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authorCampbell Barton <ideasman42@gmail.com>2017-03-19 04:47:06 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-03-19 04:50:23 +0300
commit8c378c52c83757b9e78d5a98581bf240ed31a1ec (patch)
tree4a44a8e7fab77f9f812a8940713f14dceeec512c /io_export_unreal_psk_psa.py
parent57f376e9465c6b79ebd4409bc30e0b5930dd4140 (diff)
Cleanup: identity for None comparison
Diffstat (limited to 'io_export_unreal_psk_psa.py')
-rw-r--r--io_export_unreal_psk_psa.py36
1 files changed, 18 insertions, 18 deletions
diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index c410f91c..7ecef29b 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -770,7 +770,7 @@ class SmoothingGroup:
def get_valid_smoothgroup_id(self):
temp_id = 1
for group in self.neighboring_groups:
- if group != None and group.id == temp_id:
+ if group is not None and group.id == temp_id:
if temp_id < 0x80000000:
temp_id = temp_id << 1
else:
@@ -828,7 +828,7 @@ def add_face_to_smoothgroup( mesh, face, edge_sharing_list, smoothgroup ):
edge_id = find_edges(mesh, key)
- if edge_id != None:
+ if edge_id is not None:
# not sharp
if not( mesh.edges[edge_id].use_edge_sharp):
@@ -946,7 +946,7 @@ def meshmerge(selectedobjects):
count = 0 #reset count
for count in range(len( selectedobjects)):
#print("Index:",count)
- if selectedobjects[count] != None:
+ if selectedobjects[count] is not None:
me_da = selectedobjects[count].data.copy() #copy data
me_ob = selectedobjects[count].copy() #copy object
#note two copy two types else it will use the current data or mesh
@@ -1016,8 +1016,8 @@ def parse_mesh( mesh, psk ):
print(" Material {} '{}'".format(mat_slot_index, slot.name))
MaterialName.append(slot.name)
- #if slot.material.texture_slots[0] != None:
- #if slot.material.texture_slots[0].texture.image.filepath != None:
+ #if slot.material.texture_slots[0] is not None:
+ #if slot.material.texture_slots[0].texture.image.filepath is not None:
#print(" Texture path {}".format(slot.material.texture_slots[0].texture.image.filepath))
#create the current material
v_material = psk.GetMatByIndex(mat_slot_index)
@@ -1314,7 +1314,7 @@ def parse_armature( armature, psk, psa ):
verbose("Armature object: {} Armature data: {}".format(armature.name, armature.data.name))
# generate a list of root bone candidates
- root_candidates = [b for b in armature.data.bones if b.parent == None and b.use_deform == True]
+ root_candidates = [b for b in armature.data.bones if b.parent is None and b.use_deform == True]
# should be a single, unambiguous result
if len(root_candidates) == 0:
@@ -1360,7 +1360,7 @@ def recurse_bone( bone, bones, psk, psa, parent_id, parent_matrix, indent="" ):
status = "No effect"
# calc parented bone transform
- if bone.parent != None:
+ if bone.parent is not None:
quat = make_fquat(bone.matrix.to_quaternion())
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent * bone.parent.head
@@ -1431,7 +1431,7 @@ def parse_animation( armature, udk_bones, actions_to_export, psa ):
print("Scene: {} FPS: {} Frames: {} to {}".format(context.scene.name, anim_rate, context.scene.frame_start, context.scene.frame_end))
print("Processing {} action(s)".format(len(actions_to_export)))
print()
- if armature.animation_data == None: #if animation data was not create for the armature it will skip the exporting action set(s)
+ if armature.animation_data is None: #if animation data was not create for the armature it will skip the exporting action set(s)
print("None Actions Set! skipping...")
return
restoreAction = armature.animation_data.action # Q: is animation_data always valid?
@@ -1505,14 +1505,14 @@ def parse_animation( armature, udk_bones, actions_to_export, psa ):
pose_bone = bone_data[1]
pose_bone_matrix = mathutils.Matrix(pose_bone.matrix)
- if pose_bone.parent != None:
+ if pose_bone.parent is not None:
pose_bone_parent_matrix = mathutils.Matrix(pose_bone.parent.matrix)
pose_bone_matrix = pose_bone_parent_matrix.inverted() * pose_bone_matrix
head = pose_bone_matrix.to_translation()
quat = pose_bone_matrix.to_quaternion().normalized()
- if pose_bone.parent != None:
+ if pose_bone.parent is not None:
quat = make_fquat(quat)
else:
quat = make_fquat_default(quat)
@@ -1702,7 +1702,7 @@ def find_armature_and_mesh():
raise Error("No mesh parented to armature")
verbose("Found mesh: {}".format(mesh.name))
- if mesh == None or armature == None:
+ if mesh is None or armature is None:
raise Error("Check Mesh and Armature are list!")
#if len(armature.pose.bones) == len(mesh.vertex_groups):
#print("Armature and Mesh Vertex Groups matches Ok!")
@@ -2049,7 +2049,7 @@ def rebuildmesh(obj):
uv_layer = mmesh.tessface_uv_textures.active
for face in mmesh.tessfaces:
smoothings.append(face.use_smooth)#smooth or flat in boolean
- if uv_layer != None:#check if there texture data exist
+ if uv_layer is not None:#check if there texture data exist
faceUV = uv_layer.data[face.index]
uvs = []
for uv in faceUV.uv:
@@ -2159,7 +2159,7 @@ def rebuildarmature(obj):
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.edit_bones:
- if bone.parent != None:
+ if bone.parent is not None:
currentbone.append([bone.name,bone.roll])
else:
currentbone.append([bone.name,bone.roll])
@@ -2177,12 +2177,12 @@ def rebuildarmature(obj):
if bone.name == bonelist[0]:
newbone.roll = bonelist[1]
break
- if bone.parent != None:
+ if bone.parent is not None:
parentbone = ob_new.data.edit_bones[bone.parent.name]
newbone.parent = parentbone
ob_new.animation_data_create()#create animation data
- if obj.animation_data != None:#check for animation
+ if obj.animation_data is not None:#check for animation
ob_new.animation_data.action = obj.animation_data.action #just make sure it here to do the animations if exist
print("Armature Object Name:",ob_new.name)
return ob_new
@@ -2440,7 +2440,7 @@ def udkcheckmeshline():
bpy.ops.mesh.select_all(action='DESELECT')
bpy.context.tool_settings.mesh_select_mode = (True, False, False) #select vertices
- if objmesh != None:
+ if objmesh is not None:
print("found mesh")
print(objmesh)
print(objmesh.data.tessfaces)
@@ -2533,7 +2533,7 @@ class OBJECT_OT_ActionSetAnimUpdate(bpy.types.Operator):
if len(armatureselected) == 1:
armature = armatureselected[0]
- if armature != None:
+ if armature is not None:
for bone in armature.pose.bones:
bones.append(bone.name)
@@ -2617,7 +2617,7 @@ class ExportUDKAnimData(bpy.types.Operator):
@classmethod
def poll(cls, context):
- return context.active_object != None
+ return context.active_object is not None
def execute(self, context):
scene = bpy.context.scene