[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2467] trunk/py/scripts/addons: fix spelling errors for comments

Campbell Barton ideasman42 at gmail.com
Mon Oct 17 08:59:42 CEST 2011


Revision: 2467
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=2467
Author:   campbellbarton
Date:     2011-10-17 06:59:42 +0000 (Mon, 17 Oct 2011)
Log Message:
-----------
fix spelling errors for comments

Modified Paths:
--------------
    trunk/py/scripts/addons/io_curve_svg/import_svg.py
    trunk/py/scripts/addons/io_import_scene_lwo.py
    trunk/py/scripts/addons/io_mesh_ply/export_ply.py
    trunk/py/scripts/addons/io_mesh_uv_layout/__init__.py
    trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py
    trunk/py/scripts/addons/io_scene_3ds/import_3ds.py
    trunk/py/scripts/addons/io_scene_fbx/export_fbx.py
    trunk/py/scripts/addons/io_scene_obj/export_obj.py
    trunk/py/scripts/addons/io_scene_obj/import_obj.py
    trunk/py/scripts/addons/io_scene_x3d/import_x3d.py
    trunk/py/scripts/addons/object_fracture/fracture_ops.py
    trunk/py/scripts/addons/object_grease_scatter.py
    trunk/py/scripts/addons/system_demo_mode/__init__.py
    trunk/py/scripts/addons/system_demo_mode/config.py
    trunk/py/scripts/addons/system_property_chart.py

Modified: trunk/py/scripts/addons/io_curve_svg/import_svg.py
===================================================================
--- trunk/py/scripts/addons/io_curve_svg/import_svg.py	2011-10-17 04:08:41 UTC (rev 2466)
+++ trunk/py/scripts/addons/io_curve_svg/import_svg.py	2011-10-17 06:59:42 UTC (rev 2467)
@@ -155,7 +155,7 @@
 
     token, last_char = SVGParseFloat(coord)
     val = float(token)
-    unit = coord[last_char:].strip()  # strip() incase there is a space
+    unit = coord[last_char:].strip()  # strip() in case there is a space
 
     if unit == '%':
         return float(size) / 100.0 * val

Modified: trunk/py/scripts/addons/io_import_scene_lwo.py
===================================================================
--- trunk/py/scripts/addons/io_import_scene_lwo.py	2011-10-17 04:08:41 UTC (rev 2466)
+++ trunk/py/scripts/addons/io_import_scene_lwo.py	2011-10-17 06:59:42 UTC (rev 2467)
@@ -1027,7 +1027,7 @@
         # faster, would be faster again to use an array
         me.vertices.foreach_set("co", [axis for co in layer_data.pnts for axis in co])
 
-        ngons= {}   # To keep the FaceIdx consistant, handle NGons later.
+        ngons= {}   # To keep the FaceIdx consistent, handle NGons later.
         edges= []   # Holds the FaceIdx of the 2-point polys.
         for fi, fpol in enumerate(layer_data.pols):
             fpol.reverse()   # Reversing gives correct normal directions

Modified: trunk/py/scripts/addons/io_mesh_ply/export_ply.py
===================================================================
--- trunk/py/scripts/addons/io_mesh_ply/export_ply.py	2011-10-17 04:08:41 UTC (rev 2466)
+++ trunk/py/scripts/addons/io_mesh_ply/export_ply.py	2011-10-17 06:59:42 UTC (rev 2467)
@@ -98,7 +98,7 @@
         else:
             active_col_layer = active_col_layer.data
 
-    # incase
+    # in case
     color = uvcoord = uvcoord_key = normal = normal_key = None
 
     mesh_verts = mesh.vertices  # save a lookup

Modified: trunk/py/scripts/addons/io_mesh_uv_layout/__init__.py
===================================================================
--- trunk/py/scripts/addons/io_mesh_uv_layout/__init__.py	2011-10-17 04:08:41 UTC (rev 2466)
+++ trunk/py/scripts/addons/io_mesh_uv_layout/__init__.py	2011-10-17 06:59:42 UTC (rev 2467)
@@ -125,7 +125,7 @@
             image = space_data.image
             if image:
                 width, height = tuple(context.space_data.image.size)
-                # incase no data is found.
+                # in case no data is found.
                 if width and height:
                     image_width, image_height = width, height
 

Modified: trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py
===================================================================
--- trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py	2011-10-17 04:08:41 UTC (rev 2466)
+++ trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py	2011-10-17 06:59:42 UTC (rev 2467)
@@ -39,7 +39,7 @@
 
     faces_source = mesh_source.faces
 
-    # get unique UV's incase there are many overlapping which slow down filling.
+    # get unique UV's in case there are many overlapping which slow down filling.
     face_hash_3 = set()
     face_hash_4 = set()
     for i, uv in face_iter_func():

Modified: trunk/py/scripts/addons/io_scene_3ds/import_3ds.py
===================================================================
--- trunk/py/scripts/addons/io_scene_3ds/import_3ds.py	2011-10-17 04:08:41 UTC (rev 2466)
+++ trunk/py/scripts/addons/io_scene_3ds/import_3ds.py	2011-10-17 06:59:42 UTC (rev 2467)
@@ -813,7 +813,7 @@
 
     ##IMAGE_SEARCH
 
-    # fixme, make unglobal, clear incase
+    # fixme, make unglobal, clear in case
     object_dictionary.clear()
     object_matrix.clear()
 

