Merge pull request #1960 from aavenel/codespell

Fix typos using codespell
pull/1967/head
Kim Kulling 2018-05-16 19:34:34 +02:00 committed by GitHub
commit 0b0e7316ce
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43 changed files with 77 additions and 77 deletions

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@ -141,7 +141,7 @@ Open Asset Import Library is implemented in C++. The directory structure is:
/samples A small number of samples to illustrate possible
use cases for Assimp
/workspaces Build environments for vc,xcode,... (deprecated,
CMake has superseeded all legacy build options!)
CMake has superseded all legacy build options!)
### Where to get help ###

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@ -71,7 +71,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
}
/// \def MACRO_ATTRREAD_CHECK_REF
/// Check curent attribute name and if it equal to requested then read value. Result write to output variable by reference. If result was read then
/// Check current attribute name and if it equal to requested then read value. Result write to output variable by reference. If result was read then
/// "continue" will called.
/// \param [in] pAttrName - attribute name.
/// \param [out] pVarName - output variable name.
@ -84,7 +84,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
}
/// \def MACRO_ATTRREAD_CHECK_RET
/// Check curent attribute name and if it equal to requested then read value. Result write to output variable using return value of \ref pFunction.
/// Check current attribute name and if it equal to requested then read value. Result write to output variable using return value of \ref pFunction.
/// If result was read then "continue" will called.
/// \param [in] pAttrName - attribute name.
/// \param [out] pVarName - output variable name.
@ -130,7 +130,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
} while(false)
/// \def MACRO_NODECHECK_READCOMP_F
/// Check curent node name and if it equal to requested then read value. Result write to output variable of type "float".
/// Check current node name and if it equal to requested then read value. Result write to output variable of type "float".
/// If result was read then "continue" will called. Also check if node data already read then raise exception.
/// \param [in] pNodeName - node name.
/// \param [in, out] pReadFlag - read flag.
@ -147,7 +147,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
}
/// \def MACRO_NODECHECK_READCOMP_U32
/// Check curent node name and if it equal to requested then read value. Result write to output variable of type "uint32_t".
/// Check current node name and if it equal to requested then read value. Result write to output variable of type "uint32_t".
/// If result was read then "continue" will called. Also check if node data already read then raise exception.
/// \param [in] pNodeName - node name.
/// \param [in, out] pReadFlag - read flag.

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@ -99,7 +99,7 @@ CAMFImporter_NodeElement* ne;
ParseHelper_Node_Exit();
// check that all components was defined
if(!(read_flag[0] && read_flag[1] && read_flag[2])) throw DeadlyImportError("Not all color components are defined.");
// check if <a> is absent. Then manualy add "a == 1".
// check if <a> is absent. Then manually add "a == 1".
if(!read_flag[3]) als.Color.a = 1;
}// if(!mReader->isEmptyElement())

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@ -770,7 +770,7 @@ std::list<aiNode*> ch_node;
// find referenced object
if(!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
// create node for apllying transformation
// create node for applying transformation
t_node = new aiNode;
t_node->mParent = con_node;
// apply transformation

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@ -427,7 +427,7 @@ public:
// -------------------------------------------------------------------
//! Construct a parser from a given input file which is
//! guaranted to be terminated with zero.
//! guaranteed to be terminated with zero.
//! @param szFile Input file
//! @param fileFormatDefault Assumed file format version. If the
//! file format is specified in the file the new value replaces

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@ -227,7 +227,7 @@ void DNAParser::Parse ()
// ------------------------------------------------------------------------------------------------
void DNA :: DumpToFile()
{
// we dont't bother using the VFS here for this is only for debugging.
// we don't bother using the VFS here for this is only for debugging.
// (and all your bases are belong to us).
std::ofstream f("dna.txt");

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@ -663,7 +663,7 @@ public:
/** Check whether a specific item is in the cache.
* @param s Data type of the item
* @param out Output pointer. Unchanged if the
* cache doens't know the item yet.
* cache doesn't know the item yet.
* @param ptr Item address to look for. */
template <typename T> void get (
const Structure& s,

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@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_BLEND_TESSELLATOR_H
// Use these to toggle between GLU Tessellate or poly2tri
// Note (acg) keep GLU Tesselate disabled by default - if it is turned on,
// Note (acg) keep GLU Tessellate disabled by default - if it is turned on,
// assimp needs to be linked against GLU, which is currently not yet
// made configurable in CMake and potentially not wanted by most users
// as it requires a Gl environment.

