diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-10-31 22:31:45 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-10-31 22:31:45 +0300 |
commit | f9b19d54b5a07c5d654ecb634aefc5690e07e6fd (patch) | |
tree | 746a80208ae1b0a3b98c678af45d37fe26c28325 /release/scripts/templates | |
parent | af72bb50ae41f5ba1f9f5b2310b2aee77907fecf (diff) |
tabs to spaces, remove trailing white space. (apart of pep8)
didnt do "release/scripts/io" since some exporters cant be auto converted
Diffstat (limited to 'release/scripts/templates')
-rw-r--r-- | release/scripts/templates/gamelogic.py | 126 | ||||
-rw-r--r-- | release/scripts/templates/gamelogic_basic.py | 20 | ||||
-rw-r--r-- | release/scripts/templates/gamelogic_module.py | 18 | ||||
-rw-r--r-- | release/scripts/templates/operator.py | 74 | ||||
-rw-r--r-- | release/scripts/templates/operator_simple.py | 28 |
5 files changed, 133 insertions, 133 deletions
diff --git a/release/scripts/templates/gamelogic.py b/release/scripts/templates/gamelogic.py index af9dbd8a56a..8bfe799bacf 100644 --- a/release/scripts/templates/gamelogic.py +++ b/release/scripts/templates/gamelogic.py @@ -4,75 +4,75 @@ # GameLogic has been added to the global namespace no need to import # for keyboard event comparison -# import GameKeys +# import GameKeys # support for Vector(), Matrix() types and advanced functions like AngleBetweenVecs(v1,v2) and RotationMatrix(...) -# import Mathutils +# import Mathutils # for functions like getWindowWidth(), getWindowHeight() # import Rasterizer def main(): - cont = GameLogic.getCurrentController() - - # The KX_GameObject that owns this controller. - own = cont.owner - - # for scripts that deal with spacial logic - own_pos = own.worldPosition - - - # Some example functions, remove to write your own script. - # check for a positive sensor, will run on any object without errors. - print 'Logic info for KX_GameObject', own.name - input = False - - for sens in cont.sensors: - # The sensor can be on another object, we may want to use it - own_sens = sens.owner - print ' sensor:', sens.name, - if sens.positive: - print '(true)' - input = True - else: - print '(false)' - - for actu in cont.actuators: - # The actuator can be on another object, we may want to use it - own_actu = actu.owner - print ' actuator:', actu.name - - # This runs the actuator or turns it off - # note that actuators will continue to run unless explicitly turned off. - if input: - cont.activate(actu) - else: - cont.deactivate(actu) - - # Its also good practice to get sensors and actuators by name - # rather then index so any changes to their order wont break the script. - - # sens_key = cont.sensors['key_sensor'] - # actu_motion = cont.actuators['motion'] - - - # Loop through all other objects in the scene - sce = GameLogic.getCurrentScene() - print 'Scene Objects:', sce.name - for ob in sce.objects: - print ' ', ob.name, ob.worldPosition - - - # Example where collision objects are checked for their properties - # adding to our objects "life" property - """ - actu_collide = cont.sensors['collision_sens'] - for ob in actu_collide.objectHitList: - # Check to see the object has this property - if ob.has_key('life'): - own['life'] += ob['life'] - ob['life'] = 0 - print own['life'] - """ + cont = GameLogic.getCurrentController() + + # The KX_GameObject that owns this controller. + own = cont.owner + + # for scripts that deal with spacial logic + own_pos = own.worldPosition + + + # Some example functions, remove to write your own script. + # check for a positive sensor, will run on any object without errors. + print 'Logic info for KX_GameObject', own.name + input = False + + for sens in cont.sensors: + # The sensor can be on another object, we may want to use it + own_sens = sens.owner + print ' sensor:', sens.name, + if sens.positive: + print '(true)' + input = True + else: + print '(false)' + + for actu in cont.actuators: + # The actuator can be on another object, we may want to use it + own_actu = actu.owner + print ' actuator:', actu.name + + # This runs the actuator or turns it off + # note that actuators will continue to run unless explicitly turned off. + if input: + cont.activate(actu) + else: + cont.deactivate(actu) + + # Its also good practice to get sensors and actuators by name + # rather then index so any changes to their order wont break the script. + + # sens_key = cont.sensors['key_sensor'] + # actu_motion = cont.actuators['motion'] + + + # Loop through all other objects in the scene + sce = GameLogic.getCurrentScene() + print 'Scene Objects:', sce.name + for ob in sce.objects: + print ' ', ob.name, ob.worldPosition + + + # Example where collision objects are checked for their properties + # adding to our objects "life" property + """ + actu_collide = cont.sensors['collision_sens'] + for ob in actu_collide.objectHitList: + # Check to see the object has this property + if ob.has_key('life'): + own['life'] += ob['life'] + ob['life'] = 0 + print own['life'] + """ main() diff --git a/release/scripts/templates/gamelogic_basic.py b/release/scripts/templates/gamelogic_basic.py index c9c2a594309..5e7d19672fe 100644 --- a/release/scripts/templates/gamelogic_basic.py +++ b/release/scripts/templates/gamelogic_basic.py @@ -1,15 +1,15 @@ def main(): - cont = GameLogic.getCurrentController() - own = cont.owner - - sens = cont.sensors['mySensor'] - actu = cont.actuators['myActuator'] - - if sens.positive: - cont.activate(actu) - else: - cont.deactivate(actu) + cont = GameLogic.getCurrentController() + own = cont.owner + + sens = cont.sensors['mySensor'] + actu = cont.actuators['myActuator'] + + if sens.positive: + cont.activate(actu) + else: + cont.deactivate(actu) main() diff --git a/release/scripts/templates/gamelogic_module.py b/release/scripts/templates/gamelogic_module.py index 1bc221e727d..5a61a3592dc 100644 --- a/release/scripts/templates/gamelogic_module.py +++ b/release/scripts/templates/gamelogic_module.py @@ -13,14 +13,14 @@ import GameLogic # with multiple objects. def main(cont): - own = cont.owner - - sens = cont.sensors['mySensor'] - actu = cont.actuators['myActuator'] - - if sens.positive: - cont.activate(actu) - else: - cont.deactivate(actu) + own = cont.owner + + sens = cont.sensors['mySensor'] + actu = cont.actuators['myActuator'] + + if sens.positive: + cont.activate(actu) + else: + cont.deactivate(actu) # dont call main(GameLogic.getCurrentController()), the py controller will diff --git a/release/scripts/templates/operator.py b/release/scripts/templates/operator.py index c03d5850237..3e9e65f13f8 100644 --- a/release/scripts/templates/operator.py +++ b/release/scripts/templates/operator.py @@ -1,46 +1,46 @@ import bpy def write_some_data(context, path, use_some_setting): - pass + pass from bpy.props import * class ExportSomeData(bpy.types.Operator): - '''This appiers in the tooltip of the operator and in the generated docs.''' - bl_idname = "export.some_data" # this is important since its how bpy.ops.export.some_data is constructed - bl_label = "Export Some Data" - - # List of operator properties, the attributes will be assigned - # to the class instance from the operator settings before calling. - - # TODO, add better example props - path = StringProperty(name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "") - use_some_setting = BoolProperty(name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True) - - def poll(self, context): - return context.active_object != None - - def execute(self, context): - if not self.is_property_set("path"): - raise Exception("filename not set") - - write(self.path, context, use_setting, SOME_SETTING = self.use_some_setting) - - return ('FINISHED',) - - def invoke(self, context, event): - wm = context.manager - - if True: - # File selector - wm.add_fileselect(self.__operator__) # will run self.execute() - return ('RUNNING_MODAL',) - else if 0: - # Redo popup - wm.invoke_props_popup(self.__operator__, event) # - return ('RUNNING_MODAL',) - else if 0: - return self.execute(context) + '''This appiers in the tooltip of the operator and in the generated docs.''' + bl_idname = "export.some_data" # this is important since its how bpy.ops.export.some_data is constructed + bl_label = "Export Some Data" + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + # TODO, add better example props + path = StringProperty(name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "") + use_some_setting = BoolProperty(name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True) + + def poll(self, context): + return context.active_object != None + + def execute(self, context): + if not self.is_property_set("path"): + raise Exception("filename not set") + + write(self.path, context, use_setting, SOME_SETTING = self.use_some_setting) + + return ('FINISHED',) + + def invoke(self, context, event): + wm = context.manager + + if True: + # File selector + wm.add_fileselect(self.__operator__) # will run self.execute() + return ('RUNNING_MODAL',) + else if 0: + # Redo popup + wm.invoke_props_popup(self.__operator__, event) # + return ('RUNNING_MODAL',) + else if 0: + return self.execute(context) bpy.ops.add(ExportSomeData) @@ -52,4 +52,4 @@ menu_item = dynamic_menu.add(bpy.types.INFO_MT_file_export, menu_func) # Use for running this script directly if __name__ == "__main__": - bpy.ops.export.some_data(path="/tmp/test.ply")
\ No newline at end of file + bpy.ops.export.some_data(path="/tmp/test.ply") diff --git a/release/scripts/templates/operator_simple.py b/release/scripts/templates/operator_simple.py index f0f4b104950..b19ce981833 100644 --- a/release/scripts/templates/operator_simple.py +++ b/release/scripts/templates/operator_simple.py @@ -1,20 +1,20 @@ def main(context): - for ob in context.scene.objects: - print(ob) - + for ob in context.scene.objects: + print(ob) + class SimpleOperator(bpy.types.Operator): - '''''' - bl_idname = "object.simple_operator" - bl_label = "Simple Object Operator" - - def poll(self, context): - return context.active_object != None - - def execute(self, context): - main(context) - return ('FINISHED',) + '''''' + bl_idname = "object.simple_operator" + bl_label = "Simple Object Operator" + + def poll(self, context): + return context.active_object != None + + def execute(self, context): + main(context) + return ('FINISHED',) bpy.ops.add(SimpleOperator) if __name__ == "__main__": - bpy.ops.object.simple_operator() + bpy.ops.object.simple_operator() |