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authorlijenstina <lijenstina@gmail.com>2017-06-10 00:06:28 +0300
committerlijenstina <lijenstina@gmail.com>2017-06-10 00:06:28 +0300
commitaa8f255c0eaf31b2665d6adf0569da4892d8d1a4 (patch)
treec2bfef22a0c8b3329d45e93f8722b2e2f3884c90 /add_mesh_extra_objects/add_mesh_round_brilliant.py
parent84baf76f48e023eafde8d567490b7b0ba901e9fb (diff)
Add Mesh Extra Objects: Update, Fix crash with Wall Factory
Bumped version to 0.3.2 Wall Factory: Fix crash with Wall Factory when openings and slots are enabled (unorderable types: opening() < opening()) with the repeat option on as the sort function compared stored classes instead of the numerical values Fix the module not working properly after (F8) reload Cleanup - consistent prop definitions Remove star imports Small UI reorganization to save vertical space The code will probably need some further refactor as the usage of globals is not so clear add_mesh_triangles: cleanup, remove unused vars add missing GPL notice, some UI tweaks, add tooltip add_mesh_pyramid: indentation cleanup add_mesh_beam_builder: add an option to snap to cursor add_mesh_teapot: use defs instead of assigning lambdas (E731)
Diffstat (limited to 'add_mesh_extra_objects/add_mesh_round_brilliant.py')
-rw-r--r--add_mesh_extra_objects/add_mesh_round_brilliant.py150
1 files changed, 78 insertions, 72 deletions
diff --git a/add_mesh_extra_objects/add_mesh_round_brilliant.py b/add_mesh_extra_objects/add_mesh_round_brilliant.py
index 537099b7..850421d8 100644
--- a/add_mesh_extra_objects/add_mesh_round_brilliant.py
+++ b/add_mesh_extra_objects/add_mesh_round_brilliant.py
@@ -1,9 +1,15 @@
# GPL "author": "Dominic Kröper, (dommetysk)"
import bpy
-from math import pi, sin, cos, tan
+from math import (
+ pi, sin,
+ cos, tan,
+ )
from bpy.types import Operator
-from mathutils import Vector, Euler
+from mathutils import (
+ Vector,
+ Euler,
+ )
from bpy.props import (
IntProperty,
FloatProperty,
@@ -34,7 +40,7 @@ def addBrilliant(context, s, table_w, crown_h, girdle_t, pavi_d, bezel_f,
s = s - 1
if not girdle_real:
g_real_smooth = False
- ang = 2 * pi / s # angle step size
+ ang = 2 * pi / s # angle step size
Verts = [] # collect all vertices
Faces = [] # collect all faces
ca = cos(ang)
@@ -300,85 +306,85 @@ class MESH_OT_primitive_brilliant_add(Operator):
# set user options
s = IntProperty(
- name="Segments",
- description="Longitudial segmentation",
- step=1,
- min=6,
- max=128,
- default=16,
- subtype='FACTOR'
- )
+ name="Segments",
+ description="Longitudial segmentation",
+ step=1,
+ min=6,
+ max=128,
+ default=16,
+ subtype='FACTOR'
+ )
table_w = FloatProperty(
- name="Table width",
- description="Width of table",
- min=0.001,
- max=1.0,
- default=0.53,
- subtype='PERCENTAGE'
- )
+ name="Table width",
+ description="Width of table",
+ min=0.001,
+ max=1.0,
+ default=0.53,
+ subtype='PERCENTAGE'
+ )
crown_h = FloatProperty(
- name="Crown height",
- description="Heigth of crown",
- min=0.0,
- max=1.0,
- default=0.162,
- subtype='PERCENTAGE'
- )
+ name="Crown height",
+ description="Heigth of crown",
+ min=0.0,
+ max=1.0,
+ default=0.162,
+ subtype='PERCENTAGE'
+ )
girdle_t = FloatProperty(
- name="Girdle height",
- description="Height of girdle",
- min=0.0,
- max=0.5,
- default=0.017,
- subtype='PERCENTAGE'
- )
+ name="Girdle height",
+ description="Height of girdle",
+ min=0.0,
+ max=0.5,
+ default=0.017,
+ subtype='PERCENTAGE'
+ )
girdle_real = BoolProperty(
- name="Real girdle",
- description="More beautiful girdle; has more polygons",
- default=True
- )
+ name="Real girdle",
+ description="More beautiful girdle; has more polygons",
+ default=True
+ )
g_real_smooth = BoolProperty(
- name="Smooth girdle",
- description="smooth shading for girdle, only available for real girdle",
- default=False
- )
+ name="Smooth girdle",
+ description="smooth shading for girdle, only available for real girdle",
+ default=False
+ )
pavi_d = FloatProperty(
- name="Pavilion depth",
- description="Height of pavillion",
- min=0.0,
- max=1.0,
- default=0.431,
- subtype='PERCENTAGE'
- )
+ name="Pavilion depth",
+ description="Height of pavillion",
+ min=0.0,
+ max=1.0,
+ default=0.431,
+ subtype='PERCENTAGE'
+ )
bezel_f = FloatProperty(
- name="Upper facet factor",
- description="Determines the form of bezel and upper girdle facets",
- min=0.0,
- max=1.0,
- default=0.250,
- subtype='PERCENTAGE'
- )
+ name="Upper facet factor",
+ description="Determines the form of bezel and upper girdle facets",
+ min=0.0,
+ max=1.0,
+ default=0.250,
+ subtype='PERCENTAGE'
+ )
pavi_f = FloatProperty(
- name="Lower facet factor",
- description="Determines the form of pavillion and lower girdle facets",
- min=0.001,
- max=1.0,
- default=0.400,
- subtype='PERCENTAGE'
- )
+ name="Lower facet factor",
+ description="Determines the form of pavillion and lower girdle facets",
+ min=0.001,
+ max=1.0,
+ default=0.400,
+ subtype='PERCENTAGE'
+ )
culet = FloatProperty(
- name="Culet size",
- description="0: no culet (default)",
- min=0.0,
- max=0.999,
- default=0.0,
- subtype='PERCENTAGE'
- )
+ name="Culet size",
+ description="0: no culet (default)",
+ min=0.0,
+ max=0.999,
+ default=0.0,
+ subtype='PERCENTAGE'
+ )
keep_lga = BoolProperty(
- name="Retain lower angle",
- description="If culet > 0, retains angle of pavillion facets",
- default=False
- )
+ name="Retain lower angle",
+ description="If culet > 0, retains angle of pavillion facets",
+ default=False
+ )
# call mesh/object generator function with user inputs
def execute(self, context):