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@ -189,7 +189,7 @@ protected:
{}
};
// summarize a material in an convinient way.
// summarize a material in an convenient way.
struct Material
{
std::string name;

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@ -956,7 +956,7 @@ void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
// Stores all animations
void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser)
{
// recursivly collect all animations from the collada scene
// recursively collect all animations from the collada scene
StoreAnimations( pScene, pParser, &pParser.mAnims, "");
// catch special case: many animations with the same length, each affecting only a single node.
@ -1784,7 +1784,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pPars
// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
// In FBX files textures are now stored internally by Assimp with their filename included
// Now Assimp can lookup thru the loaded textures after all data is processed
// Now Assimp can lookup through the loaded textures after all data is processed
// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
// This may occur on this case too, it has to be studied
// setup texture reference string

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@ -1564,7 +1564,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
if (textureReady) {
// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
// In FBX files textures are now stored internally by Assimp with their filename included
// Now Assimp can lookup thru the loaded textures after all data is processed
// Now Assimp can lookup through the loaded textures after all data is processed
// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
// This may occur on this case too, it has to be studied
path.data[0] = '*';

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@ -575,11 +575,11 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bo
ai_assert( count != 0 );
ai_assert( count <= MAX_CLASSNAMES);
size_t lenghts[MAX_CLASSNAMES];
size_t lengths[MAX_CLASSNAMES];
const size_t c = count;
for (size_t i = 0; i < c; ++i) {
lenghts[ i ] = strlen(classnames[i]);
lengths[ i ] = strlen(classnames[i]);
}
std::vector<const Connection*> temp;
@ -597,7 +597,7 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bo
for (size_t i = 0; i < c; ++i) {
ai_assert(classnames[i]);
if(static_cast<size_t>(std::distance(key.begin(),key.end())) == lenghts[i] && !strncmp(classnames[i],obtype,lenghts[i])) {
if(static_cast<size_t>(std::distance(key.begin(),key.end())) == lengths[i] && !strncmp(classnames[i],obtype,lengths[i])) {
obtype = NULL;
break;
}

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@ -450,7 +450,7 @@ void FBXExporter::WriteDocuments ()
p.AddP70string("ActiveAnimStackName", ""); // should do this properly?
doc.AddChild(p);
// UID for root node in scene heirarchy.
// UID for root node in scene hierarchy.
// always set to 0 in the case of a single document.
// not sure what happens if more than one document exists,
// but that won't matter to us as we're exporting a single scene.
@ -650,7 +650,7 @@ void FBXExporter::WriteDefinitions ()
}
// Model / FbxNode
// <~~ node heirarchy
// <~~ node hierarchy
count = int32_t(count_nodes(mScene->mRootNode)) - 1; // (not counting root node)
if (count) {
n = FBX::Node("ObjectType", "Model");
@ -1223,7 +1223,7 @@ void FBXExporter::WriteObjects ()
// it's all about this material
aiMaterial* m = mScene->mMaterials[i];
// these are used to recieve material data
// these are used to receive material data
float f; aiColor3D c;
// start the node record
@ -1311,7 +1311,7 @@ void FBXExporter::WriteObjects ()
// Now the legacy system.
// For safety let's include it.
// thrse values don't exist in the property template,
// and usualy are completely ignored when loading.
// and usually are completely ignored when loading.
// One notable exception is the "Opacity" property,
// which Blender uses as (1.0 - alpha).
c.r = 0.0f; c.g = 0.0f; c.b = 0.0f;
@ -1532,7 +1532,7 @@ void FBXExporter::WriteObjects ()
// bones.
//
// output structure:
// subset of node heirarchy that are "skeleton",
// subset of node hierarchy that are "skeleton",
// i.e. do not have meshes but only bones.
// but.. i'm not sure how anyone could guarantee that...
//
@ -1544,7 +1544,7 @@ void FBXExporter::WriteObjects ()
//
// well. we can assume a sane input, i suppose.
//
// so input is the bone node heirarchy,
// so input is the bone node hierarchy,
// with an extra thing for the transformation of the MESH in BONE space.
//
// output is a set of bone nodes,
@ -1556,7 +1556,7 @@ void FBXExporter::WriteObjects ()
// and represents the influence of that bone on the grandparent mesh.
// the subdeformer has a list of indices, and weights,
// with indices specifying vertex indices,
// and weights specifying the correspoding influence of this bone.
// and weights specifying the corresponding influence of this bone.
// it also has Transform and TransformLink elements,
// specifying the transform of the MESH in BONE space,
// and the transformation of the BONE in WORLD space,
@ -1806,7 +1806,7 @@ void FBXExporter::WriteObjects ()
// and a correct skeleton would still be output.
// transformlink should be the position of the bone in world space.
// if the bone is in the bind pose (or nonexistant),
// if the bone is in the bind pose (or nonexistent),
// we can just use the matrix we already calculated
if (bone_xform_okay) {
sdnode.AddChild("TransformLink", bone_xform);
@ -1945,7 +1945,7 @@ void FBXExporter::WriteObjects ()
// TODO: cameras, lights
// write nodes (i.e. model heirarchy)
// write nodes (i.e. model hierarchy)
// start at root node
WriteModelNodes(
outstream, mScene->mRootNode, 0, limbnodes
@ -2203,8 +2203,8 @@ void FBXExporter::WriteModelNode(
} else {
// apply the transformation chain.
// these transformation elements are created when importing FBX,
// which has a complex transformation heirarchy for each node.
// as such we can bake the heirarchy back into the node on export.
// which has a complex transformation hierarchy for each node.
// as such we can bake the hierarchy back into the node on export.
for (auto &item : transform_chain) {
auto elem = transform_types.find(item.first);
if (elem == transform_types.end()) {

