Fixes spelling in comments
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a3a1c82380
commit
0c7aac02eb
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@ -182,7 +182,7 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile,
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ParseMainChunk();
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// Process all meshes in the file. First check whether all
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// face indices haev valid values. The generate our
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// face indices have valid values. The generate our
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// internal verbose representation. Finally compute normal
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// vectors from the smoothing groups we read from the
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// file.
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@ -679,7 +679,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
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if ( pcNode)
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{
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// if the source is not a CHUNK_TRACKINFO block it wont be an object instance
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// if the source is not a CHUNK_TRACKINFO block it won't be an object instance
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if (parent != Discreet3DS::CHUNK_TRACKINFO)
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{
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mCurrentNode = pcNode;
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@ -590,7 +590,7 @@ std::list<unsigned int> mesh_idx;
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do
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{
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vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to);
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if(vert_idx_from == vert_idx_to) break;// all indices are transfered,
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if(vert_idx_from == vert_idx_to) break;// all indices are transferred,
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vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
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col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
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@ -743,7 +743,7 @@ std::list<aiNode*> ch_node;
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// \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
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con_node = new aiNode;
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con_node->mName = pConstellation.ID;
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// Walk thru children and search for instances of another objects, constellations.
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// Walk through children and search for instances of another objects, constellations.
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for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
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{
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aiMatrix4x4 tmat;
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@ -815,7 +815,7 @@ std::list<CAMFImporter_NodeElement_Metadata*> meta_list;
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// Check if root element are found.
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if(root_el == nullptr) throw DeadlyImportError("Root(<amf>) element not found.");
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// 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>,
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// 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>,
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// <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read
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// at any moment.
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//
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@ -870,7 +870,7 @@ nl_clean_loop:
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if(node_list.size() > 1)
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{
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// walk thru all nodes
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// walk through all nodes
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for(std::list<aiNode*>::iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
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{
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// and try to find them in another top nodes.
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@ -959,7 +959,7 @@ nl_clean_loop:
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idx++;
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}
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}// if(pScene->mNumTextures > 0)
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}// END: after that walk thru children of root and collect data
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}// END: after that walk through children of root and collect data
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}// namespace Assimp
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@ -654,7 +654,7 @@ void ColladaParser::ReadController( Collada::Controller& pController)
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// two types of controllers: "skin" and "morph". Only the first one is relevant, we skip the other
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if( IsElement( "morph"))
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{
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// should skip everything inside, so there's no danger of catching elements inbetween
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// should skip everything inside, so there's no danger of catching elements in between
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SkipElement();
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}
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else if( IsElement( "skin"))
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@ -2827,7 +2827,7 @@ void ColladaParser::ReadNodeGeometry( Node* pNode)
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if( !mReader->isEmptyElement())
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{
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// read material associations. Ignore additional elements inbetween
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// read material associations. Ignore additional elements in between
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while( mReader->read())
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{
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if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
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@ -781,7 +781,7 @@ void LWOImporter::LoadLWO2Polygons(unsigned int length)
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// Determine the type of the polygons
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switch (type)
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{
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// read unsupported stuff too (although we wont process it)
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// read unsupported stuff too (although we won't process it)
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case AI_LWO_MBAL:
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DefaultLogger::get()->warn("LWO2: Encountered unsupported primitive chunk (METABALL)");
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break;
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@ -498,7 +498,7 @@ void OgreBinarySerializer::NormalizeBoneWeights(VertexData *vertexData) const
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}
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/** Normalize bone weights.
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Some exporters wont care if the sum of all bone weights
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Some exporters won't care if the sum of all bone weights
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for a single vertex equals 1 or not, so validate here. */
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const float epsilon = 0.05f;
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for (const uint32_t vertexIndex : influencedVertices)
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@ -654,7 +654,7 @@ void OgreXmlSerializer::ReadBoneAssignments(VertexDataXml *dest)
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}
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/** Normalize bone weights.
