From 0c7aac02eb8ba5830299fbc8b0c3bb1f1b2b76f3 Mon Sep 17 00:00:00 2001 From: Andy Maloney Date: Wed, 7 Dec 2016 21:31:51 -0500 Subject: [PATCH] Fixes spelling in comments --- code/3DSLoader.cpp | 4 ++-- code/AMFImporter_Postprocess.cpp | 10 +++++----- code/ColladaParser.cpp | 4 ++-- code/LWOLoader.cpp | 2 +- code/OgreBinarySerializer.cpp | 2 +- code/OgreXmlSerializer.cpp | 2 +- code/PlyParser.cpp | 2 +- code/SplitByBoneCountProcess.cpp | 2 +- code/X3DImporter.cpp | 2 +- code/X3DImporter_Geometry3D.cpp | 12 ++++++------ code/X3DImporter_Postprocess.cpp | 10 +++++----- code/glTFAsset.h | 4 ++-- code/glTFImporter.cpp | 2 +- 13 files changed, 29 insertions(+), 29 deletions(-) diff --git a/code/3DSLoader.cpp b/code/3DSLoader.cpp index 0a1fe77..b19d37f 100644 --- a/code/3DSLoader.cpp +++ b/code/3DSLoader.cpp @@ -182,7 +182,7 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile, ParseMainChunk(); // Process all meshes in the file. First check whether all - // face indices haev valid values. The generate our + // face indices have valid values. The generate our // internal verbose representation. Finally compute normal // vectors from the smoothing groups we read from the // file. @@ -679,7 +679,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent) if ( pcNode) { - // if the source is not a CHUNK_TRACKINFO block it wont be an object instance + // if the source is not a CHUNK_TRACKINFO block it won't be an object instance if (parent != Discreet3DS::CHUNK_TRACKINFO) { mCurrentNode = pcNode; diff --git a/code/AMFImporter_Postprocess.cpp b/code/AMFImporter_Postprocess.cpp index fc839e6..e328551 100644 --- a/code/AMFImporter_Postprocess.cpp +++ b/code/AMFImporter_Postprocess.cpp @@ -590,7 +590,7 @@ std::list mesh_idx; do { vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to); - if(vert_idx_from == vert_idx_to) break;// all indices are transfered, + if(vert_idx_from == vert_idx_to) break;// all indices are transferred, vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from)); col_arr.push_back(Vertex_CalculateColor(vert_idx_from)); @@ -743,7 +743,7 @@ std::list ch_node; // \_ aiNode for transformation ( -> , ) - aiNode for pointing to object ("objectid") con_node = new aiNode; con_node->mName = pConstellation.ID; - // Walk thru children and search for instances of another objects, constellations. + // Walk through children and search for instances of another objects, constellations. for(const CAMFImporter_NodeElement* ne: pConstellation.Child) { aiMatrix4x4 tmat; @@ -815,7 +815,7 @@ std::list meta_list; // Check if root element are found. if(root_el == nullptr) throw DeadlyImportError("Root() element not found."); - // after that walk thru children of root and collect data. Five types of nodes can be placed at top level - in : , , , + // after that walk through children of root and collect data. Five types of nodes can be placed at top level - in : , , , // and . But at first we must read and because they will be used in . can be read // at any moment. // @@ -870,7 +870,7 @@ nl_clean_loop: if(node_list.size() > 1) { - // walk thru all nodes + // walk through all nodes for(std::list::iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++) { // and try to find them in another top nodes. @@ -959,7 +959,7 @@ nl_clean_loop: idx++; } }// if(pScene->mNumTextures > 0) -}// END: after that walk thru children of root and collect data +}// END: after that walk through children of root and collect data }// namespace Assimp diff --git a/code/ColladaParser.cpp b/code/ColladaParser.cpp index 86274a6..70c5e95 100644 --- a/code/ColladaParser.cpp +++ b/code/ColladaParser.cpp @@ -654,7 +654,7 @@ void ColladaParser::ReadController( Collada::Controller& pController) // two types of controllers: "skin" and "morph". Only the first one is relevant, we skip the other if( IsElement( "morph")) { - // should skip everything inside, so there's no danger of catching elements inbetween + // should skip everything inside, so there's no danger of catching elements in between SkipElement(); } else if( IsElement( "skin")) @@ -2827,7 +2827,7 @@ void ColladaParser::ReadNodeGeometry( Node* pNode) if( !mReader->isEmptyElement()) { - // read material associations. Ignore additional elements inbetween + // read material associations. Ignore additional elements in between while( mReader->read()) { if( mReader->getNodeType() == irr::io::EXN_ELEMENT) diff --git a/code/LWOLoader.cpp b/code/LWOLoader.cpp index a99aa2d..4a45efb 100644 --- a/code/LWOLoader.cpp +++ b/code/LWOLoader.cpp @@ -781,7 +781,7 @@ void LWOImporter::LoadLWO2Polygons(unsigned int length) // Determine the type of the polygons switch (type) { - // read unsupported stuff too (although we wont process it) + // read unsupported stuff too (although we won't process it) case