From 1da60d3226e1c722fca59197557178be2cebd93f Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Mon, 4 May 2020 14:17:32 +1000 Subject: Cleanup: object_fracture_cell indentation --- object_fracture_cell/__init__.py | 316 +++++++++++++++++++++------------------ 1 file changed, 167 insertions(+), 149 deletions(-) diff --git a/object_fracture_cell/__init__.py b/object_fracture_cell/__init__.py index 2e6d3b08..e5e56c26 100644 --- a/object_fracture_cell/__init__.py +++ b/object_fracture_cell/__init__.py @@ -35,13 +35,13 @@ bl_info = { import bpy from bpy.props import ( - StringProperty, - BoolProperty, - IntProperty, - FloatProperty, - FloatVectorProperty, - EnumProperty, - ) + StringProperty, + BoolProperty, + IntProperty, + FloatProperty, + FloatVectorProperty, + EnumProperty, +) from bpy.types import Operator @@ -80,18 +80,22 @@ def main_object(context, obj, level, **kw): obj.display_type = 'WIRE' objects = fracture_cell_setup.cell_fracture_objects(context, obj, **kw_copy) - objects = fracture_cell_setup.cell_fracture_boolean(context, obj, objects, - use_island_split=use_island_split, - use_interior_hide=(use_interior_vgroup or use_sharp_edges), - use_debug_bool=use_debug_bool, - use_debug_redraw=kw_copy["use_debug_redraw"], - level=level, - ) + objects = fracture_cell_setup.cell_fracture_boolean( + context, obj, objects, + use_island_split=use_island_split, + use_interior_hide=(use_interior_vgroup or use_sharp_edges), + use_debug_bool=use_debug_bool, + use_debug_redraw=kw_copy["use_debug_redraw"], + level=level, + ) # must apply after boolean. if use_recenter: - bpy.ops.object.origin_set({"selected_editable_objects": objects}, - type='ORIGIN_GEOMETRY', center='MEDIAN') + bpy.ops.object.origin_set( + {"selected_editable_objects": objects}, + type='ORIGIN_GEOMETRY', + center='MEDIAN', + ) #---------- # Recursion @@ -105,9 +109,10 @@ def main_object(context, obj, level, **kw): if recursion_chance_select == 'RANDOM': random.shuffle(objects_recurse_input) elif recursion_chance_select in {'SIZE_MIN', 'SIZE_MAX'}: - objects_recurse_input.sort(key=lambda ob_pair: - (Vector(ob_pair[1].bound_box[0]) - - Vector(ob_pair[1].bound_box[6])).length_squared) + objects_recurse_input.sort(key=lambda ob_pair: ( + Vector(ob_pair[1].bound_box[0]) - + Vector(ob_pair[1].bound_box[6]) + ).length_squared) if recursion_chance_select == 'SIZE_MAX': objects_recurse_input.reverse() elif recursion_chance_select in {'CURSOR_MIN', 'CURSOR_MAX'}: @@ -142,11 +147,12 @@ def main_object(context, obj, level, **kw): if level == 0: # import pdb; pdb.set_trace() if use_interior_vgroup or use_sharp_edges: - fracture_cell_setup.cell_fracture_interior_handle(objects, - use_interior_vgroup=use_interior_vgroup, - use_sharp_edges=use_sharp_edges, - use_sharp_edges_apply=use_sharp_edges_apply, - ) + fracture_cell_setup.cell_fracture_interior_handle( + objects, + use_interior_vgroup=use_interior_vgroup, + use_sharp_edges=use_sharp_edges, + use_sharp_edges_apply=use_sharp_edges_apply, + ) #-------------- # Scene Options @@ -247,168 +253,178 @@ class FractureCell(Operator): # ------------------------------------------------------------------------- # Source Options source: EnumProperty( - name="Source", - items=(('VERT_OWN', "Own Verts", "Use own vertices"), - ('VERT_CHILD', "Child Verts", "Use child object vertices"), - ('PARTICLE_OWN', "Own Particles", ("All particle systems of the " - "source object")), - ('PARTICLE_CHILD', "Child Particles", ("All particle systems of the " - "child objects")), - ('PENCIL', "Annotation Pencil", "Annotation Grease Pencil."), - ), - options={'ENUM_FLAG'}, - default={'PARTICLE_OWN'}, - ) + name="Source", + items=( + ('VERT_OWN', "Own Verts", "Use own vertices"), + ('VERT_CHILD', "Child Verts", "Use child object vertices"), + ('PARTICLE_OWN', "Own Particles", ( + "All particle systems of the " + "source object" + )), + ('PARTICLE_CHILD', "Child Particles", ( + "All particle systems of the " + "child objects" + )), + ('PENCIL', "Annotation Pencil", "Annotation Grease Pencil."), + ), + options={'ENUM_FLAG'}, + default={'PARTICLE_OWN'}, + ) source_limit: IntProperty( - name="Source Limit", - description="Limit the number of input points, 0 for unlimited", - min=0, max=5000, - default=100, - ) + name="Source Limit", + description="Limit the number of input points, 0 for unlimited", + min=0, max=5000, + default=100, + ) source_noise: FloatProperty( - name="Noise", - description="Randomize point distribution", - min=0.0, max=1.0, - default=0.0, - ) + name="Noise", + description="Randomize point distribution", + min=0.0, max=1.0, + default=0.0, + ) cell_scale: FloatVectorProperty( - name="Scale", - description="Scale Cell Shape", - size=3, - min=0.0, max=1.0, - default=(1.0, 1.0, 1.0), - ) + name="Scale", + description="Scale Cell Shape", + size=3, + min=0.0, max=1.0, + default=(1.0, 1.0, 1.0), + ) # ------------------------------------------------------------------------- # Recursion recursion: IntProperty( - name="Recursion", - description="Break shards recursively", - min=0, max=5000, - default=0, - ) + name="Recursion", + description="Break shards recursively", + min=0, max=5000, + default=0, + ) 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, - ) + 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( - 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, - ) + 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( - name="Random