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https://github.com/DarklightGames/io_scene_psk_psa.git
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Minor clean-up
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@ -1,4 +1,3 @@
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import datetime
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import re
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import typing
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from collections import Counter
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@ -9,24 +8,6 @@ import bpy.types
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from bpy.types import NlaStrip, Object, AnimData
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class Timer:
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def __enter__(self):
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self.start = datetime.datetime.now()
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self.interval = None
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return self
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def __exit__(self, *args):
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self.end = datetime.datetime.now()
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self.interval = self.end - self.start
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@property
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def duration(self):
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if self.interval is not None:
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return self.interval
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else:
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return datetime.datetime.now() - self.start
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def rgb_to_srgb(c: float):
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if c > 0.0031308:
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return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
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@ -143,7 +124,7 @@ def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_g
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# Split out the bone indices and the instigator bone names into separate lists.
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# We use the bone names for the return values because the bone name is a more universal way of referencing them.
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# For example, users of this function may modify bone lists, which would invalidate the indices and require a
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# For example, users of this function may modify bone lists, which would invalidate the indices and require an
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# index mapping scheme to resolve it. Using strings is more comfy and results in less code downstream.
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instigator_bone_names = [bones[x[1]].name if x[1] is not None else None for x in bone_indices]
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bone_names = [bones[x[0]].name for x in bone_indices]
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@ -131,7 +131,7 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
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# Material already exists, just re-use it.
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material = bpy.data.materials[material_name]
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elif is_bdk_addon_loaded() and psk.has_material_references:
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# Material does not yet exist and we have the BDK addon installed.
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# Material does not yet exist, and we have the BDK addon installed.
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# Attempt to load it using BDK addon's operator.
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material_reference = psk.material_references[material_index]
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if material_reference and bpy.ops.bdk.link_material(reference=material_reference) == {'FINISHED'}:
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