[Bf-extensions-cvs] [93aea374] master: glTF: fix bad ending line again

Julien Duroure noreply at git.blender.org
Tue May 12 18:37:31 CEST 2020


Commit: 93aea3746d4136854fe74c15a0b6ebd094bbf692
Author: Julien Duroure
Date:   Tue May 12 18:37:27 2020 +0200
Branches: master
https://developer.blender.org/rBA93aea3746d4136854fe74c15a0b6ebd094bbf692

glTF: fix bad ending line again

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

M	io_scene_gltf2/__init__.py

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

diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index 9f29af9e..09f5428b 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -1,1006 +1,1006 @@
-# Copyright 2018-2019 The glTF-Blender-IO authors.
-#
-# Licensed under the Apache License, Version 2.0 (the "License");
-# you may not use this file except in compliance with the License.
-# You may obtain a copy of the License at
-#
-#     http://www.apache.org/licenses/LICENSE-2.0
-#
-# Unless required by applicable law or agreed to in writing, software
-# distributed under the License is distributed on an "AS IS" BASIS,
-# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-# See the License for the specific language governing permissions and
-# limitations under the License.
-
-bl_info = {
-    'name': 'glTF 2.0 format',
-    'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
-    "version": (1, 3, 13),
-    'blender': (2, 90, 0),
-    'location': 'File > Import-Export',
-    'description': 'Import-Export as glTF 2.0',
-    'warning': '',
-    'doc_url': "{BLENDER_MANUAL_URL}/addons/import_export/scene_gltf2.html",
-    'tracker_url': "https://github.com/KhronosGroup/glTF-Blender-IO/issues/",
-    'support': 'OFFICIAL',
-    'category': 'Import-Export',
-}
-
-def get_version_string():
-    return str(bl_info['version'][0]) + '.' + str(bl_info['version'][1]) + '.' + str(bl_info['version'][2])
-
-#
-# Script reloading (if the user calls 'Reload Scripts' from Blender)
-#
-
-def reload_package(module_dict_main):
-    import importlib
-    from pathlib import Path
-
-    def reload_package_recursive(current_dir, module_dict):
-        for path in current_dir.iterdir():
-            if "__init__" in str(path) or path.stem not in module_dict:
-                continue
-
-            if path.is_file() and path.suffix == ".py":
-                importlib.reload(module_dict[path.stem])
-            elif path.is_dir():
-                reload_package_recursive(path, module_dict[path.stem].__dict__)
-
-    reload_package_recursive(Path(__file__).parent, module_dict_main)
-
-
-if "bpy" in locals():
-    reload_package(locals())
-
-import bpy
-from bpy.props import (StringProperty,
-                       BoolProperty,
-                       EnumProperty,
-                       IntProperty,
-                       CollectionProperty)
-from bpy.types import Operator
-from bpy_extras.io_utils import ImportHelper, ExportHelper
-
-
-#
-#  Functions / Classes.
-#
-
-extension_panel_unregister_functors = []
-
-class ExportGLTF2_Base:
-    # TODO: refactor to avoid boilerplate
-
-    def __init__(self):
-        from io_scene_gltf2.io.exp import gltf2_io_draco_compression_extension
-        self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists()
-
-    bl_options = {'PRESET'}
-
-    export_format: EnumProperty(
-        name='Format',
-        items=(('GLB', 'glTF Binary (.glb)',
-                'Exports a single file, with all data packed in binary form. '
-                'Most efficient and portable, but more difficult to edit later'),
-               ('GLTF_EMBEDDED', 'glTF Embedded (.gltf)',
-                'Exports a single file, with all data packed in JSON. '
-                'Less efficient than binary, but easier to edit later'),
-               ('GLTF_SEPARATE', 'glTF Separate (.gltf + .bin + textures)',
-                'Exports multiple files, with separate JSON, binary and texture data. '
-                'Easiest to edit later')),
-        description=(
-            'Output format and embedding options. Binary is most efficient, '
-            'but JSON (embedded or separate) may be easier to edit later'
-        ),
-        default='GLB'
-    )
-
-    ui_tab: EnumProperty(
-        items=(('GENERAL', "General", "General settings"),
-               ('MESHES', "Meshes", "Mesh settings"),
-               ('OBJECTS', "Objects", "Object settings"),
-               ('ANIMATION', "Animation", "Animation settings")),
-        name="ui_tab",
-        description="Export setting categories",
-    )
-
-    export_copyright: StringProperty(
-        name='Copyright',
-        description='Legal rights and conditions for the model',
-        default=''
-    )
-
-    export_image_format: EnumProperty(
-        name='Images',
-        items=(('AUTO', 'Automatic',
-                'Save PNGs as PNGs and JPEGs as JPEGs.\n'
-                'If neither one, use PNG'),
-                ('JPEG', 'JPEG Format (.jpg)',
-                'Save images as JPEGs. (Images that need alpha are saved as PNGs though.)\n'
-                'Be aware of a possible loss in quality'),
-               ),
-        description=(
-            'Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web '
-            'applications due to the smaller file size'
-        ),
-        default='AUTO'