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Some exporters wont care if the sum of all bone weights
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Some exporters won't care if the sum of all bone weights
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for a single vertex equals 1 or not, so validate here. */
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const float epsilon = 0.05f;
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for (const uint32_t vertexIndex : influencedVertices)
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@ -820,7 +820,7 @@ bool PLY::PropertyInstance::ParseValue(
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case EDT_Float:
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// technically this should cast to float, but people tend to use float descriptors for double data
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// this is the best way to not risk loosing precision on import and it doesn't hurt to do this
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// this is the best way to not risk losing precision on import and it doesn't hurt to do this
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ai_real f;
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pCur = fast_atoreal_move<ai_real>(pCur,f);
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out->fFloat = (ai_real)f;
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@ -57,7 +57,7 @@ using namespace Assimp::Formatter;
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// Constructor
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SplitByBoneCountProcess::SplitByBoneCountProcess()
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{
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// set default, might be overriden by importer config
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// set default, might be overridden by importer config
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mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
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}
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@ -148,7 +148,7 @@ bool X3DImporter::FindNodeElement(const std::string& pID, const CX3DImporter_Nod
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CX3DImporter_NodeElement* tnd = NodeElement_Cur;// temporary pointer to node.
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bool static_search = false;// flag: true if searching in static node.
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// At first check if we have deal with static node. Go up thru parent nodes and check flag.
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// At first check if we have deal with static node. Go up through parent nodes and check flag.
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while(tnd != nullptr)
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{
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if(tnd->Type == CX3DImporter_NodeElement::ENET_Group)
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@ -134,7 +134,7 @@ void X3DImporter::ParseNode_Geometry3D_Cone()
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}
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else
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{
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const unsigned int tess = 30;///TODO: IME tesselation factor thru ai_property
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const unsigned int tess = 30;///TODO: IME tesselation factor through ai_property
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std::vector<aiVector3D> tvec;// temp array for vertices.
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@ -207,7 +207,7 @@ void X3DImporter::ParseNode_Geometry3D_Cylinder()
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}
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else
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{
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const unsigned int tess = 30;///TODO: IME tesselation factor thru ai_property
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const unsigned int tess = 30;///TODO: IME tesselation factor through ai_property
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std::vector<aiVector3D> tside;// temp array for vertices of side.
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std::vector<aiVector3D> tcir;// temp array for vertices of circle.
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@ -516,7 +516,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextZ(const size_t pSpine_PointIdx
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// 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)
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// then the Z-axis for the first spine point with a defined Z-axis is used."
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// Walk thru spine and find Z.
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// Walk through spine and find Z.
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for(size_t next_point = 2; (next_point <= spine_idx_last) && !found; next_point++)
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{
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// (pSpine[2] - pSpine[1]) ^ (pSpine[0] - pSpine[1])
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@ -679,7 +679,7 @@ void X3DImporter::ParseNode_Geometry3D_Extrusion()
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// How we done it at all?
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// 1. At first we will calculate array of basises for every point in spine(look SCP in ISO-dic). Also "orientation" vector
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// are applied vor every basis.
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// 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
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// 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
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// using relative spine point.
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// 3. Next step is creating CoordIdx array(do not forget "-1" delimiter). While creating CoordIdx also created faces for begin and end caps, if
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// needed. While createing CootdIdx is taking in account CCW flag.
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@ -749,7 +749,7 @@ void X3DImporter::ParseNode_Geometry3D_Extrusion()
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tcross[cri] = tvecX + tvecY + tvecZ + spine[spi];
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}// for(size_t cri = 0, cri_e = crossSection.size(); cri < cri_e; i++)
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pointset_arr[spi] = tcross;// store transfered point set
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pointset_arr[spi] = tcross;// store transferred point set
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}// for(size_t spi = 0, spi_e = spine.size(); spi < spi_e; i++)
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}// END: 2. Create array of point sets.
