Fix typos on code using codespell
parent
2998830d4a
commit
2879e0d6ef
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@ -71,7 +71,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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}
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/// \def MACRO_ATTRREAD_CHECK_REF
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/// 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
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/// 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
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/// "continue" will called.
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/// \param [in] pAttrName - attribute name.
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/// \param [out] pVarName - output variable name.
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@ -84,7 +84,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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}
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/// \def MACRO_ATTRREAD_CHECK_RET
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/// Check curent attribute name and if it equal to requested then read value. Result write to output variable using return value of \ref pFunction.
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/// Check current attribute name and if it equal to requested then read value. Result write to output variable using return value of \ref pFunction.
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/// If result was read then "continue" will called.
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/// \param [in] pAttrName - attribute name.
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/// \param [out] pVarName - output variable name.
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@ -130,7 +130,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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} while(false)
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/// \def MACRO_NODECHECK_READCOMP_F
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/// Check curent node name and if it equal to requested then read value. Result write to output variable of type "float".
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/// Check current node name and if it equal to requested then read value. Result write to output variable of type "float".
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/// If result was read then "continue" will called. Also check if node data already read then raise exception.
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/// \param [in] pNodeName - node name.
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/// \param [in, out] pReadFlag - read flag.
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@ -147,7 +147,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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}
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/// \def MACRO_NODECHECK_READCOMP_U32
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/// Check curent node name and if it equal to requested then read value. Result write to output variable of type "uint32_t".
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/// Check current node name and if it equal to requested then read value. Result write to output variable of type "uint32_t".
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/// If result was read then "continue" will called. Also check if node data already read then raise exception.
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/// \param [in] pNodeName - node name.
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/// \param [in, out] pReadFlag - read flag.
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@ -99,7 +99,7 @@ CAMFImporter_NodeElement* ne;
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ParseHelper_Node_Exit();
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// check that all components was defined
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if(!(read_flag[0] && read_flag[1] && read_flag[2])) throw DeadlyImportError("Not all color components are defined.");
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// check if <a> is absent. Then manualy add "a == 1".
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// check if <a> is absent. Then manually add "a == 1".
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if(!read_flag[3]) als.Color.a = 1;
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}// if(!mReader->isEmptyElement())
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@ -770,7 +770,7 @@ std::list<aiNode*> ch_node;
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// find referenced object
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if(!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
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// create node for apllying transformation
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// create node for applying transformation
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t_node = new aiNode;
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t_node->mParent = con_node;
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// apply transformation
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@ -427,7 +427,7 @@ public:
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// -------------------------------------------------------------------
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//! Construct a parser from a given input file which is
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//! guaranted to be terminated with zero.
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//! guaranteed to be terminated with zero.
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//! @param szFile Input file
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//! @param fileFormatDefault Assumed file format version. If the
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//! file format is specified in the file the new value replaces
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@ -227,7 +227,7 @@ void DNAParser::Parse ()
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// ------------------------------------------------------------------------------------------------
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void DNA :: DumpToFile()
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{
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// we dont't bother using the VFS here for this is only for debugging.
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// we don't bother using the VFS here for this is only for debugging.
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// (and all your bases are belong to us).
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std::ofstream f("dna.txt");
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@ -663,7 +663,7 @@ public:
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/** Check whether a specific item is in the cache.
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* @param s Data type of the item
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* @param out Output pointer. Unchanged if the
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* cache doens't know the item yet.
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* cache doesn't know the item yet.
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* @param ptr Item address to look for. */
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template <typename T> void get (
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const Structure& s,
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@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define INCLUDED_AI_BLEND_TESSELLATOR_H
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// Use these to toggle between GLU Tessellate or poly2tri
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// Note (acg) keep GLU Tesselate disabled by default - if it is turned on,
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// Note (acg) keep GLU Tessellate disabled by default - if it is turned on,
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// assimp needs to be linked against GLU, which is currently not yet
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// made configurable in CMake and potentially not wanted by most users
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// as it requires a Gl environment.
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@ -189,7 +189,7 @@ protected:
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{}
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};
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// summarize a material in an convinient way.
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// summarize a material in an convenient way.
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struct Material
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{
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std::string name;
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@ -956,7 +956,7 @@ void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
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// Stores all animations
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void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser)
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{
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// recursivly collect all animations from the collada scene
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// recursively collect all animations from the collada scene
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StoreAnimations( pScene, pParser, &pParser.mAnims, "");
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// catch special case: many animations with the same length, each affecting only a single node.