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@ -90,7 +90,7 @@ namespace Assimp
const ExportProperties* mProperties; // currently unused
std::shared_ptr<IOStream> outfile; // file to write to
std::vector<FBX::Node> connections; // conection storage
std::vector<FBX::Node> connections; // connection storage
std::vector<int64_t> mesh_uids;
std::vector<int64_t> material_uids;

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@ -302,7 +302,7 @@ Video::Video(uint64_t id, const Element& element, const Document& doc, const std
}
if(Content) {
//this field is ommited when the embedded texture is already loaded, let's ignore if it's not found
//this field is omitted when the embedded texture is already loaded, let's ignore if it's not found
try {
const Token& token = GetRequiredToken(*Content, 0);
const char* data = token.begin();

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@ -161,7 +161,7 @@ void FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
// NOTE: we set the removed vertex index to an unique value
// to make sure the developer gets notified when his
// application attemps to access this data.
// application attempts to access this data.
face.mIndices[ face.mNumIndices ] = 0xdeadbeef;
if(first) {

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@ -91,7 +91,7 @@ protected:
// -------------------------------------------------------------------
/** Read a property of the specified type from the current XML element.
* @param out Recives output data
* @param out Receives output data
*/
void ReadHexProperty (HexProperty& out);
void ReadStringProperty (StringProperty& out);

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@ -997,33 +997,33 @@ bool Importer::SetPropertyInteger(const char* szName, int iValue)
// Set a configuration property
bool Importer::SetPropertyFloat(const char* szName, ai_real iValue)
{
bool exising;
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
exising = SetGenericProperty<ai_real>(pimpl->mFloatProperties, szName,iValue);
existing = SetGenericProperty<ai_real>(pimpl->mFloatProperties, szName,iValue);
ASSIMP_END_EXCEPTION_REGION(bool);
return exising;
return existing;
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyString(const char* szName, const std::string& value)
{
bool exising;
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
exising = SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value);
existing = SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value);
ASSIMP_END_EXCEPTION_REGION(bool);
return exising;
return existing;
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value)
{
bool exising;
bool existing;
ASSIMP_BEGIN_EXCEPTION_REGION();
exising = SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value);
existing = SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value);
ASSIMP_END_EXCEPTION_REGION(bool);
return exising;
return existing;
}
// ------------------------------------------------------------------------------------------------

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@ -317,7 +317,7 @@ void TempMesh::FixupFaceOrientation()
IfcVector3 farthestCenter = std::accumulate(mVerts.begin() + faceStartIndices[farthestIndex],
mVerts.begin() + faceStartIndices[farthestIndex] + mVertcnt[farthestIndex], IfcVector3(0.0))
/ IfcFloat(mVertcnt[farthestIndex]);
// We accapt a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in
// We accept a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in
// the file.
if( (farthestNormal * (farthestCenter - vavg).Normalize()) < -0.4 )
{

