[Bf-extensions-cvs] [684327ef] master: Castle - Made comments more Git friendly
NBurn
noreply at git.blender.org
Fri Jan 18 00:29:59 CET 2019
Commit: 684327ef877c1ba41c9454cca0f91db1bac35b13
Author: NBurn
Date: Thu Jan 17 18:29:41 2019 -0500
Branches: master
https://developer.blender.org/rBAC684327ef877c1ba41c9454cca0f91db1bac35b13
Castle - Made comments more Git friendly
===================================================================
M add_mesh_castle/Castle.py
===================================================================
diff --git a/add_mesh_castle/Castle.py b/add_mesh_castle/Castle.py
index 10d71bd5..8681e8a5 100644
--- a/add_mesh_castle/Castle.py
+++ b/add_mesh_castle/Castle.py
@@ -251,14 +251,14 @@ class add_castle(bpy.types.Operator):
# current wall level parameter value display.
CLvl: IntProperty(name="Level", min=1, max=LVL_MAX, default=1)
-# curLvl=CLvl
+ # curLvl=CLvl
# block sizing
blockX: FloatProperty(name="Width", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_XDEF)
blockZ: FloatProperty(name="Height", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_XDEF)
blockD: FloatProperty(name="Depth", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_DDEF)
-# allow 0 for test cases...
-# blockD=FloatProperty(name="Depth",min=0,max=BLOCK_MAX,default=BLOCK_DDEF)
+ # allow 0 for test cases...
+ # blockD=FloatProperty(name="Depth",min=0,max=BLOCK_MAX,default=BLOCK_DDEF)
blockVar: BoolProperty(name="Vary", default=True, description="Randomize block sizing")
@@ -268,7 +268,7 @@ class add_castle(bpy.types.Operator):
blockMerge: BoolProperty(name="Merge", default=True, description="Merge closely adjoining blocks")
-# @todo: fix edgeing for mis-matched row sizing (or just call it a feature).
+ # @todo: fix edgeing for mis-matched row sizing (or just call it a feature).
EdgeOffset: FloatProperty(name="Edging", min=0, max=HALF_WALL, default=0.25, description="stagger wall ends")
# block spacing
@@ -277,12 +277,12 @@ class add_castle(bpy.types.Operator):
wallRGB: FloatVectorProperty(min=0, max=1, default=(0.5, 0.5, 0.5), subtype='COLOR', size=3)
-# track height with each level...?
+ # track height with each level...?
wallH: FloatProperty(name="Height", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF)
# floor per level - LVL_MAX
-# Base, always true (primary object/parent)
-# CFloor1=BoolProperty(default=True)
+ # Base, always true (primary object/parent)
+ # CFloor1=BoolProperty(default=True)
CFloor2: BoolProperty(default=False)
CFloor3: BoolProperty(default=False)
CFloor4: BoolProperty(default=False)
@@ -383,7 +383,7 @@ class add_castle(bpy.types.Operator):
wallRO9: BoolProperty(default=False)
wallRO10: BoolProperty(default=False)
-# CRoof=BoolProperty(name="Roof",default=False)
+ # CRoof=BoolProperty(name="Roof",default=False)
# Select wall modifier option to view/edit
wallOpView: EnumProperty(items=(
@@ -395,7 +395,7 @@ class add_castle(bpy.types.Operator):
("6", "Shelf", ""),
),
name="", description="View/Edit wall modifiers", default="1")
-# could add material selection for step and shelf...
+ # could add material selection for step and shelf...
# Radiating from one point - round (disc), with slope makes dome.
cDome: BoolProperty(name='Dome', default=False)
@@ -460,7 +460,7 @@ class add_castle(bpy.types.Operator):
wallDR10: BoolProperty(default=False)
# Slots, embrasure - classical slit for arrow/rifle ports.
-# need to prevent overlap with arch openings - though inversion is an interesting effect.
+ # need to prevent overlap with arch openings - though inversion is an interesting effect.
SlotVW: FloatProperty(name="Width", min=BLOCK_MIN, max=HALF_WALL, default=0.5)
SlotVH: FloatProperty(name="Height", min=BLOCK_MIN, max=HALF_WALL, default=3.5)
SlotVL: FloatProperty(name="Indent", min=-WALL_MAX, max=WALL_MAX, default=0, description="The x position or spacing")
@@ -569,7 +569,7 @@ class add_castle(bpy.types.Operator):
wallPR10: BoolProperty(default=False)
# Crenel = "gaps" on top of wall.
-# review and determine min for % - should allow less...
+ # review and determine min for % - should allow less...
CrenelXP: FloatProperty(name="Width %", min=0.10, max=1.0, default=0.15)
CrenelZP: FloatProperty(name="Height %", min=0.10, max=1.0, default=0.10)
@@ -618,12 +618,12 @@ class add_castle(bpy.types.Operator):
wallCR10: BoolProperty(default=False)
# shelf location and size.
-# see "balcony" options for improved capabilities.
-# should limit x and z to wall boundaries
+ # see "balcony" options for improved capabilities.
