style cleanup: pep8, also quiet compiler warning.

This commit is contained in:
2012-04-20 18:50:18 +00:00
parent 2e20d3dc96
commit 15eb3452ec
7 changed files with 14 additions and 12 deletions

View File

@@ -131,7 +131,7 @@ def handle_args():
dest="sphinx_theme", dest="sphinx_theme",
type=str, type=str,
default='default', default='default',
help = help=
# see SPHINX_THEMES below # see SPHINX_THEMES below
"Sphinx theme (default='default')\n" "Sphinx theme (default='default')\n"
"Available themes\n" "Available themes\n"

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@@ -100,7 +100,7 @@ class MeshMirrorUV(Operator):
vidxs[i] = tuple(sorted(l.vertex_index vidxs[i] = tuple(sorted(l.vertex_index
for l in loops[lstart:lend])) for l in loops[lstart:lend]))
# As we have no poly.center yet... # As we have no poly.center yet...
pcents[i] = tuple(map(lambda x : x / p.loop_total, pcents[i] = tuple(map(lambda x: x / p.loop_total,
map(sum, zip(*(verts[idx].co map(sum, zip(*(verts[idx].co
for idx in vidxs[i]))))) for idx in vidxs[i])))))
# Preparing next step finding matching polys. # Preparing next step finding matching polys.

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@@ -294,21 +294,22 @@ class AddPresetCloth(AddPresetBase, Operator):
preset_subdir = "cloth" preset_subdir = "cloth"
class AddPresetFluid(AddPresetBase, Operator): class AddPresetFluid(AddPresetBase, Operator):
'''Add a Fluid Preset''' '''Add a Fluid Preset'''
bl_idname = "fluid.preset_add" bl_idname = "fluid.preset_add"
bl_label = "Add Fluid Preset" bl_label = "Add Fluid Preset"
preset_menu = "FLUID_MT_presets" preset_menu = "FLUID_MT_presets"
preset_defines = [ preset_defines = [
"fluid = bpy.context.fluid" "fluid = bpy.context.fluid"
] ]
preset_values = [ preset_values = [
"fluid.settings.viscosity_base", "fluid.settings.viscosity_base",
"fluid.settings.viscosity_exponent", "fluid.settings.viscosity_exponent",
] ]
preset_subdir = "fluid" preset_subdir = "fluid"

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@@ -166,7 +166,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
subsub.active = game.use_anisotropic_friction subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True) subsub.prop(game, "friction_coefficients", text="", slider=True)
elif physics_type =='SENSOR': elif physics_type == 'SENSOR':
col = layout.column() col = layout.column()
col.prop(game, "use_actor", text="Detect Actors") col.prop(game, "use_actor", text="Detect Actors")
col.prop(ob, "hide_render", text="Invisible") col.prop(ob, "hide_render", text="Invisible")

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@@ -1185,7 +1185,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
psys = context.particle_system psys = context.particle_system
split = layout.split(percentage=0.85) split = layout.split(percentage=0.85)
col = split.column() col = split.column()
col.label(text="Vertex Group:") col.label(text="Vertex Group:")
col.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density") col.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
@@ -1195,7 +1195,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
col.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1") col.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
col.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2") col.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
col.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End") col.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
col = split.column() col = split.column()
col.label(text="Negate:") col.label(text="Negate:")
col.alignment = 'RIGHT' col.alignment = 'RIGHT'
@@ -1206,7 +1206,7 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
col.prop(psys, "invert_vertex_group_roughness_1", text="") col.prop(psys, "invert_vertex_group_roughness_1", text="")
col.prop(psys, "invert_vertex_group_roughness_2", text="") col.prop(psys, "invert_vertex_group_roughness_2", text="")
col.prop(psys, "invert_vertex_group_roughness_end", text="") col.prop(psys, "invert_vertex_group_roughness_end", text="")
# Commented out vertex groups don't work and are still waiting for better implementation # Commented out vertex groups don't work and are still waiting for better implementation
# row = layout.row() # row = layout.row()
# row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity") # row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")

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@@ -20,6 +20,7 @@
import bpy import bpy
from bpy.types import Panel, Menu from bpy.types import Panel, Menu
class FLUID_MT_presets(Menu): class FLUID_MT_presets(Menu):
bl_label = "Fluid Presets" bl_label = "Fluid Presets"
preset_subdir = "fluid" preset_subdir = "fluid"
@@ -232,7 +233,7 @@ class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, Panel):
sub.menu("FLUID_MT_presets", text=bpy.types.FLUID_MT_presets.bl_label) sub.menu("FLUID_MT_presets", text=bpy.types.FLUID_MT_presets.bl_label)
sub.operator("fluid.preset_add", text="", icon='ZOOMIN') sub.operator("fluid.preset_add", text="", icon='ZOOMIN')
sub.operator("fluid.preset_add", text="", icon='ZOOMOUT').remove_active = True sub.operator("fluid.preset_add", text="", icon='ZOOMOUT').remove_active = True
subsub = col.column(align=True) subsub = col.column(align=True)
subsub.prop(fluid, "viscosity_base", text="Base") subsub.prop(fluid, "viscosity_base", text="Base")
subsub.prop(fluid, "viscosity_exponent", text="Exponent", slider=True) subsub.prop(fluid, "viscosity_exponent", text="Exponent", slider=True)

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@@ -228,10 +228,10 @@ static EdgeLoopPair *edbm_ripsel_looptag_helper(BMesh *bm)
break; break;
} }
e_first = e;
/* initialize */ /* initialize */
e_first = e;
v_step = e_first->v1; v_step = e_first->v1;
e_step = NULL; /* quiet warning, will never remain this value */
uid_start = uid; uid_start = uid;
while ((e = edbm_ripsel_edge_mark_step(v_step, uid))) { while ((e = edbm_ripsel_edge_mark_step(v_step, uid))) {