diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-10-17 10:58:07 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-10-17 10:58:07 +0400 |
commit | fda20451502fea888019ce0d8b044b5dbecab491 (patch) | |
tree | 8f5d726fbad35bb1563d28c0365cb7f58f05999d /release/scripts/startup/bl_operators/uvcalc_smart_project.py | |
parent | 61389bba41857ec468b5844e3fd9f713b4d9c4a5 (diff) |
correct spelling errors in comments
Diffstat (limited to 'release/scripts/startup/bl_operators/uvcalc_smart_project.py')
-rw-r--r-- | release/scripts/startup/bl_operators/uvcalc_smart_project.py | 88 |
1 files changed, 44 insertions, 44 deletions
diff --git a/release/scripts/startup/bl_operators/uvcalc_smart_project.py b/release/scripts/startup/bl_operators/uvcalc_smart_project.py index 5985a37a0c9..1248fc24ed7 100644 --- a/release/scripts/startup/bl_operators/uvcalc_smart_project.py +++ b/release/scripts/startup/bl_operators/uvcalc_smart_project.py @@ -34,7 +34,7 @@ USER_FILL_HOLES_QUALITY = None def pointInTri2D(v, v1, v2, v3): key = v1.x, v1.y, v2.x, v2.y, v3.x, v3.y - # Commented because its slower to do the bounds check, we should realy cache the bounds info for each face. + # Commented because its slower to do the bounds check, we should really cache the bounds info for each face. ''' # BOUNDS CHECK xmin= 1000000 @@ -119,7 +119,7 @@ def boundsEdgeLoop(edges): """ # Turns the islands into a list of unpordered edges (Non internal) -# Onlt for UV's +# Only for UV's # only returns outline edges for intersection tests. and unique points. def island2Edge(island): @@ -141,7 +141,7 @@ def island2Edge(island): else: i1= vIdx; i2= vIdx-1 - try: edges[ f_uvkey[i1], f_uvkey[i2] ] *= 0 # sets eny edge with more then 1 user to 0 are not returned. + try: edges[ f_uvkey[i1], f_uvkey[i2] ] *= 0 # sets any edge with more then 1 user to 0 are not returned. except: edges[ f_uvkey[i1], f_uvkey[i2] ] = (f.uv[i1] - f.uv[i2]).length, # If 2 are the same then they will be together, but full [a,b] order is not correct. @@ -162,10 +162,10 @@ def island2Edge(island): return length_sorted_edges, [v.to_3d() for v in unique_points.values()] # ========================= NOT WORKING???? -# Find if a points inside an edge loop, un-orderd. +# Find if a points inside an edge loop, un-ordered. # pt is and x/y # edges are a non ordered loop of edges. -# #offsets are the edge x and y offset. +# offsets are the edge x and y offset. """ def pointInEdges(pt, edges): # @@ -223,7 +223,7 @@ def islandIntersectUvIsland(source, target, SourceOffset): if pointInIsland(pv+SourceOffset, target[0]): return 2 # SOURCE INSIDE TARGET - # 2 test for a part of the target being totaly inside the source. + # 2 test for a part of the target being totally inside the source. for pv in target[7]: if pointInIsland(pv-SourceOffset, source[0]): return 3 # PART OF TARGET INSIDE SOURCE. @@ -242,7 +242,7 @@ def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1): for i, v in enumerate(vecs): - # Do this allong the way + # Do this along the way if mat != -1: v = vecs[i] = mat * v x= v.x @@ -252,7 +252,7 @@ def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1): if x>maxx: maxx= x if y>maxy: maxy= y - # Spesific to this algo, bail out if we get bigger then the current area + # Specific to this algo, bail out if we get bigger then the current area if bestAreaSoFar != -1 and (maxx-minx) * (maxy-miny) > bestAreaSoFar: return (BIG_NUM, None), None w = maxx-minx @@ -262,7 +262,7 @@ def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1): def optiRotateUvIsland(faces): global currentArea - # Bestfit Rotation + # Best-fit Rotation def best2dRotation(uvVecs, MAT1, MAT2): global currentArea @@ -318,7 +318,7 @@ def optiRotateUvIsland(faces): currentArea = newAreaPos # 45d done - # Testcase different rotations and find the onfe that best fits in a square + # Testcase different rotations and find the one that best fits in a square for ROTMAT in