From 3ad41cfba6b81342e689fe3c64e0cad529dcd846 Mon Sep 17 00:00:00 2001 From: Chirag Singh Date: Thu, 29 Aug 2024 19:15:29 +0530 Subject: [PATCH] Ran black formatting --- src/bonsai/bonsai/bim/module/light/list.py | 8 ++++---- src/bonsai/bonsai/bim/module/light/operator.py | 10 +++++----- 2 files changed, 9 insertions(+), 9 deletions(-) diff --git a/src/bonsai/bonsai/bim/module/light/list.py b/src/bonsai/bonsai/bim/module/light/list.py index 2fe954b454..0536284e7a 100644 --- a/src/bonsai/bonsai/bim/module/light/list.py +++ b/src/bonsai/bonsai/bim/module/light/list.py @@ -27,17 +27,17 @@ with open(os.path.join(os.path.dirname(__file__), "spectraldb.json"), "r") as f: class MATERIAL_UL_radiance_materials(bpy.types.UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): - if self.layout_type in {'DEFAULT', 'COMPACT'}: + if self.layout_type in {"DEFAULT", "COMPACT"}: row = layout.row(align=True) - + # Adding color preview or glass icon if item.category == "Glass": - row.label(icon='SHADING_TEXTURE') + row.label(icon="SHADING_TEXTURE") else: color_rect = row.row() color_rect.prop(item, "color", text="") color_rect.scale_x = 0.3 - + row.prop(item, "name", text="", emboss=False, icon_value=icon) if item.is_mapped: row.label(text=f"{item.category} - {item.subcategory}") diff --git a/src/bonsai/bonsai/bim/module/light/operator.py b/src/bonsai/bonsai/bim/module/light/operator.py index 6e66359cd4..de98b6d8b3 100644 --- a/src/bonsai/bonsai/bim/module/light/operator.py +++ b/src/bonsai/bonsai/bim/module/light/operator.py @@ -565,7 +565,7 @@ class RefreshIFCMaterials(bpy.types.Operator): if render_item.is_a("IfcSurfaceStyleRendering"): style_id = f"IfcSurfaceStyleRendering-{render_item.id()}" style_name = style.Name or f"Unnamed Style {render_item.id()}" - + # Extract color and transparency color = (1.0, 1.0, 1.0) # Default white transparency = 0.0 # Default opaque @@ -573,15 +573,15 @@ class RefreshIFCMaterials(bpy.types.Operator): color = ( render_item.SurfaceColour.Red, render_item.SurfaceColour.Green, - render_item.SurfaceColour.Blue + render_item.SurfaceColour.Blue, ) - if hasattr(render_item, 'Transparency') and render_item.Transparency is not None: + if hasattr(render_item, "Transparency") and render_item.Transparency is not None: transparency = render_item.Transparency - + # Add material with color material = props.add_material_mapping(style_id, style_name) material.color = color - + # If transparency is high, consider it as glass if transparency > 0.5: material.category = "Glass"