Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'object_fracture_cell/__init__.py')
-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,