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@ -118,7 +118,7 @@ bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex)
// Squared because we check against squared length of the vector difference
static const float squareEpsilon = epsilon * epsilon;
// Square compare is useful for animeshes vertexes compare
// Square compare is useful for animeshes vertices compare
if ((lhs.position - rhs.position).SquareLength() > squareEpsilon) {
return false;
}

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@ -410,7 +410,7 @@ void LWSImporter::BuildGraph(aiNode* nd, LWS::NodeDesc& src, std::vector<Attachm
// name to attach light to node -> unique due to LWs indexing system
lit->mName = nd->mName;
// detemine light type and setup additional members
// determine light type and setup additional members
if (src.lightType == 2) { /* spot light */
lit->mType = aiLightSource_SPOT;

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@ -141,7 +141,7 @@ void MDLImporter::SetupProperties(const Importer* pImp)
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
// AI_CONFIG_IMPORT_MDL_COLORMAP - pallette file
// AI_CONFIG_IMPORT_MDL_COLORMAP - palette file
configPalette = pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP,"colormap.lmp");
}
@ -1496,7 +1496,7 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
groupData.vTextureCoords1.resize(iNumVertices,aiVector3D());
// check whether the triangle data structure is large enough
// to contain a second UV coodinate set
// to contain a second UV coordinate set
if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
groupData.vTextureCoords2.resize(iNumVertices,aiVector3D());
groupData.bNeed2UV = true;

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@ -217,7 +217,7 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
pMesh->mNumFaces = indexCount / 3;
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
const int numIndices = 3; // trianglular face
const int numIndices = 3; // triangular face
for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
pMesh->mFaces[index].mNumIndices = numIndices;
unsigned int *indices = new unsigned int[numIndices];

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@ -271,7 +271,7 @@ void NFFImporter::InternReadFile( const std::string& pFile,
ShadingInfo s; // current material info
// degree of tesselation
// degree of tessellation
unsigned int iTesselation = 4;
// some temporary variables we need to parse the file
@ -988,7 +988,7 @@ void NFFImporter::InternReadFile( const std::string& pFile,
::ai_snprintf(currentMesh.name,128,"cone_%i",cone++);
else ::ai_snprintf(currentMesh.name,128,"cylinder_%i",cylinder++);
}
// 'tess' - tesselation
// 'tess' - tessellation
else if (TokenMatch(sz,"tess",4))
{
SkipSpaces(&sz);

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@ -691,7 +691,7 @@ void OpenGEXImporter::handleTransformNode( ODDLParser::DDLNode *node, aiScene *
void OpenGEXImporter::handleMeshNode( ODDLParser::DDLNode *node, aiScene *pScene ) {
m_currentMesh = new aiMesh;
const size_t meshidx( m_meshCache.size() );
// ownership is transfered but a reference remains in m_currentMesh
// ownership is transferred but a reference remains in m_currentMesh
m_meshCache.emplace_back( m_currentMesh );
Property *prop = node->getProperties();

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@ -102,7 +102,7 @@ public:
}
// -------------------------------------------------------------------
/** @brief Rmeove a node from the list of locked nodes.
/** @brief Remove a node from the list of locked nodes.
* @param name Name to be unlocked
*/
inline void RemoveLockedNode(std::string& name)

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@ -212,7 +212,7 @@ template <> struct MinMaxChooser<aiVertexWeight> {
// -------------------------------------------------------------------------------
/** @brief Find the min/max values of an array of Ts
* @param in Input array
* @param size Numebr of elements to process
* @param size Number of elements to process
* @param[out] min minimum value
* @param[out] max maximum value
*/

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@ -104,7 +104,7 @@ void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices;
// Ensure unsued components are zeroed. This will make 1D texture channels work
// Ensure unused components are zeroed. This will make 1D texture channels work
// as if they were 2D channels .. just in case an application doesn't handle
// this case
if (2 == mesh->mNumUVComponents[i]) {

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@ -377,7 +377,7 @@ void StandardShapes::MakeSphere(unsigned int tess,
MakeIcosahedron(positions);
// ... and subdivide it until the requested output
// tesselation is reached
// tessellation is reached
for (unsigned int i = 0; i<tess;++i)
Subdivide(positions);
}

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@ -162,7 +162,7 @@ void StepExporter::WriteFile()
// see http://shodhganga.inflibnet.ac.in:8080/jspui/bitstream/10603/14116/11/11_chapter%203.pdf
// note, that all realnumber values must be comma separated in x files
mOutput.setf(std::ios::fixed);
// precission for double
// precision for double
// see http://stackoverflow.com/questions/554063/how-do-i-print-a-double-value-with-full-precision-using-cout
mOutput.precision(16);