Modified: trunk/py/scripts/addons/io_scene_fbx/export_fbx.py
===================================================================
--- trunk/py/scripts/addons/io_scene_fbx/export_fbx.py	2011-10-17 04:08:41 UTC (rev 2466)
+++ trunk/py/scripts/addons/io_scene_fbx/export_fbx.py	2011-10-17 06:59:42 UTC (rev 2467)
@@ -264,13 +264,13 @@
 
             self.blenName = blenBone.name
             self.blenBone = blenBone
-            self.blenMeshes = {}					# fbxMeshObName : mesh
+            self.blenMeshes = {}  # fbxMeshObName : mesh
             self.fbxArm = fbxArm
             self.restMatrix = blenBone.matrix_local
 
             # not used yet
-            # self.restMatrixInv =	self.restMatrix.inverted()
-            # self.restMatrixLocal =	None # set later, need parent matrix
+            #~ self.restMatrixInv = self.restMatrix.inverted()
+            #~ self.restMatrixLocal = None # set later, need parent matrix
 
             self.parent = None
 
@@ -278,7 +278,7 @@
             pose = fbxArm.blenObject.pose
             self.__pose_bone = pose.bones[self.blenName]
 
-            # store a list if matricies here, (poseMatrix, head, tail)
+            # store a list if matrices here, (poseMatrix, head, tail)
             # {frame:posematrix, frame:posematrix, ...}
             self.__anim_poselist = {}
 
@@ -451,12 +451,12 @@
     fw('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
     fw('\nCreator: "Blender version %s"' % bpy.app.version_string)
 
-    pose_items = []  # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
+    pose_items = []  # list of (fbxName, matrix) to write pose data for, easier to collect along the way
 
     # --------------- funcs for exporting
     def object_tx(ob, loc, matrix, matrix_mod=None):
         '''
-        Matrix mod is so armature objects can modify their bone matricies
+        Matrix mod is so armature objects can modify their bone matrices
         '''
         if isinstance(ob, bpy.types.Bone):
 
@@ -556,7 +556,7 @@
                     constraint_values["sca_max"] = constraint.max_x, constraint.max_y, constraint.max_z
                     constraint_values["sca_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z
 
-        # incase bad values are assigned.
+        # in case bad values are assigned.
         assert(len(constraint_values) == 9)
 
         return constraint_values
@@ -675,8 +675,8 @@
         fw('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
         fw('\n\t\tVersion: 232')
 
-        #poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
-        poseMatrix = write_object_props(my_bone.blenBone, pose_bone=my_bone.getPoseBone())[3]  # dont apply bone matricies anymore
+        #~ poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
+        poseMatrix = write_object_props(my_bone.blenBone, pose_bone=my_bone.getPoseBone())[3]  # dont apply bone matrices anymore
         pose_items.append((my_bone.fbxName, poseMatrix))
 
         # fw('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
@@ -1252,7 +1252,7 @@
     def write_sub_deformer_skin(my_mesh, my_bone, weights):
 
         '''
-        Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers
+        Each subdeformer is specific to a mesh, but the bone it links to can be used by many sub-deformers
         So the SubDeformer needs the mesh-object name as a prefix to make it unique
 
         Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
@@ -1896,7 +1896,7 @@
     materials = {}  # (mat, image) keys, should be a set()
     textures = {}  # should be a set()
 
-    tmp_ob_type = None  # incase no objects are exported, so as not to raise an error
+    tmp_ob_type = None  # in case no objects are exported, so as not to raise an error
 
 ## XXX
 
@@ -2601,7 +2601,7 @@
                         tagged_actions.append(action.name)
                         tmp_act_count += 1
 
-                        # incase there are no actions applied to armatures
+                        # in case there are no actions applied to armatures
                         # for example, when a user deletes the current action.
                         action_lastcompat = action
 
@@ -2667,7 +2667,7 @@
 		;----------------------------------------------------''')
 
             # set pose data for all bones
-            # do this here incase the action changes
+            # do this here in case the action changes
             '''
             for my_bone in ob_bones:
                 my_bone.flushAnimData()
@@ -2817,7 +2817,7 @@
             fw('\n\t}')
 
             # end action loop. set original actions
-            # do this after every loop incase actions effect eachother.
+            # do this after every loop in case actions effect eachother.
             for my_arm in ob_arms:
                 if my_arm.blenObject.animation_data:
                     my_arm.blenObject.animation_data.action = my_arm.blenAction

Modified: trunk/py/scripts/addons/io_scene_obj/export_obj.py
===================================================================
--- trunk/py/scripts/addons/io_scene_obj/export_obj.py	2011-10-17 04:08:41 UTC (rev 2466)
+++ trunk/py/scripts/addons/io_scene_obj/export_obj.py	2011-10-17 06:59:42 UTC (rev 2467)
@@ -406,7 +406,7 @@
 
             # UV
             if faceuv:
-                # incase removing some of these dont get defined.
+                # in case removing some of these dont get defined.
                 uv = uvkey = uv_dict = f_index = uv_index = None
 
                 uv_face_mapping = [[0, 0, 0, 0] for i in range(len(face_index_pairs))]  # a bit of a waste for tri's :/

Modified: trunk/py/scripts/addons/io_scene_obj/import_obj.py
===================================================================
--- trunk/py/scripts/addons/io_scene_obj/import_obj.py	2011-10-17 04:08:41 UTC (rev 2466)
+++ trunk/py/scripts/addons/io_scene_obj/import_obj.py	2011-10-17 06:59:42 UTC (rev 2467)
@@ -804,7 +804,7 @@
                 return float
 
     file.close()
-    # incase all vert values were ints
+    # in case all vert values were ints
     return float
 
 
@@ -1021,7 +1021,7 @@
         elif line.startswith(b'curv ') or context_multi_line == b'curv':
             line_split = line.split()
 

@@ Diff output truncated at 10240 characters. @@


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