Browse Source

pep8 and pylint compliance

Jason0214 7 years ago
parent
commit
0fc9d643d5

+ 2 - 2
io_scene_godot/converters/material.py

@@ -71,9 +71,9 @@ def _find_material_in_subtree(folder, material):
     candidates = []
 
     material_file_name = material.name + '.tres'
-    for folder, _subdirs, files in os.walk(folder):
+    for dir_path, _subdirs, files in os.walk(folder):
         if material_file_name in files:
-            candidates.append(os.path.join(folder, material_file_name))
+            candidates.append(os.path.join(dir_path, material_file_name))
 
     # Checks it is a material and finds out what type
     valid_candidates = []

+ 1 - 1
io_scene_godot/converters/mesh.py

@@ -91,7 +91,7 @@ def make_arrays(escn_file, export_settings, node, armature):
     if uv_layer_count > 2:
         uv_layer_count = 2
 
-    if len(mesh.uv_textures):
+    if mesh.uv_textures:
         has_tangents = True
         mesh.calc_tangents()
     else:

+ 8 - 5
io_scene_godot/converters/physics.py

@@ -4,7 +4,6 @@ object is exported. In blender, the object owns the physics. In Godot, the
 physics owns the object.
 """
 
-import os
 import math
 import logging
 import bpy
@@ -69,7 +68,8 @@ def export_collision_shape(escn_file, export_settings, node, parent_gd_node,
         col_node['transform'] = mathutils.Matrix.Identity(4) * AXIS_CORRECT
     else:
         parent_to_world = parent_override.matrix_world.inverted()
-        col_node['transform'] = parent_to_world * node.matrix_world * AXIS_CORRECT
+        col_node['transform'] = (
+            parent_to_world * node.matrix_world * AXIS_CORRECT)
 
     rbd = node.rigid_body
 
@@ -112,6 +112,7 @@ def export_collision_shape(escn_file, export_settings, node, parent_gd_node,
 
 
 def generate_convex_mesh_array(escn_file, export_settings, node):
+    """Generates godots ConvexPolygonShape from an object"""
     mesh = node.data
     key = (mesh, "ConvexCollisionMesh")
     resource_id = escn_file.get_internal_resource(key)
@@ -128,7 +129,7 @@ def generate_convex_mesh_array(escn_file, export_settings, node):
     triangulated_mesh = bmesh.new()
     triangulated_mesh.from_mesh(mesh)
     # For some reason, generateing the convex hull here causes Godot to crash
-    #bmesh.ops.convex_hull(triangulated_mesh, input=triangulated_mesh.verts)
+    # bmesh.ops.convex_hull(triangulated_mesh, input=triangulated_mesh.verts)
     bmesh.ops.triangulate(triangulated_mesh, faces=triangulated_mesh.faces)
     triangulated_mesh.to_mesh(mesh)
     triangulated_mesh.free()
@@ -178,7 +179,8 @@ def generate_triangle_mesh_array(escn_file, export_settings, node):
     return escn_file.add_internal_resource(col_shape, key)
 
 
-def export_physics_controller(escn_file, export_settings, node, parent_gd_node):
+def export_physics_controller(escn_file, export_settings, node,
+                              parent_gd_node):
     """Exports the physics body "type" as a separate node. In blender, the
     physics body type and the collision shape are one object, in godot they
     are two. This is the physics body type"""
@@ -218,7 +220,8 @@ def export_physics_controller(escn_file, export_settings, node, parent_gd_node):
     return phys_obj
 
 
-def export_physics_properties(escn_file, export_settings, node, parent_gd_node):
+def export_physics_properties(escn_file, export_settings, node,
+                              parent_gd_node):
     """Creates the necessary nodes for the physics"""
     parent_rbd = get_physics_root(node)
 

+ 2 - 1
io_scene_godot/converters/simple_nodes.py

@@ -81,7 +81,8 @@ def export_lamp_node(escn_file, export_settings, node, parent_gd_node):
             )
 
     elif light.type == "SUN":
-        light_node = NodeTemplate(node.name, "DirectionalLight", parent_gd_node)
+        light_node = NodeTemplate(node.name, "DirectionalLight",
+                                  parent_gd_node)
         light_node['shadow_enabled'] = light.shadow_method != "NOSHADOW"
     else:
         light_node = None

+ 7 - 2
io_scene_godot/export_godot.py

@@ -73,7 +73,8 @@ class GodotExporter:
             exporter = converters.BLENDER_TYPE_TO_EXPORTER["EMPTY"]
 
         # Perform the export
-        parent_gd_node = exporter(self.escn_file, self.config, node, parent_gd_node)
+        parent_gd_node = exporter(self.escn_file, self.config, node,
+                                  parent_gd_node)
 
         for child in node.children:
             self.export_node(child, parent_gd_node)
@@ -102,7 +103,11 @@ class GodotExporter:
     def export_scene(self):
         """Decide what objects to export, and export them!"""
         # Scene root
-        root_gd_node = structures.NodeTemplate(self.scene.name, "Spatial", None)
+        root_gd_node = structures.NodeTemplate(
+            self.scene.name,
+            "Spatial",
+            None
+        )
         self.escn_file.add_node(root_gd_node)
         logging.info("Exporting scene: %s", self.scene.name)
 

+ 1 - 1
io_scene_godot/structures.py

@@ -175,7 +175,6 @@ class NodeTemplate(FileEntry):
                 ))
             )
 
-
     def get_name(self):
         """Get the name of the node in Godot scene"""
         return self.heading['name']
@@ -196,6 +195,7 @@ class NodeTemplate(FileEntry):
         """Get the node type in Godot scene"""
         return self.heading["type"]
 
+
 class ExternalResource(FileEntry):
     """External Resouces are references to external files. In the case of
     an escn export, this is mostly used for images, sounds and so on"""