correct grammar/typographic errors in comments (8 files)
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a0b3df6dbd
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213d73ebc6
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@ -593,7 +593,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
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// Cameras or lights define their transformation in their parent node and in the
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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// to be able to return valid cameras/lights even if no scenegraph is given.
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for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) {
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for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) {
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if (pcSOut->mCameras[n]->mName == pcOut->mName) {
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if (pcSOut->mCameras[n]->mName == pcOut->mName) {
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pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f);
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pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f);
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@ -365,7 +365,7 @@ void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) {
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// IMPLEMENTATION NOTE;
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// IMPLEMENTATION NOTE;
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// Cameras or lights define their transformation in their parent node and in the
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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// to be able to return valid cameras/lights even if no scenegraph is given.
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// get chunk type
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// get chunk type
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switch (chunk.Flag) {
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switch (chunk.Flag) {
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@ -904,7 +904,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh &mesh, std::vector<aiMesh *> &avOutMes
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ASSIMP_LOG_WARN("Material index is out of range");
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ASSIMP_LOG_WARN("Material index is out of range");
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}
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}
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// If the material the mesh is assigned to is consisting of submeshes, split it
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// If the material the mesh is assigned to consists of submeshes, split it
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if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
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if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
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std::vector<ASE::Material> vSubMaterials = mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
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std::vector<ASE::Material> vSubMaterials = mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
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@ -297,7 +297,7 @@ void Structure ::Convert<Base>(
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const FileDatabase &db) const {
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const FileDatabase &db) const {
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// note: as per https://github.com/assimp/assimp/issues/128,
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// note: as per https://github.com/assimp/assimp/issues/128,
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// reading the Object linked list recursively is prone to stack overflow.
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// reading the Object linked list recursively is prone to stack overflow.
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// This structure converter is therefore an hand-written exception that
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// This structure converter is therefore a hand-written exception that
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// does it iteratively.
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// does it iteratively.
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const int initial_pos = db.reader->GetCurrentPos();
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const int initial_pos = db.reader->GetCurrentPos();
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@ -1867,7 +1867,7 @@ size_t ColladaParser::ReadPrimitives(XmlNode &node, Mesh &pMesh, std::vector<Inp
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///@note This function won't work correctly if both PerIndex and PerVertex channels have same channels.
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///@note This function won't work correctly if both PerIndex and PerVertex channels have same channels.
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///For example if TEXCOORD present in both <vertices> and <polylist> tags this function will create wrong uv coordinates.
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///For example if TEXCOORD present in both <vertices> and <polylist> tags this function will create wrong uv coordinates.
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///It's not clear from COLLADA documentation is this allowed or not. For now only exporter fixed to avoid such behavior
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///It's not clear from COLLADA documentation whether this is allowed or not. For now only exporter fixed to avoid such behavior
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void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset, Mesh &pMesh,
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void ColladaParser::CopyVertex(size_t currentVertex, size_t numOffsets, size_t numPoints, size_t perVertexOffset, Mesh &pMesh,
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std::vector<InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices) {
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std::vector<InputChannel> &pPerIndexChannels, size_t currentPrimitive, const std::vector<size_t> &indices) {
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// calculate the base offset of the vertex whose attributes we ant to copy
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// calculate the base offset of the vertex whose attributes we ant to copy
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@ -1204,7 +1204,7 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
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const auto &curNormals = shapeGeometry->GetNormals();
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const auto &curNormals = shapeGeometry->GetNormals();
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const auto &curIndices = shapeGeometry->GetIndices();
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const auto &curIndices = shapeGeometry->GetIndices();
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//losing channel name if using shapeGeometry->Name()
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//losing channel name if using shapeGeometry->Name()
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// if blendShapeChannel Name is empty or don't have a ".", add geoMetryName;
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// if blendShapeChannel Name is empty or doesn't have a ".", add geoMetryName;
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auto aniName = FixAnimMeshName(blendShapeChannel->Name());
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auto aniName = FixAnimMeshName(blendShapeChannel->Name());
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auto geoMetryName = FixAnimMeshName(shapeGeometry->Name());
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auto geoMetryName = FixAnimMeshName(shapeGeometry->Name());
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if (aniName.empty()) {
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if (aniName.empty()) {
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@ -84,7 +84,7 @@ Cluster::Cluster(uint64_t id, const Element& element, const Document& doc, const
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transform = ReadMatrix(Transform);
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transform = ReadMatrix(Transform);
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transformLink = ReadMatrix(TransformLink);
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transformLink = ReadMatrix(TransformLink);
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// it is actually possible that there be Deformer's with no weights
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// it is actually possible that there are Deformer's with no weights
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if (!!Indexes != !!Weights) {
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if (!!Indexes != !!Weights) {
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DOMError("either Indexes or Weights are missing from Cluster",&element);
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DOMError("either Indexes or Weights are missing from Cluster",&element);
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}
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}
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@ -291,7 +291,7 @@ int LoadAsset() {
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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// Delete the loaded asset
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// Delete the loaded asset
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// The function does nothing is no asset is loaded
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// The function does nothing if no asset is loaded
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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int DeleteAsset(void) {
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int DeleteAsset(void) {
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if (!g_pcAsset) {
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if (!g_pcAsset) {
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