-    )
-
-    export_texture_dir: StringProperty(
-        name='Textures',
-        description='Folder to place texture files in. Relative to the .gltf file',
-        default='',
-    )
-
-    export_texcoords: BoolProperty(
-        name='UVs',
-        description='Export UVs (texture coordinates) with meshes',
-        default=True
-    )
-
-    export_normals: BoolProperty(
-        name='Normals',
-        description='Export vertex normals with meshes',
-        default=True
-    )
-
-    export_draco_mesh_compression_enable: BoolProperty(
-        name='Draco mesh compression',
-        description='Compress mesh using Draco',
-        default=False
-    )
-
-    export_draco_mesh_compression_level: IntProperty(
-        name='Compression level',
-        description='Compression level (0 = most speed, 6 = most compression, higher values currently not supported)',
-        default=6,
-        min=0,
-        max=6
-    )
-
-    export_draco_position_quantization: IntProperty(
-        name='Position quantization bits',
-        description='Quantization bits for position values (0 = no quantization)',
-        default=14,
-        min=0,
-        max=30
-    )
-
-    export_draco_normal_quantization: IntProperty(
-        name='Normal quantization bits',
-        description='Quantization bits for normal values (0 = no quantization)',
-        default=10,
-        min=0,
-        max=30
-    )
-
-    export_draco_texcoord_quantization: IntProperty(
-        name='Texcoord quantization bits',
-        description='Quantization bits for texture coordinate values (0 = no quantization)',
-        default=12,
-        min=0,
-        max=30
-    )
-
-    export_draco_generic_quantization: IntProperty(
-        name='Generic quantization bits',
-        description='Quantization bits for generic coordinate values like weights or joints (0 = no quantization)',
-        default=12,
-        min=0,
-        max=30
-    )
-
-    export_tangents: BoolProperty(
-        name='Tangents',
-        description='Export vertex tangents with meshes',
-        default=False
-    )
-
-    export_materials: BoolProperty(
-        name='Materials',
-        description='Export materials',
-        default=True
-    )
-
-    export_colors: BoolProperty(
-        name='Vertex Colors',
-        description='Export vertex colors with meshes',
-        default=True
-    )
-
-    export_cameras: BoolProperty(
-        name='Cameras',
-        description='Export cameras',
-        default=False
-    )
-
-    # keep it for compatibility (for now)
-    export_selected: BoolProperty(
-        name='Selected Objects',
-        description='Export selected objects only',
-        default=False
-    )
-
-    use_selection: BoolProperty(
-        name='Selected Objects',
-        description='Export selected objects only',
-        default=False
-    )
-
-    export_extras: BoolProperty(
-        name='Custom Properties',
-        description='Export custom properties as glTF extras',
-        default=False
-    )
-
-    export_yup: BoolProperty(
-        name='+Y Up',
-        description='Export using glTF convention, +Y up',
-        default=True
-    )
-
-    export_apply: BoolProperty(
-        name='Apply Modifiers',
-        description='Apply modifiers (excluding Armatures) to mesh objects -'
-                    'WARNING: prevents exporting shape keys',
-        default=False
-    )
-
-    export_animations: BoolProperty(
-        name='Animations',
-        description='Exports active actions and NLA tracks as glTF animations',
-        default=True
-    )
-
-    export_frame_range: BoolProperty(
-        name='Limit to Playback Range',
-        description='Clips animations to selected playback range',
-        default=True
-    )
-
-    export_frame_step: IntProperty(
-        name='Sampling Rate',
-        description='How often to evaluate animated values (in frames)',
-        default=1,
-        min=1,
-        max=120
-    )
-
-    export_force_sampling: BoolProperty(
-        name='Always Sample Animations',
-        description='Apply sampling to all animations',
-        default=True
-    )
-
-    export_nla_strips: BoolProperty(
-        name='Group by NLA Track',
-        description=(
-            "When on, multiple actions become part of the same glTF animation if\n"
-            "they're pushed onto NLA tracks with the same name.\n"
-            "When off, all the currently assigned actions become one glTF animation"
-        ),
-        default=True
-    )
-
-    export_def_bones: BoolProperty(
-        name='Export Deformation Bones Only',
-        description='Export Deformation bones only (and needed bones for hierarchy)',
-        default=False
-    )
-
-    export_current_frame: BoolProperty(
-        name='Use Current Frame',
-        description='Export the scene in the current animation frame',
-        default=False
-    )
-
-    export_skins: BoolProperty(
-        name='Skinning',
-        description='Export skinning (armature) data',
-        default=True
-    )
-
-    export_all_influences: BoolProperty(
-        name='Include All Bone Influences',
-        description='Allow >4 joint vertex influences. Models m

@@ Diff output truncated at 10240 characters. @@



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