RotMatStepRotation: uvVecs = best2dRotation(uvVecs, ROTMAT[0], ROTMAT[1]) @@ -409,7 +409,7 @@ def mergeUvIslands(islandList): BREAK= False while areaIslandIdx < len(decoratedIslandListAreaSort) and not BREAK: sourceIsland = decoratedIslandListAreaSort[areaIslandIdx] - # Alredy packed? + # Already packed? if not sourceIsland[0]: areaIslandIdx+=1 else: @@ -420,7 +420,7 @@ def mergeUvIslands(islandList): BREAK= True break - # Now we have 2 islands, is the efficience of the islands lowers theres an + # Now we have 2 islands, if the efficiency of the islands lowers theres an # increasing likely hood that we can fit merge into the bigger UV island. # this ensures a tight fit. @@ -435,12 +435,12 @@ def mergeUvIslands(islandList): pass else: - # ([island, totFaceArea, efficiency, islandArea, w,h]) - # Waisted space on target is greater then UV bounding island area. + #~ ([island, totFaceArea, efficiency, islandArea, w,h]) + # Wasted space on target is greater then UV bounding island area. - # if targetIsland[3] > (sourceIsland[2]) and\ # - # print USER_FREE_SPACE_TO_TEST_QUALITY + #~ if targetIsland[3] > (sourceIsland[2]) and\ # + #~ print USER_FREE_SPACE_TO_TEST_QUALITY if targetIsland[2] > (sourceIsland[1] * USER_FREE_SPACE_TO_TEST_QUALITY) and\ targetIsland[4] > sourceIsland[4] and\ targetIsland[5] > sourceIsland[5]: @@ -456,7 +456,7 @@ def mergeUvIslands(islandList): boxLeft = 0 - # Distllllance we can move between whilst staying inside the targets bounds. + # Distance we can move between whilst staying inside the targets bounds. testWidth = targetIsland[4] - sourceIsland[4] testHeight = targetIsland[5] - sourceIsland[5] @@ -474,25 +474,25 @@ def mergeUvIslands(islandList): boxLeft = 0 # Start 1 back so we can jump into the loop. boxBottom= 0 #-yIncrement - ##testcount= 0 + #~ testcount= 0 while boxBottom <= testHeight: # Should we use this? - not needed for now. - #if Window.GetKeyQualifiers() & ctrl: - # BREAK= True - # break + #~ if Window.GetKeyQualifiers() & ctrl: + #~ BREAK= True + #~ break ##testcount+=1 #print 'Testing intersect' Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, Vector((boxLeft, boxBottom))) #print 'Done', Intersect - if Intersect == 1: # Line intersect, dont bother with this any more + if Intersect == 1: # Line intersect, don't bother with this any more pass if Intersect == 2: # Source inside target ''' We have an intersection, if we are inside the target - then move us 1 whole width accross, + then move us 1 whole width across, Its possible this is a bad idea since 2 skinny Angular faces could join without 1 whole move, but its a lot more optimal to speed this up since we have already tested for it. @@ -500,7 +500,7 @@ def mergeUvIslands(islandList): It gives about 10% speedup with minimal errors. ''' #print 'ass' - # Move the test allong its width + SMALL_NUM + # Move the test along its width + SMALL_NUM #boxLeft += sourceIsland[4] + SMALL_NUM boxLeft += sourceIsland[4] elif Intersect == 0: # No intersection?? Place it. @@ -551,7 +551,7 @@ def mergeUvIslands(islandList): break - # INCREMENR NEXT LOCATION + # INCREMENT NEXT LOCATION if boxLeft > testWidth: boxBottom += yIncrement boxLeft = 0.0 @@ -572,8 +572,8 @@ def mergeUvIslands(islandList): # Takes groups of faces. assumes face groups are UV groups. def getUvIslands(faceGroups, me): - # Get seams so we dont cross over seams - edge_seams = {} # shoudl be a set + # Get seams so we don't cross over seams + edge_seams = {} # should be a set for ed in me.edges: if ed.use_seam: edge_seams[ed.key] = None # dummy var- use sets! @@ -609,7 +609,7 @@ def getUvIslands(faceGroups, me): # Modes # 0 - face not yet touched. # 1 - added to island list, and need to search - # 2 - touched and searched - dont touch again. + # 2 - touched and searched - don't touch again. face_modes = [0] * len(faces) # initialize zero - untested. face_modes[0] = 1 # start the search with face 1 @@ -633,7 +633,7 @@ def