Factor", - description="Likelihood of recursion", - min=0.0, max=1.0, - default=0.25, - ) + name="Random Factor", + description="Likelihood of recursion", + min=0.0, max=1.0, + default=0.25, + ) recursion_chance_select: EnumProperty( - name="Recurse Over", - items=(('RANDOM', "Random", ""), - ('SIZE_MIN', "Small", "Recursively subdivide smaller objects"), - ('SIZE_MAX', "Big", "Recursively subdivide bigger objects"), - ('CURSOR_MIN', "Cursor Close", "Recursively subdivide objects closer to the cursor"), - ('CURSOR_MAX', "Cursor Far", "Recursively subdivide objects farther from the cursor"), - ), - default='SIZE_MIN', - ) + name="Recurse Over", + items=( + ('RANDOM', "Random", ""), + ('SIZE_MIN', "Small", "Recursively subdivide smaller objects"), + ('SIZE_MAX', "Big", "Recursively subdivide bigger objects"), + ('CURSOR_MIN', "Cursor Close", "Recursively subdivide objects closer to the cursor"), + ('CURSOR_MAX', "Cursor Far", "Recursively subdivide objects farther from the cursor"), + ), + default='SIZE_MIN', + ) # ------------------------------------------------------------------------- # Mesh Data Options use_smooth_faces: BoolProperty( - name="Smooth Interior", - description="Smooth Faces of inner side", - default=False, - ) + name="Smooth Interior", + description="Smooth Faces of inner side", + default=False, + ) use_sharp_edges: BoolProperty( - name="Sharp Edges", - description="Set sharp edges when disabled", - default=True, - ) + name="Sharp Edges", + description="Set sharp edges when disabled", + default=True, + ) use_sharp_edges_apply: BoolProperty( - name="Apply Split Edge", - description="Split sharp hard edges", - default=True, - ) + name="Apply Split Edge", + description="Split sharp hard edges", + default=True, + ) use_data_match: BoolProperty( - name="Match Data", - description="Match original mesh materials and data layers", - default=True, - ) + name="Match Data", + description="Match original mesh materials and data layers", + default=True, + ) use_island_split: BoolProperty( - name="Split Islands", - description="Split disconnected meshes", - default=True, - ) + name="Split Islands", + description="Split disconnected meshes", + default=True, + ) margin: FloatProperty( - name="Margin", - description="Gaps for the fracture (gives more stable physics)", - min=0.0, max=1.0, - default=0.001, - ) + name="Margin", + description="Gaps for the fracture (gives more stable physics)", + min=0.0, max=1.0, + default=0.001, + ) material_index: IntProperty( - name="Material", - description="Material index for interior faces", - default=0, - ) + name="Material", + description="Material index for interior faces", + default=0, + ) use_interior_vgroup: BoolProperty( - name="Interior VGroup", - description="Create a vertex group for interior verts", - default=False, - ) + name="Interior VGroup", + description="Create a vertex group for interior verts", + default=False, + ) # ------------------------------------------------------------------------- # Physics Options 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"), - ), - default='VOLUME', - ) + name="Mass Mode", + items=( + ('VOLUME', "Volume", "Objects get part of specified mass based on their volume"), + ('UNIFORM', "Uniform", "All objects get the specified mass"), + ), + default='VOLUME', + ) mass: FloatProperty( - name="Mass", - description="Mass to give created objects", - min=0.001, max=1000.0, - default=1.0, - ) + name="Mass", + description="Mass to give created objects", + min=0.001, max=1000.0, + default=1.0, + ) # ------------------------------------------------------------------------- # Object Options use_recenter: BoolProperty( - name="Recenter", - description="Recalculate the center points after splitting", - default=True, - ) + name="Recenter", + description="Recalculate the center points after splitting", + default=True, + ) use_remove_original: BoolProperty( - name="Remove Original", - description="Removes the parents used to create the shatter", - default=True, - ) + name="Remove Original", + description="Removes the parents used to create the shatter", + default=True, + ) # ------------------------------------------------------------------------- # Scene Options @@ -417,30 +433,32 @@ class FractureCell(Operator): # are setup in the scene. collection_name: StringProperty( - name="Collection", - description="Create objects in a collection " - "(use existing or create new)", - ) + name="Collection", + description=( + "Create objects in a collection " + "(use existing or create new)" + ), + ) # ------------------------------------------------------------------------- # Debug use_debug_points: BoolProperty( - name="Debug Points", - description="Create mesh data showing the points used for fracture", - default=False, - ) + name="Debug Points", + description="Create mesh data showing the points used for fracture", + default=False, + ) use_debug_redraw: BoolProperty( - name="Show Progress Realtime", - description="Redraw as fracture is done", - default=True, - ) + name="Show Progress Realtime", + description="Redraw as fracture is done", + default=True, + ) use_debug_bool: BoolProperty( - name="Debug Boolean", - description="Skip applying the boolean modifier", - default=False, - ) + name="Debug Boolean", + description="Skip applying the boolean modifier", + default=False, + ) def execute(self, context): keywords = self.as_keywords() # ignore=("blah",) -- cgit v1.2.3