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@ -1784,7 +1784,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pPars
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// In FBX files textures are now stored internally by Assimp with their filename included
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// Now Assimp can lookup thru the loaded textures after all data is processed
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// Now Assimp can lookup through the loaded textures after all data is processed
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// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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// This may occur on this case too, it has to be studied
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// setup texture reference string
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@ -1564,7 +1564,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
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if (textureReady) {
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// In FBX files textures are now stored internally by Assimp with their filename included
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// Now Assimp can lookup thru the loaded textures after all data is processed
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// Now Assimp can lookup through the loaded textures after all data is processed
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// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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// This may occur on this case too, it has to be studied
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path.data[0] = '*';
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@ -575,11 +575,11 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bo
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ai_assert( count != 0 );
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ai_assert( count <= MAX_CLASSNAMES);
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size_t lenghts[MAX_CLASSNAMES];
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size_t lengths[MAX_CLASSNAMES];
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const size_t c = count;
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for (size_t i = 0; i < c; ++i) {
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lenghts[ i ] = strlen(classnames[i]);
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lengths[ i ] = strlen(classnames[i]);
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}
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std::vector<const Connection*> temp;
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@ -597,7 +597,7 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bo
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for (size_t i = 0; i < c; ++i) {
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ai_assert(classnames[i]);
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if(static_cast<size_t>(std::distance(key.begin(),key.end())) == lenghts[i] && !strncmp(classnames[i],obtype,lenghts[i])) {
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if(static_cast<size_t>(std::distance(key.begin(),key.end())) == lengths[i] && !strncmp(classnames[i],obtype,lengths[i])) {
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obtype = NULL;
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break;
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}
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@ -450,7 +450,7 @@ void FBXExporter::WriteDocuments ()
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p.AddP70string("ActiveAnimStackName", ""); // should do this properly?
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doc.AddChild(p);
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// UID for root node in scene heirarchy.
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// UID for root node in scene hierarchy.
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// always set to 0 in the case of a single document.
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// not sure what happens if more than one document exists,
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// but that won't matter to us as we're exporting a single scene.
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@ -650,7 +650,7 @@ void FBXExporter::WriteDefinitions ()
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}
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// Model / FbxNode
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// <~~ node heirarchy
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// <~~ node hierarchy
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count = int32_t(count_nodes(mScene->mRootNode)) - 1; // (not counting root node)
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if (count) {
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n = FBX::Node("ObjectType", "Model");
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@ -1223,7 +1223,7 @@ void FBXExporter::WriteObjects ()
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// it's all about this material
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aiMaterial* m = mScene->mMaterials[i];
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// these are used to recieve material data
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// these are used to receive material data
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float f; aiColor3D c;
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// start the node record
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@ -1311,7 +1311,7 @@ void FBXExporter::WriteObjects ()
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// Now the legacy system.
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// For safety let's include it.
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// thrse values don't exist in the property template,
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// and usualy are completely ignored when loading.
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// and usually are completely ignored when loading.
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// One notable exception is the "Opacity" property,
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// which Blender uses as (1.0 - alpha).
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c.r = 0.0f; c.g = 0.0f; c.b = 0.0f;
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@ -1532,7 +1532,7 @@ void FBXExporter::WriteObjects ()
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// bones.
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//
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// output structure:
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// subset of node heirarchy that are "skeleton",
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// subset of node hierarchy that are "skeleton",
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// i.e. do not have meshes but only bones.
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// but.. i'm not sure how anyone could guarantee that...
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//
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//
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// well. we can assume a sane input, i suppose.
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//
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// so input is the bone node heirarchy,
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// so input is the bone node hierarchy,
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// with an extra thing for the transformation of the MESH in BONE space.
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//
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// output is a set of bone nodes,
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// and represents the influence of that bone on the grandparent mesh.
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// the subdeformer has a list of indices, and weights,
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// with indices specifying vertex indices,
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// and weights specifying the correspoding influence of this bone.
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// and weights specifying the corresponding influence of this bone.
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// it also has Transform and TransformLink elements,
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// specifying the transform of the MESH in BONE space,
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// and the transformation of the BONE in WORLD space,
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// and a correct skeleton would still be output.
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// transformlink should be the position of the bone in world space.
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// if the bone is in the bind pose (or nonexistant),
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// if the bone is in the bind pose (or nonexistent),
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// we can just use the matrix we already calculated
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if (bone_xform_okay) {
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sdnode.AddChild("TransformLink", bone_xform);
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// TODO: cameras, lights
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// write nodes (i.e. model heirarchy)
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// write nodes (i.e. model hierarchy)
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// start at root node
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WriteModelNodes(
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outstream, mScene->mRootNode, 0, limbnodes
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} else {
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// apply the transformation chain.
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// these transformation elements are created when importing FBX,
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// which has a complex transformation heirarchy for each node.
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// as such we can bake the heirarchy back into the node on export.
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// which has a complex transformation hierarchy for each node.
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// as such we can bake the hierarchy back into the node on export.
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for (auto &item : transform_chain) {
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auto elem = transform_types.find(item.first);
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if (elem == transform_types.end()) {
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@ -90,7 +90,7 @@ namespace Assimp
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const ExportProperties* mProperties; // currently unused
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std::shared_ptr<IOStream> outfile; // file to write to
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std::vector<FBX::Node> connections; // conection storage
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std::vector<FBX::Node> connections; // connection storage
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std::vector<int64_t> mesh_uids;
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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
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}
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if(Content) {
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//this field is ommited when the embedded texture is already loaded, let's ignore if it's not found
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//this field is omitted when the embedded texture is already loaded, let's ignore if it's not found
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try {
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const Token& token = GetRequiredToken(*Content, 0);
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const char* data = token.begin();
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@ -161,7 +161,7 @@ void FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
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// NOTE: we set the removed vertex index to an unique value
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// to make sure the developer gets notified when his
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// application attemps to access this data.