getUvIslands(faceGroups, me): face_modes[ii] = ok = 1 # mark as searched newIsland.append(faces[ii]) - # mark as searched, dont look again. + # mark as searched, don't look again. face_modes[i] = 2 islandList.append(newIsland) @@ -664,8 +664,8 @@ def packIslands(islandList): # Now we have UV islands, we need to pack them. - # Make a synchronised list with the islands - # so we can box pak the islands. + # Make a synchronized list with the islands + # so we can box pack the islands. packBoxes = [] # Keep a list of X/Y offset so we can save time by writing the @@ -716,14 +716,14 @@ def packIslands(islandList): # print 'Box Packing Time:', time.time() - time1 #if len(pa ckedLs) != len(islandList): - # raise "Error packed boxes differes from original length" + # raise "Error packed boxes differs from original length" #print '\tWriting Packed Data to faces' #XXX Window.DrawProgressBar(0.8, 'Writing Packed Data to faces') # Sort by ID, so there in sync again islandIdx = len(islandList) - # Having these here avoids devide by 0 + # Having these here avoids divide by 0 if islandIdx: if USER_STRETCH_ASPECT: @@ -845,9 +845,9 @@ def main(context, time.sleep(10) ''' -#XXX if not Draw.PupBlock(ob % len(obList), pup_block): -#XXX return -#XXX del ob +#~ XXX if not Draw.PupBlock(ob % len(obList), pup_block): +#~ XXX return +#~ XXX del ob # Convert from being button types @@ -859,10 +859,10 @@ def main(context, is_editmode = (context.active_object.mode == 'EDIT') if is_editmode: bpy.ops.object.mode_set(mode='OBJECT') - # Assume face select mode! an annoying hack to toggle face select mode because Mesh dosent like faceSelectMode. + # Assume face select mode! an annoying hack to toggle face select mode because Mesh doesn't like faceSelectMode. if USER_SHARE_SPACE: - # Sort by data name so we get consistant results + # Sort by data name so we get consistent results obList.sort(key = lambda ob: ob.data.name) collected_islandList= [] @@ -870,7 +870,7 @@ def main(context, time1 = time.time() - # Tag as False se we dont operate on the same mesh twice. + # Tag as False so we don't operate on the same mesh twice. #XXX bpy.data.meshes.tag = False for me in bpy.data.meshes: me.tag = False @@ -885,7 +885,7 @@ def main(context, # Tag as used me.tag = True - if not me.uv_textures: # Mesh has no UV Coords, dont bother. + if not me.uv_textures: # Mesh has no UV Coords, don't bother. me.uv_textures.new() uv_layer = me.uv_textures.active.data @@ -902,7 +902,7 @@ def main(context, #XXX Window.DrawProgressBar(0.1, 'SmartProj UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces))) # ======= - # Generate a projection list from face normals, this is ment to be smart :) + # Generate a projection list from face normals, this is meant to be smart :) # make a list of face props that are in sync with meshFaces # Make a Face List that is sorted by area. @@ -928,7 +928,7 @@ def main(context, # Initialize projectVecs if USER_VIEW_INIT: # Generate Projection - projectVecs = [Vector(Window.GetViewVector()) * ob.matrix_world.inverted().to_3x3()] # We add to this allong the way + projectVecs = [Vector(Window.GetViewVector()) * ob.matrix_world.inverted().to_3x3()] # We add to this along the way else: projectVecs = [] @@ -936,7 +936,7 @@ def main(context, newProjectMeshFaces = [] # Popping stuffs it up. - # Predent that the most unique angke is ages away to start the loop off + # Pretend that the most unique angle is ages away to start the loop off mostUniqueAngle = -1.0 # This is popped @@ -950,7 +950,7 @@ def main(context, # add all the faces that are close. for fIdx in range(len(tempMeshFaces)-1, -1, -1): - # Use half the angle limit so we dont overweight faces towards this + # Use half the angle limit so we don't overweight faces towards this # normal and hog all the faces. if newProjectVec.dot(tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED: newProjectMeshFaces.append(tempMeshFaces.pop(fIdx)) |