Fixes spelling in comments

pull/1100/head
Andy Maloney 2016-12-07 21:31:51 -05:00
parent a3a1c82380
commit 0c7aac02eb
13 changed files with 29 additions and 29 deletions

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@ -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;

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@ -590,7 +590,7 @@ std::list<unsigned int> 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<aiNode*> ch_node;
// \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - 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<CAMFImporter_NodeElement_Metadata*> meta_list;
// Check if root element are found.
if(root_el == nullptr) throw DeadlyImportError("Root(<amf>) element not found.");
// after that walk thru children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
// after that walk through children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
// <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> 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<aiNode*>::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

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@ -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)

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@ -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;

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@ -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)

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@ -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)

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@ -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<ai_real>(pCur,f);
out->fFloat = (ai_real)f;

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@ -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;
}

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@ -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)

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@ -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<aiVector3D> 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<aiVector3D> tside;// temp array for vertices of side.
std::vector<aiVector3D> 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<aiVector3D> tlist;

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@ -85,7 +85,7 @@ aiMatrix4x4 X3DImporter::PostprocessHelper_Matrix_GlobalToCurrent() const
void X3DImporter::PostprocessHelper_CollectMetadata(const CX3DImporter_NodeElement& pNodeElement, std::list<CX3DImporter_NodeElement*>& pList) const
{
// walk thru childs and find for metadata.
// walk through childs and find for metadata.
for(std::list<CX3DImporter_NodeElement*>::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 <Appearance> node. Walk thru childs and add all stored data.
// at this point pNodeElement point to <Appearance> node. Walk through childs and add all stored data.
for(std::list<CX3DImporter_NodeElement*>::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<unsigned int>(meta_list.size()) );
meta_idx = 0;
for(std::list<CX3DImporter_NodeElement*>::const_iterator it = meta_list.begin(); it != meta_list.end(); it++, meta_idx++)

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@ -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;

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@ -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