forked from bartvdbraak/blender
Fix some spelling errors.
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0999cf406a
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40fa6b0f37
@ -10,7 +10,7 @@ __url__= ["blender", "blenderartist"]
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__version__= "1.0"
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__bpydoc__= """\
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This script takes the selected mesh objects, devides them into 2 groups
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This script takes the selected mesh objects, divides them into 2 groups
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Cutters and The objects to be cut.
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Cutters are meshes with no faces, just edge loops. and any meshes with faces will be cut.
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@ -128,14 +128,14 @@ def sorted_indicies(i1, i2):
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def fake_length2d(pt1, pt2):
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'''
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Only used for comparison so dont sqrt
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Only used for comparison so don't sqrt
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'''
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#return math.sqrt(abs(pow(x1-x2, 2)+ pow(y1-y2, 2)))
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return pow(pt1[0]-pt2[0], 2) + pow(pt1[1]- pt2[1], 2)
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def length2d(pt1, pt2):
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'''
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Only used for comparison so dont sqrt
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Only used for comparison so don't sqrt
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'''
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#return math.sqrt(abs(pow(x1-x2, 2)+ pow(y1-y2, 2)))
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return sqrt(pow(pt1[0]-pt2[0], 2) + pow(pt1[1]- pt2[1], 2))
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@ -150,7 +150,7 @@ def tri_area_2d(v1, v2, v3):
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return 0.25 * sqrt(abs(p*(p-2*e1)*(p-2*e2)*(p-2*e3)))
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def tri_pt_find_z_2d(pt, tri):
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""" Takes a face and 3d vector and assigns teh vectors Z to its on the face"""
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""" Takes a face and 3d vector and assigns the vectors Z to its on the face"""
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l1= tri_area_2d(tri[1], tri[2], pt)
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l2= tri_area_2d(tri[0], tri[2], pt)
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@ -170,7 +170,7 @@ def tri_pt_find_z_2d(pt, tri):
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def tri_pt_find_uv_2d(pt, tri, uvs):
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""" Takes a face and 3d vector and assigns teh vectors Z to its on the face"""
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""" Takes a face and 3d vector and assigns the vectors Z to its on the face"""
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l1= tri_area_2d(tri[1], tri[2], pt)
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l2= tri_area_2d(tri[0], tri[2], pt)
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@ -288,12 +288,12 @@ def terrain_cut_2d(t, c, PREF_Z_LOC):
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# Loop through the cutter edges.
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for ei_c, ed_c in enumerate(me_c.edges):
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# If the cutter edge has 2 verts inside the same face then we can ignore it
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# Bothe are different faces or None
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# Both are different faces or None
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if cut_vert_terrain_faces[ed_c.v1.index] != cut_vert_terrain_faces[ed_c.v2.index] or\
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cut_vert_terrain_faces[ed_c.v1.index] == cut_vert_terrain_faces[ed_c.v2.index] == None:
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eb_c= c.edge_bounds[ei_c]
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if bounds_intersect(eb_t, eb_c): # face/edge bounds intersect?
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# Now we know the 2 edges might intersect, we'll do a propper test
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# Now we know the 2 edges might intersect, we'll do a proper test
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x= LineIntersect2D(ed_t.v1.co, ed_t.v2.co, ed_c.v1.co, ed_c.v2.co)
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if x:
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@ -340,7 +340,7 @@ def terrain_cut_2d(t, c, PREF_Z_LOC):
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for f in faces:
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faces_intersecting.setdefault(f.index, []).append(ed_isect)
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# this list is used to store edges that are totaly inside a face ( no intersections with terrain)
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# this list is used to store edges that are totally inside a face ( no intersections with terrain)
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# we can remove these as we
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face_containing_edges= [[] for i in xrange(len(me_t.faces))]
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for ed_c in me_c.edges:
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@ -412,8 +412,8 @@ def terrain_cut_2d(t, c, PREF_Z_LOC):
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# edges that dont have a vert in the face have to span between to intersection points
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# since we dont know the other point at any 1 time we need to remember edges that
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# edges that don't have a vert in the face have to span between to intersection points
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# since we don't know the other point at any 1 time we need to remember edges that
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# span a face and add them once we'v collected both
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# first add outline edges
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edge_span_face= {}
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@ -507,7 +507,7 @@ def terrain_cut_2d(t, c, PREF_Z_LOC):
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# 0,2,3
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f_uv_mod= f_uv[0], f_uv[2], f_uv[3]
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f_vco_mod= f_vco[0], f_vco[2], f_vco[3]
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# else - side of 0,1,2 - dont modify the quad
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# else - side of 0,1,2 - don't modify the quad
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uvs[i]= tri_pt_find_uv_2d(v_co, f_vco_mod, f_uv_mod)
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@ -579,7 +579,7 @@ def main():
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for ob in obs:
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if ob.type == 'Mesh':
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me= ob.getData(mesh=1)
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elif ob.data.flag & 1: # Is the curve 3D? else dont use.
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elif ob.data.flag & 1: # Is the curve 3D? else don't use.
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me= BPyMesh.getMeshFromObject(ob) # get the curve
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else:
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continue
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