','Absorption Color')
-            NodeGroup.inputs.new('NodeSocketFloat','Scatter Multiply')
-            NodeGroup.inputs.new('NodeSocketColor','Scatter Color')
-            NodeGroup.inputs.new('NodeSocketFloat','Emission Amount')
-            NodeGroup.inputs.new('NodeSocketFloat','Cloud Brightness')
-
-            NodeGroup.links.new(group_inputs.outputs['Density'],MathGreaterThan.inputs[0])
-            NodeGroup.links.new(group_inputs.outputs['Absorption Multiply'],MathAbsorptionMultiply.inputs[1])
-            NodeGroup.links.new(group_inputs.outputs['Absorption Color'],MathBrightnessMultiply.inputs[0])
-            NodeGroup.links.new(group_inputs.outputs['Scatter Multiply'],MathScatterMultiply.inputs[1])
-            NodeGroup.links.new(group_inputs.outputs['Scatter Color'],VolumeScatter.inputs[0])
-            NodeGroup.links.new(group_inputs.outputs['Emission Amount'],MathEmissionMultiply.inputs[1])
-            NodeGroup.links.new(group_inputs.outputs['Cloud Brightness'],MathBrightnessMultiply.inputs[1])
-
+            group_inputs.location = (-1500, -300)
+            NodeGroup.inputs.new('NodeSocketFloat', 'Density')
+            NodeGroup.inputs.new('NodeSocketFloat', 'Absorption Multiply')
+            NodeGroup.inputs.new('NodeSocketColor', 'Absorption Color')
+            NodeGroup.inputs.new('NodeSocketFloat', 'Scatter Multiply')
+            NodeGroup.inputs.new('NodeSocketColor', 'Scatter Color')
+            NodeGroup.inputs.new('NodeSocketFloat', 'Emission Amount')
+            NodeGroup.inputs.new('NodeSocketFloat', 'Cloud Brightness')
+
+            NodeGroup.links.new(group_inputs.outputs['Density'], MathGreaterThan.inputs[0])
+            NodeGroup.links.new(group_inputs.outputs['Absorption Multiply'], MathAbsorptionMultiply.inputs[1])
+            NodeGroup.links.new(group_inputs.outputs['Absorption Color'], MathBrightnessMultiply.inputs[0])
+            NodeGroup.links.new(group_inputs.outputs['Scatter Multiply'], MathScatterMultiply.inputs[1])
+            NodeGroup.links.new(group_inputs.outputs['Scatter Color'], VolumeScatter.inputs[0])
+            NodeGroup.links.new(group_inputs.outputs['Emission Amount'], MathEmissionMultiply.inputs[1])
+            NodeGroup.links.new(group_inputs.outputs['Cloud Brightness'], MathBrightnessMultiply.inputs[1])
 
         if Type == 'CloudGen_TextureProperties':
             MathAdd = NodeGroup.nodes.new('ShaderNodeMath')
-            MathAdd.location = [-200,0]
+            MathAdd.location = [-200, 0]
             MathAdd.operation = 'ADD'
             MathDensityMultiply = NodeGroup.nodes.new('ShaderNodeMath')
-            MathDensityMultiply.location = [-390,0]
+            MathDensityMultiply.location = [-390, 0]
             MathDensityMultiply.operation = 'MULTIPLY'
             PointDensityRamp = NodeGroup.nodes.new('ShaderNodeValToRGB')
-            PointDensityRamp.location = [-675,-250]
+            PointDensityRamp.location = [-675, -250]
             PointRamp = PointDensityRamp.color_ramp
             PElements = PointRamp.elements
             PElements[0].

@@ Diff output truncated at 10240 characters. @@



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