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authorNBurn <7nburn@gmail.com>2019-01-18 00:48:54 +0300
committerNBurn <7nburn@gmail.com>2019-01-18 00:48:54 +0300
commitaeabdc02a83a976b2f594cd66873c6d2b537e669 (patch)
tree3ac5922be25219ab666aae4b8d04002bce2e70a6 /object_fracture_cell
parentba97e19e5b3df449784a4cc4ed89ce7b511ec3e4 (diff)
Update Add-ons class properties to annotations
This should take care of most of the class property conversions to use the new annotation format (colon instead of equals) for assignment. There may still be a few edge cases that were missed.
Diffstat (limited to 'object_fracture_cell')
-rw-r--r--object_fracture_cell/__init__.py54
1 files changed, 27 insertions, 27 deletions
diff --git a/object_fracture_cell/__init__.py b/object_fracture_cell/__init__.py
index f845ccf1..6f46d317 100644
--- a/object_fracture_cell/__init__.py
+++ b/object_fracture_cell/__init__.py
@@ -250,7 +250,7 @@ class FractureCell(Operator):
# -------------------------------------------------------------------------
# Source Options
- source = EnumProperty(
+ source: EnumProperty(
name="Source",
items=(('VERT_OWN', "Own Verts", "Use own vertices"),
('VERT_CHILD', "Child Verts", "Use child object vertices"),
@@ -264,21 +264,21 @@ class FractureCell(Operator):
default={'PARTICLE_OWN'},
)
- source_limit = IntProperty(
+ source_limit: IntProperty(
name="Source Limit",
description="Limit the number of input points, 0 for unlimited",
min=0, max=5000,
default=100,
)
- source_noise = FloatProperty(
+ source_noise: FloatProperty(
name="Noise",
description="Randomize point distribution",
min=0.0, max=1.0,
default=0.0,
)
- cell_scale = FloatVectorProperty(
+ cell_scale: FloatVectorProperty(
name="Scale",
description="Scale Cell Shape",
size=3,
@@ -289,35 +289,35 @@ class FractureCell(Operator):
# -------------------------------------------------------------------------
# Recursion
- recursion = IntProperty(
+ recursion: IntProperty(
name="Recursion",
description="Break shards recursively",
min=0, max=5000,
default=0,
)
- recursion_source_limit = IntProperty(
+ recursion_source_limit: IntProperty(
name="Source Limit",
description="Limit the number of input points, 0 for unlimited (applies to recursion only)",
min=0, max=5000,
default=8,
)
- recursion_clamp = IntProperty(
+ recursion_clamp: IntProperty(
name="Clamp Recursion",
description="Finish recursion when this number of objects is reached (prevents recursing for extended periods of time), zero disables",
min=0, max=10000,
default=250,
)
- recursion_chance = FloatProperty(
+ recursion_chance: FloatProperty(
name="Random Factor",
description="Likelihood of recursion",
min=0.0, max=1.0,
default=0.25,
)
- recursion_chance_select = EnumProperty(
+ recursion_chance_select: EnumProperty(
name="Recurse Over",
items=(('RANDOM', "Random", ""),
('SIZE_MIN', "Small", "Recursively subdivide smaller objects"),
@@ -331,49 +331,49 @@ class FractureCell(Operator):
# -------------------------------------------------------------------------
# Mesh Data Options
- use_smooth_faces = BoolProperty(
+ use_smooth_faces: BoolProperty(
name="Smooth Faces",
default=False,
)
- use_sharp_edges = BoolProperty(
+ use_sharp_edges: BoolProperty(
name="Sharp Edges",
description="Set sharp edges when disabled",
default=True,
)
- use_sharp_edges_apply = BoolProperty(
+ use_sharp_edges_apply: BoolProperty(
name="Apply Split Edge",
description="Split sharp hard edges",
default=True,
)
- use_data_match = BoolProperty(
+ use_data_match: BoolProperty(
name="Match Data",
description="Match original mesh materials and data layers",
default=True,
)
- use_island_split = BoolProperty(
+ use_island_split: BoolProperty(
name="Split Islands",
description="Split disconnected meshes",
default=True,
)
- margin = FloatProperty(
+ margin: FloatProperty(
name="Margin",
description="Gaps for the fracture (gives more stable physics)",
min=0.0, max=1.0,
default=0.001,
)
- material_index = IntProperty(
+ material_index: IntProperty(
name="Material",
description="Material index for interior faces",
default=0,
)
- use_interior_vgroup = BoolProperty(
+ use_interior_vgroup: BoolProperty(
name="Interior VGroup",
description="Create a vertex group for interior verts",
default=False,
@@ -382,7 +382,7 @@ class FractureCell(Operator):
# -------------------------------------------------------------------------
# Physics Options
- mass_mode = EnumProperty(
+ mass_mode: EnumProperty(
name="Mass Mode",
items=(('VOLUME', "Volume", "Objects get part of specified mass based on their volume"),
('UNIFORM', "Uniform", "All objects get the specified mass"),
@@ -390,7 +390,7 @@ class FractureCell(Operator):
default='VOLUME',
)
- mass = FloatProperty(
+ mass: FloatProperty(
name="Mass",
description="Mass to give created objects",
min=0.001, max=1000.0,
@@ -401,13 +401,13 @@ class FractureCell(Operator):
# -------------------------------------------------------------------------
# Object Options
- use_recenter = BoolProperty(
+ use_recenter: BoolProperty(
name="Recenter",
description="Recalculate the center points after splitting",
default=True,
)
- use_remove_original = BoolProperty(
+ use_remove_original: BoolProperty(
name="Remove Original",
description="Removes the parents used to create the shatter",
default=True,
@@ -419,20 +419,20 @@ class FractureCell(Operator):
# .. different from object options in that this controls how the objects
# are setup in the scene.
- use_layer_index = IntProperty(
+ use_layer_index: IntProperty(
name="Layer Index",
description="Layer to add the objects into or 0 for existing",
default=0,
min=0, max=20,
)
- use_layer_next = BoolProperty(
+ use_layer_next: BoolProperty(
name="Next Layer",
description="At the object into the next layer (layer index overrides)",
default=True,
)
- group_name = StringProperty(
+ group_name: StringProperty(
name="Group",
description="Create objects int a group "
"(use existing or create new)",
@@ -440,19 +440,19 @@ class FractureCell(Operator):
# -------------------------------------------------------------------------
# Debug
- use_debug_points = BoolProperty(
+ use_debug_points: BoolProperty(
name="Debug Points",
description="Create mesh data showing the points used for fracture",
default=False,
)
- use_debug_redraw = BoolProperty(
+ use_debug_redraw: BoolProperty(
name="Show Progress Realtime",
description="Redraw as fracture is done",
default=True,
)
- use_debug_bool = BoolProperty(
+ use_debug_bool: BoolProperty(
name="Debug Boolean",
description="Skip applying the boolean modifier",
default=False,