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@ -88,7 +88,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
{
/* This function tries to simplify the input UV transformation.
* That's very important as it allows us to reduce the number
* of output UV channels. The oder in which the transformations
* of output UV channels. The order in which the transformations
* are applied is - as always - scaling, rotation, translation.
*/

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@ -50,7 +50,7 @@ static const unsigned int MajorVersion = 4;
static const unsigned int MinorVersion = 1;
// --------------------------------------------------------------------------------
// Legal information string - dont't remove this.
// Legal information string - don't remove this.
static const char* LEGAL_INFORMATION =
"Open Asset Import Library (Assimp).\n"

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@ -26,7 +26,7 @@ namespace Assimp
/// Limitations.
///
/// Pay attention that X3D is format for interactive graphic and simulations for web browsers. aiScene can not contain all features of the X3D format.
/// Also, aiScene contain rasterized-like data. For example, X3D can describe circle all cylinder with one tag, but aiScene contain result of tesselation:
/// Also, aiScene contain rasterized-like data. For example, X3D can describe circle all cylinder with one tag, but aiScene contain result of tessellation:
/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but that's not a good idea at all.
///
/// Supported nodes:

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@ -522,7 +522,7 @@ private:
/// \param [in] pStartAngle - angle in radians of start of the arc.
/// \param [in] pEndAngle - angle in radians of end of the arc.
/// \param [in] pRadius - radius of the arc.
/// \param [out] pNumSegments - number of segments in arc. In other words - tesselation factor.
/// \param [out] pNumSegments - number of segments in arc. In other words - tessellation factor.
/// \param [out] pVertices - generated vertices.
void GeometryHelper_Make_Arc2D(const float pStartAngle, const float pEndAngle, const float pRadius, size_t pNumSegments, std::list<aiVector3D>& pVertices);

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@ -136,7 +136,7 @@ void X3DImporter::ParseNode_Geometry3D_Cone()
}
else
{
const unsigned int tess = 30;///TODO: IME tesselation factor through ai_property
const unsigned int tess = 30;///TODO: IME tessellation factor through ai_property
std::vector<aiVector3D> tvec;// temp array for vertices.
@ -209,7 +209,7 @@ void X3DImporter::ParseNode_Geometry3D_Cylinder()
}
else
{
const unsigned int tess = 30;///TODO: IME tesselation factor through ai_property
const unsigned int tess = 30;///TODO: IME tessellation factor through ai_property
std::vector<aiVector3D> tside;// temp array for vertices of side.
std::vector<aiVector3D> tcir;// temp array for vertices of circle.
@ -480,7 +480,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx
tvec = pSpine[1] - pSpine[0];
}
else
{// The Y-axis used for the last point it is the vector from spine[n-2] to spine[n-1]. In our case(see above about droping tail) spine[n - 1] is
{// The Y-axis used for the last point it is the vector from spine[n-2] to spine[n-1]. In our case(see above about dropping tail) spine[n - 1] is
// the spine[0].
tvec = pSpine[spine_idx_last] - pSpine[spine_idx_last - 1];
}
@ -967,7 +967,7 @@ void X3DImporter::ParseNode_Geometry3D_Sphere()
}
else
{
const unsigned int tess = 3;///TODO: IME tesselation factor through ai_property
const unsigned int tess = 3;///TODO: IME tessellation factor through ai_property
std::vector<aiVector3D> tlist;

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@ -76,7 +76,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
}
/// \def MACRO_ATTRREAD_CHECK_REF
/// Check curent attribute name and if it equal to requested then read value. Result write to output variable by reference. If result was read then
/// Check current attribute name and if it equal to requested then read value. Result write to output variable by reference. If result was read then
/// "continue" will called.
/// \param [in] pAttrName - attribute name.
/// \param [out] pVarName - output variable name.
@ -89,7 +89,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
}
/// \def MACRO_ATTRREAD_CHECK_RET
/// Check curent attribute name and if it equal to requested then read value. Result write to output variable using return value of \ref pFunction.
/// Check current attribute name and if it equal to requested then read value. Result write to output variable using return value of \ref pFunction.
/// If result was read then "continue" will called.
/// \param [in] pAttrName - attribute name.
/// \param [out] pVarName - output variable name.