+ # should limit x and z to wall boundaries
ShelfX: FloatProperty(name="XOff", min=-WALL_MAX, max=WALL_MAX, default=-(WALL_DEF / 2), description="x origin")
ShelfZ: FloatProperty(name="Base", min=-WALL_MAX, max=WALL_MAX, default=WALL_DEF, description="z origin")
ShelfW: FloatProperty(name="Width", min=BLOCK_MIN, max=WALL_MAX, default=WALL_DEF, description="The Width of shelf area")
-# height seems to be double, check usage
+ # height seems to be double, check usage
ShelfH: FloatProperty(name="Height", min=BLOCK_MIN, max=HALF_WALL, default=0.5, description="The Height of Shelf area")
ShelfD: FloatProperty(name="Depth", min=BLOCK_MIN, max=WALL_MAX, default=BLOCK_DDEF, description="Depth of shelf")
ShelfOut: BoolProperty(name="Out", default=True, description="Position outside of wall")
@@ -729,26 +729,26 @@ class add_castle(bpy.types.Operator):
wallSR10: BoolProperty(default=False)
# Experimental options
-# allow per wall and level?
+ # allow per wall and level?
cXTest: BoolProperty(default=False)
# wall shape modifiers
# make the wall circular - if not curved it's a flat disc
# Radiating from one point - round/disc; instead of square
-# wallDisc=BoolProperty(default=False,description="Make wall disc")
+ # wallDisc=BoolProperty(default=False,description="Make wall disc")
# Warp/slope/curve wall - abstract use only (except for dome use)
wallSlope: BoolProperty(default=False, description="Curve wall") # top to bottom mid
CTunnel: BoolProperty(default=False, description="Tunnel wall") # bottom to top mid
-# rotate tunnel?...
+ # rotate tunnel?...
CTower: BoolProperty(name='Tower', default=False)
-##
-####
-################################################################################
-# Show the UI - present properties to user.
+ ##
+ ####
+ ############################################################################
+ # Show the UI - present properties to user.
# Display the toolbox options
-################################################################################
-####
-##
+ ############################################################################
+ ####
+ ##
def draw(self, context):
layout = self.layout
@@ -762,8 +762,9 @@ class add_castle(bpy.types.Operator):
row = box.row()
row.prop(self, 'cBaseW')
row.prop(self, 'cBaseD')
-# this is 0 until more complex settings allowed... like repeat or per-level (like wall) selection.
-# box.prop(self,'cBaseO') # vert offset from 3D cursor
+ # this is 0 until more complex settings allowed... like repeat or
+ # per-level (like wall) selection.
+ # box.prop(self,'cBaseO') # vert offset from 3D cursor
box.prop(self, 'cBaseT', text="Thickness") # height/thickness of floor.
row = box.row()
@@ -918,11 +919,11 @@ class add_castle(bpy.types.Operator):
row.prop(self, 'cDomeRGB', text='')
box.prop(self, 'cDomeH')
box.prop(self, 'cDomeZ')
-# Oculus - opening in top of dome
-# box.prop(self,'cDomeO')
+ # Oculus - opening in top of dome
+ # box.prop(self,'cDomeO')
# abstract/experimental
-# Use "icon="MESH_CONE" for roof
+ # Use "icon="MESH_CONE" for roof
box = layout.box()
row = box.row()
row.prop(self, 'cXTest', text='Experimental')
@@ -930,14 +931,15 @@ class add_castle(bpy.types.Operator):
box.prop(self, 'wallSlope', text='Curve')
box.prop(self, 'CTunnel', text='Tunnel', icon="CURVE_DATA")
box.prop(self, 'CTower', text='Tower', icon="CURVE_DATA")
-##
-####
-################################################################################
-# Respond to UI - process the properties set by user.
- # Check and process UI settings to generate castle.
-################################################################################
-####
-##
+
+ ##
+ ####
+ ############################################################################
+ # Respond to UI - process the properties set by user.
+ # Check and process UI settings to generate castle.
+ ############################################################################
+ ####
+ ##
def execute(self, context):
@@ -975,23 +977,23 @@ class add_castle(bpy.types.Operator):
self.properties.cBaseD = minWallW
CastleD = self.properties.cBaseD
midWallD = (CastleD + blockDepth) / 2
-# midWallD=CastleD/2
-# midWallD=(CastleD-blockDepth)/2
+ # midWallD=CastleD/2
+ # midWallD=(CastleD-blockDepth)/2
# gap cannot reduce block below minimum.
if self.properties.Grout > blockHeight / 2 - BLOCK_MIN:
self.properties.Grout = blockHeight / 2 - BLOCK_MIN
# Variance limit for minimum block height.
-# not quite right, but usuable.
+ # not quite right, but usuable.
blockHMin = self.properties.Grout + BLOCK_MIN
# floor "thickness" cannot exceed block height
if self.properties.cBaseT > blockHeight:
self.properties.cBaseT = blockHeight
-############
-#
+ ############
+ #
if self.properties.cDome:
# base can't be lower than floor
# consider limiting base to roof or wall height by levels?
@@ -1017,30 +1019,32 @@ class add_castle(bpy.types.Operator):
# Dome Oculus (opening) can't be more than half dome height
if self.properties.cDomeO > domeMaxO:
self.properties.cDomeO = domeMaxO
-#
-############
-#####
-#
-# After validating all the properties see if need to create...
-# @todo: fix so last object preserved... (i.e. changing levels).
+
+ #
+ ############
+ #####
+ #
+ # After validating all the properties see if need to create...
+
@@ Diff output truncated at 10240 characters. @@
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