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@ -965,7 +965,7 @@ void X3DImporter::ParseNode_Geometry3D_Sphere()
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}
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else
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{
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const unsigned int tess = 3;///TODO: IME tesselation factor thru ai_property
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const unsigned int tess = 3;///TODO: IME tesselation factor through ai_property
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std::vector<aiVector3D> tlist;
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@ -85,7 +85,7 @@ aiMatrix4x4 X3DImporter::PostprocessHelper_Matrix_GlobalToCurrent() const
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void X3DImporter::PostprocessHelper_CollectMetadata(const CX3DImporter_NodeElement& pNodeElement, std::list<CX3DImporter_NodeElement*>& pList) const
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{
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// walk thru childs and find for metadata.
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// walk through childs and find for metadata.
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for(std::list<CX3DImporter_NodeElement*>::const_iterator el_it = pNodeElement.Child.begin(); el_it != pNodeElement.Child.end(); el_it++)
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{
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if(((*el_it)->Type == CX3DImporter_NodeElement::ENET_MetaBoolean) || ((*el_it)->Type == CX3DImporter_NodeElement::ENET_MetaDouble) ||
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@ -190,7 +190,7 @@ void X3DImporter::Postprocess_BuildMaterial(const CX3DImporter_NodeElement& pNod
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*pMaterial = new aiMaterial;
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aiMaterial& taimat = **pMaterial;// creating alias for convenience.
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// at this point pNodeElement point to <Appearance> node. Walk thru childs and add all stored data.
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// at this point pNodeElement point to <Appearance> node. Walk through childs and add all stored data.
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for(std::list<CX3DImporter_NodeElement*>::const_iterator el_it = pNodeElement.Child.begin(); el_it != pNodeElement.Child.end(); el_it++)
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{
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if((*el_it)->Type == CX3DImporter_NodeElement::ENET_Material)
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@ -627,10 +627,10 @@ void X3DImporter::Postprocess_BuildNode(const CX3DImporter_NodeElement& pNodeEle
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}
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else
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{
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for(size_t i = 0; i < (size_t)tne_group.Choice; i++) chit_begin++;// forward iterator to choosed node.
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for(size_t i = 0; i < (size_t)tne_group.Choice; i++) chit_begin++;// forward iterator to choosen node.
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chit_end = chit_begin;
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chit_end++;// point end iterator to next element after choosed.
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chit_end++;// point end iterator to next element after choosen.
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}
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}// if(tne_group.UseChoice)
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}// if(pNodeElement.Type == CX3DImporter_NodeElement::ENET_Group)
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@ -764,7 +764,7 @@ void X3DImporter::Postprocess_CollectMetadata(const CX3DImporter_NodeElement& pN
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throw DeadlyImportError( "Postprocess. MetaData member in node are not nullptr. Something went wrong." );
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}
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// copy collected metadata to output node.
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// copy collected metadata to output node.
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pSceneNode.mMetaData = aiMetadata::Alloc( static_cast<unsigned int>(meta_list.size()) );
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meta_idx = 0;
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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
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enum EType
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{
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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Compression_Open3DGC,///< Compression of mesh data using Open3DGC algorythm.
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Compression_Open3DGC,///< Compression of mesh data using Open3DGC algorithm.
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#endif
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Unknown
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@ -752,7 +752,7 @@ namespace glTF
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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/// \struct SCompression_Open3DGC
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/// Compression of mesh data using Open3DGC algorythm.
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/// Compression of mesh data using Open3DGC algorithm.
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struct SCompression_Open3DGC : public SExtension
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{
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using SExtension::Type;
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@ -270,7 +270,7 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
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// Limitations for meshes when using Open3DGC-compression.
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// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
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// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
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// point to a-a-a-a-any part of buffer (thru bufferview ofcourse) and even to another buffer. We know that "Open3DGC-compression"
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// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
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// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
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// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
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// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor
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