diff options
Diffstat (limited to 'object_fracture_cell/__init__.py')
-rw-r--r-- | object_fracture_cell/__init__.py | 54 |
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, |