Cleanup: pep8, unused vars, line length
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@@ -241,7 +241,8 @@ class ConnectRigidBodies(Operator):
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description="Pattern used to connect objects",
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items=(
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('SELECTED_TO_ACTIVE', "Selected to Active", "Connect selected objects to the active object"),
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('CHAIN_DISTANCE', "Chain by Distance", "Connect objects as a chain based on distance, starting at the active object"),
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('CHAIN_DISTANCE', "Chain by Distance", "Connect objects as a chain based on distance, "
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"starting at the active object"),
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),
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default='SELECTED_TO_ACTIVE',
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)
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@@ -283,7 +283,16 @@ def mergeUvIslands(islandList):
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# UV Edge list used for intersections as well as unique points.
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edges, uniqueEdgePoints = island2Edge(islandList[islandIdx])
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decoratedIslandList.append([islandList[islandIdx], totFaceArea, efficiency, islandBoundsArea, w, h, edges, uniqueEdgePoints])
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decoratedIslandList.append([
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islandList[islandIdx],
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totFaceArea,
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efficiency,
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islandBoundsArea,
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w,
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h,
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edges,
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uniqueEdgePoints,
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])
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# Sort by island bounding box area, smallest face area first.
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# no.. chance that to most simple edge loop first.
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@@ -389,7 +398,8 @@ def mergeUvIslands(islandList):
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# testcount+=1
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# print 'Testing intersect'
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Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, Vector((boxLeft, boxBottom)))
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Intersect = islandIntersectUvIsland(
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sourceIsland, targetIsland, Vector((boxLeft, boxBottom)))
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# print 'Done', Intersect
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if Intersect == 1: # Line intersect, don't bother with this any more
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pass
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@@ -176,7 +176,14 @@ class VertexPaintDirt(Operator):
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obj = context.object
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mesh = obj.data
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ret = applyVertexDirt(mesh, self.blur_iterations, self.blur_strength, self.dirt_angle, self.clean_angle, self.dirt_only)
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ret = applyVertexDirt(
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mesh,
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self.blur_iterations,
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self.blur_strength,
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self.dirt_angle,
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self.clean_angle,
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self.dirt_only,
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)
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return ret
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