AI_LWO_MBAL: DefaultLogger::get()->warn("LWO2: Encountered unsupported primitive chunk (METABALL)"); break; diff --git a/code/OgreBinarySerializer.cpp b/code/OgreBinarySerializer.cpp index 7b45cf5..59bd0d9 100644 --- a/code/OgreBinarySerializer.cpp +++ b/code/OgreBinarySerializer.cpp @@ -498,7 +498,7 @@ void OgreBinarySerializer::NormalizeBoneWeights(VertexData *vertexData) const } /** Normalize bone weights. - Some exporters wont care if the sum of all bone weights + Some exporters won't care if the sum of all bone weights for a single vertex equals 1 or not, so validate here. */ const float epsilon = 0.05f; for (const uint32_t vertexIndex : influencedVertices) diff --git a/code/OgreXmlSerializer.cpp b/code/OgreXmlSerializer.cpp index 387b557..1676725 100644 --- a/code/OgreXmlSerializer.cpp +++ b/code/OgreXmlSerializer.cpp @@ -654,7 +654,7 @@ void OgreXmlSerializer::ReadBoneAssignments(VertexDataXml *dest) } /** Normalize bone weights. - Some exporters wont care if the sum of all bone weights + Some exporters won't care if the sum of all bone weights for a single vertex equals 1 or not, so validate here. */ const float epsilon = 0.05f; for (const uint32_t vertexIndex : influencedVertices) diff --git a/code/PlyParser.cpp b/code/PlyParser.cpp index 9168170..edc13ce 100644 --- a/code/PlyParser.cpp +++ b/code/PlyParser.cpp @@ -820,7 +820,7 @@ bool PLY::PropertyInstance::ParseValue( case EDT_Float: // technically this should cast to float, but people tend to use float descriptors for double data - // this is the best way to not risk loosing precision on import and it doesn't hurt to do this + // this is the best way to not risk losing precision on import and it doesn't hurt to do this ai_real f; pCur = fast_atoreal_move(pCur,f); out->fFloat = (ai_real)f; diff --git a/code/SplitByBoneCountProcess.cpp b/code/SplitByBoneCountProcess.cpp index 58b14ff..4d01bf0 100644 --- a/code/SplitByBoneCountProcess.cpp +++ b/code/SplitByBoneCountProcess.cpp @@ -57,7 +57,7 @@ using namespace Assimp::Formatter; // Constructor SplitByBoneCountProcess::SplitByBoneCountProcess() { - // set default, might be overriden by importer config + // set default, might be overridden by importer config mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES; } diff --git a/code/X3DImporter.cpp b/code/X3DImporter.cpp index 7c2425c..cbeaa46 100644 --- a/code/X3DImporter.cpp +++ b/code/X3DImporter.cpp @@ -148,7 +148,7 @@ bool X3DImporter::FindNodeElement(const std::string& pID, const CX3DImporter_Nod CX3DImporter_NodeElement* tnd = NodeElement_Cur;// temporary pointer to node. bool static_search = false;// flag: true if searching in static node. - // At first check if we have deal with static node. Go up thru parent nodes and check flag. + // At first check if we have deal with static node. Go up through parent nodes and check flag. while(tnd != nullptr) { if(tnd->Type == CX3DImporter_NodeElement::ENET_Group) diff --git a/code/X3DImporter_Geometry3D.cpp b/code/X3DImporter_Geometry3D.cpp index 34e295d..e8bc958 100644 --- a/code/X3DImporter_Geometry3D.cpp +++ b/code/X3DImporter_Geometry3D.cpp @@ -134,7 +134,7 @@ void X3DImporter::ParseNode_Geometry3D_Cone() } else { - const unsigned int tess = 30;///TODO: IME tesselation factor thru ai_property + const unsigned int tess = 30;///TODO: IME tesselation factor through ai_property std::vector tvec;// temp array for vertices. @@ -207,7 +207,7 @@ void X3DImporter::ParseNode_Geometry3D_Cylinder() } else { - const unsigned int tess = 30;///TODO: IME tesselation factor thru ai_property + const unsigned int tess = 30;///TODO: IME tesselation factor through ai_property std::vector tside;// temp array for vertices of side. std::vector tcir;// temp array for vertices of circle. @@ -516,7 +516,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextZ(const size_t pSpine_PointIdx // As said: "If the Z-axis of the first point is undefined (because the spine is not closed and the first two spine segments are collinear) // then the Z-axis for the first spine point with a defined Z-axis is used." - // Walk thru spine and find Z. + // Walk through spine and find Z. for(size_t next_point = 2; (next_point <= spine_idx_last) && !found; next_point++) { // (pSpine[2] - pSpine[1]) ^ (pSpine[0] - pSpine[1]) @@ -679,7 +679,7 @@ void X3DImporter::ParseNode_Geometry3D_Extrusion() // How we done it at all? // 1. At first we will calculate array of basises for every point in spine(look SCP in ISO-dic). Also "orientation" vector // are applied vor every basis. - // 2. After that we can create array of point sets: which are scaled, transfered to basis of relative basis and at final translated to real position + // 2. After that we can create array of point sets: which are scaled, transferred to basis of relative basis and at final