Fix typos on code using codespell

pull/1960/head
Alexandre Avenel 2018-05-13 16:35:03 +02:00
parent 2998830d4a
commit 2879e0d6ef
41 changed files with 71 additions and 71 deletions

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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

View File

@ -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);