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@ -79,7 +79,7 @@ namespace Assimp
if(!mReader->isEmptyElement()) \
ParseNode_Metadata(pNE, pMetaName);/* in that case node element will be added to child elements list of current node. */ \
else \
NodeElement_Cur->Child.push_back(pNE);/* else - add element to child list manualy */ \
NodeElement_Cur->Child.push_back(pNE);/* else - add element to child list manually */ \
\
NodeElement_List.push_back(pNE);/* add new element to elements list. */ \
}/* if(!pUSE_Var.empty()) else */ \

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@ -132,7 +132,7 @@ void XFileExporter::WriteFile()
{
// note, that all realnumber values must be comma separated in x files
mOutput.setf(std::ios::fixed);
mOutput.precision(16); // precission for double
mOutput.precision(16); // precision for double
// entry of writing the file
WriteHeader();

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@ -498,7 +498,7 @@ aiMatrix4x4 XGLImporter::ReadTrafo()
right = forward ^ up;
if (std::fabs(up * forward) > 1e-4) {
// this is definitely wrong - a degenerate coordinate space ruins everything
// so subtitute identity transform.
// so substitute identity transform.
LogError("<forward> and <up> vectors in <transform> are skewing, ignoring trafo");
return m;
}

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@ -386,7 +386,7 @@ namespace glTF2
};
//! Base classe for all glTF top-level objects
//! Base class for all glTF top-level objects
struct Object
{
int index; //!< The index of this object within its property container

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@ -381,7 +381,7 @@ namespace glTF
};
//! Base classe for all glTF top-level objects
//! Base class for all glTF top-level objects
struct Object
{
std::string id; //!< The globally unique ID used to reference this object

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@ -703,7 +703,7 @@ void glTFExporter::ExportMeshes()
// Coordinates indices
comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
// Prepare to enconding
// Prepare to encoding
comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
if(mProperties->GetPropertyBool("extensions.Open3DGC.binary", true))
comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);

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@ -164,7 +164,7 @@ If done correctly you should now be able to compile, link, run and use the appli
@section install_own Building the library from scratch
First you need to install cmake. Now just get the code from github or download the latest version from the webside.
to buil the library just open a command-prompt / bash, navigate into the repo-folder and run cmake via:
to build the library just open a command-prompt / bash, navigate into the repo-folder and run cmake via:
@code
cmake CMakeLists.txt
@ -653,7 +653,7 @@ To apply such an animation you need to identify the animation tracks that refer
in your mesh. Then for every track: <br>
a) Find the keys that lay right before the current anim time. <br>
b) Optional: interpolate between these and the following keys. <br>
c) Combine the calculated position, rotation and scaling to a tranformation matrix <br>
c) Combine the calculated position, rotation and scaling to a transformation matrix <br>
d) Set the affected node's transformation to the calculated matrix. <br>
If you need hints on how to convert to or from quaternions, have a look at the
@ -669,7 +669,7 @@ Such textures are loaded into an aiTexture structure.
In previous versions, the path from the query for `AI_MATKEY_TEXTURE(textureType, index)` would be
`*<index>` where `<index>` is the index of the texture in aiScene::mTextures. Now this call will
return a file path for embedded textures in FBX files. To test if it is an embdedded texture use
return a file path for embedded textures in FBX files. To test if it is an embedded texture use
aiScene::GetEmbeddedTexture. If the returned pointer is not null, it is embedded und can be loaded
from the data structure. If it is null, search for a separate file. Other file types still use the
old behaviour.<br>
@ -794,7 +794,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
<td><tt>COLOR_REFLECTIVE</tt></td>
<td>aiColor3D</td>
<td>black (0,0,0)</td>
<td>Defines the reflective color of the material. This is typically scaled by the amount of incoming light from the direction of mirror reflection. Usually combined with an enviroment lightmap of some kind for real-time applications.</td>
<td>Defines the reflective color of the material. This is typically scaled by the amount of incoming light from the direction of mirror reflection. Usually combined with an environment lightmap of some kind for real-time applications.</td>
<td>---</td>
</tr>
@ -819,7 +819,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
<td>int</td>
<td>false</td>
<td>Specifies whether meshes using this material must be rendered without backface culling. 0 for false, !0 for true. </td>
<td>Some importers set this property if they don't know whether the output face oder is right. As long as it is not set, you may safely enable backface culling.</tt></td>
<td>Some importers set this property if they don't know whether the output face order is right. As long as it is not set, you may safely enable backface culling.</tt></td>
</tr>
<tr>