translated to real position // using relative spine point. // 3. Next step is creating CoordIdx array(do not forget "-1" delimiter). While creating CoordIdx also created faces for begin and end caps, if // needed. While createing CootdIdx is taking in account CCW flag. @@ -749,7 +749,7 @@ void X3DImporter::ParseNode_Geometry3D_Extrusion() tcross[cri] = tvecX + tvecY + tvecZ + spine[spi]; }// for(size_t cri = 0, cri_e = crossSection.size(); cri < cri_e; i++) - pointset_arr[spi] = tcross;// store transfered point set + pointset_arr[spi] = tcross;// store transferred point set }// for(size_t spi = 0, spi_e = spine.size(); spi < spi_e; i++) }// END: 2. Create array of point sets. @@ -965,7 +965,7 @@ void X3DImporter::ParseNode_Geometry3D_Sphere() } else { - const unsigned int tess = 3;///TODO: IME tesselation factor thru ai_property + const unsigned int tess = 3;///TODO: IME tesselation factor through ai_property std::vector tlist; diff --git a/code/X3DImporter_Postprocess.cpp b/code/X3DImporter_Postprocess.cpp index 8a953b7..6ae47b7 100644 --- a/code/X3DImporter_Postprocess.cpp +++ b/code/X3DImporter_Postprocess.cpp @@ -85,7 +85,7 @@ aiMatrix4x4 X3DImporter::PostprocessHelper_Matrix_GlobalToCurrent() const void X3DImporter::PostprocessHelper_CollectMetadata(const CX3DImporter_NodeElement& pNodeElement, std::list& pList) const { - // walk thru childs and find for metadata. + // walk through childs and find for metadata. for(std::list::const_iterator el_it = pNodeElement.Child.begin(); el_it != pNodeElement.Child.end(); el_it++) { if(((*el_it)->Type == CX3DImporter_NodeElement::ENET_MetaBoolean) || ((*el_it)->Type == CX3DImporter_NodeElement::ENET_MetaDouble) || @@ -190,7 +190,7 @@ void X3DImporter::Postprocess_BuildMaterial(const CX3DImporter_NodeElement& pNod *pMaterial = new aiMaterial; aiMaterial& taimat = **pMaterial;// creating alias for convenience. - // at this point pNodeElement point to node. Walk thru childs and add all stored data. + // at this point pNodeElement point to node. Walk through childs and add all stored data. for(std::list::const_iterator el_it = pNodeElement.Child.begin(); el_it != pNodeElement.Child.end(); el_it++) { if((*el_it)->Type == CX3DImporter_NodeElement::ENET_Material) @@ -627,10 +627,10 @@ void X3DImporter::Postprocess_BuildNode(const CX3DImporter_NodeElement& pNodeEle } else { - for(size_t i = 0; i < (size_t)tne_group.Choice; i++) chit_begin++;// forward iterator to choosed node. + for(size_t i = 0; i < (size_t)tne_group.Choice; i++) chit_begin++;// forward iterator to choosen node. chit_end = chit_begin; - chit_end++;// point end iterator to next element after choosed. + chit_end++;// point end iterator to next element after choosen. } }// if(tne_group.UseChoice) }// if(pNodeElement.Type == CX3DImporter_NodeElement::ENET_Group) @@ -764,7 +764,7 @@ void X3DImporter::Postprocess_CollectMetadata(const CX3DImporter_NodeElement& pN throw DeadlyImportError( "Postprocess. MetaData member in node are not nullptr. Something went wrong." ); } - // copy collected metadata to output node. + // copy collected metadata to output node. pSceneNode.mMetaData = aiMetadata::Alloc( static_cast(meta_list.size()) ); meta_idx = 0; for(std::list::const_iterator it = meta_list.begin(); it != meta_list.end(); it++, meta_idx++) diff --git a/code/glTFAsset.h b/code/glTFAsset.h index b0f1b99..2a0de7b 100644 --- a/code/glTFAsset.h +++ b/code/glTFAsset.h @@ -730,7 +730,7 @@ namespace glTF enum EType { #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC - Compression_Open3DGC,///< Compression of mesh data using Open3DGC algorythm. + Compression_Open3DGC,///< Compression of mesh data using Open3DGC algorithm. #endif Unknown @@ -752,7 +752,7 @@ namespace glTF #ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC /// \struct SCompression_Open3DGC - /// Compression of mesh data using Open3DGC algorythm. + /// Compression of mesh data using Open3DGC algorithm. struct SCompression_Open3DGC : public SExtension { using SExtension::Type; diff --git a/code/glTFImporter.cpp b/code/glTFImporter.cpp index 4867a9e..65a600f 100644 --- a/code/glTFImporter.cpp +++ b/code/glTFImporter.cpp @@ -270,7 +270,7 @@ void glTFImporter::ImportMeshes(glTF::Asset& r) // Limitations for meshes when using Open3DGC-compression. // It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive? // Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can - // point to a-a-a-a-any part of buffer (thru bufferview ofcourse) and even to another buffer. We know that "Open3DGC-compression" + // point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression" // is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives. // Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem. // Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor -- 2.7.4