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// application attempts to access this data.
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face.mIndices[ face.mNumIndices ] = 0xdeadbeef;
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if(first) {
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@ -91,7 +91,7 @@ protected:
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// -------------------------------------------------------------------
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/** Read a property of the specified type from the current XML element.
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* @param out Recives output data
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* @param out Receives output data
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*/
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void ReadHexProperty (HexProperty& out);
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void ReadStringProperty (StringProperty& out);
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@ -997,33 +997,33 @@ bool Importer::SetPropertyInteger(const char* szName, int iValue)
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// Set a configuration property
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bool Importer::SetPropertyFloat(const char* szName, ai_real iValue)
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{
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bool exising;
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bool existing;
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ASSIMP_BEGIN_EXCEPTION_REGION();
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exising = SetGenericProperty<ai_real>(pimpl->mFloatProperties, szName,iValue);
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existing = SetGenericProperty<ai_real>(pimpl->mFloatProperties, szName,iValue);
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ASSIMP_END_EXCEPTION_REGION(bool);
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return exising;
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return existing;
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}
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// ------------------------------------------------------------------------------------------------
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// Set a configuration property
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bool Importer::SetPropertyString(const char* szName, const std::string& value)
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{
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bool exising;
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bool existing;
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ASSIMP_BEGIN_EXCEPTION_REGION();
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exising = SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value);
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existing = SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value);
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ASSIMP_END_EXCEPTION_REGION(bool);
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return exising;
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return existing;
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}
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// ------------------------------------------------------------------------------------------------
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// Set a configuration property
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bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value)
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{
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bool exising;
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bool existing;
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ASSIMP_BEGIN_EXCEPTION_REGION();
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exising = SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value);
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existing = SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value);
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ASSIMP_END_EXCEPTION_REGION(bool);
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return exising;
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return existing;
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}
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// ------------------------------------------------------------------------------------------------
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@ -317,7 +317,7 @@ void TempMesh::FixupFaceOrientation()
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IfcVector3 farthestCenter = std::accumulate(mVerts.begin() + faceStartIndices[farthestIndex],
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mVerts.begin() + faceStartIndices[farthestIndex] + mVertcnt[farthestIndex], IfcVector3(0.0))
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/ IfcFloat(mVertcnt[farthestIndex]);
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// We accapt a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in
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// We accept a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in
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// the file.
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if( (farthestNormal * (farthestCenter - vavg).Normalize()) < -0.4 )
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{
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@ -118,7 +118,7 @@ bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex)
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// Squared because we check against squared length of the vector difference
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static const float squareEpsilon = epsilon * epsilon;
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// Square compare is useful for animeshes vertexes compare
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// Square compare is useful for animeshes vertices compare
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if ((lhs.position - rhs.position).SquareLength() > squareEpsilon) {
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return false;
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}
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@ -410,7 +410,7 @@ void LWSImporter::BuildGraph(aiNode* nd, LWS::NodeDesc& src, std::vector<Attachm
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// name to attach light to node -> unique due to LWs indexing system
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lit->mName = nd->mName;
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// detemine light type and setup additional members
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// determine light type and setup additional members
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if (src.lightType == 2) { /* spot light */
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lit->mType = aiLightSource_SPOT;
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@ -141,7 +141,7 @@ void MDLImporter::SetupProperties(const Importer* pImp)
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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// AI_CONFIG_IMPORT_MDL_COLORMAP - pallette file
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// AI_CONFIG_IMPORT_MDL_COLORMAP - palette file
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configPalette = pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP,"colormap.lmp");
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}
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@ -1496,7 +1496,7 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
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groupData.vTextureCoords1.resize(iNumVertices,aiVector3D());
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// check whether the triangle data structure is large enough
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// to contain a second UV coodinate set
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// to contain a second UV coordinate set
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if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
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groupData.vTextureCoords2.resize(iNumVertices,aiVector3D());
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groupData.bNeed2UV = true;
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@ -217,7 +217,7 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
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pMesh->mNumFaces = indexCount / 3;
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pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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const int numIndices = 3; // trianglular face
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const int numIndices = 3; // triangular face
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for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
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pMesh->mFaces[index].mNumIndices = numIndices;
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unsigned int *indices = new unsigned int[numIndices];
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@ -271,7 +271,7 @@ void NFFImporter::InternReadFile( const std::string& pFile,
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ShadingInfo s; // current material info
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// degree of tesselation
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// degree of tessellation
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unsigned int iTesselation = 4;
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// some temporary variables we need to parse the file
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||||
|
@ -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);
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
*/
|
||||
|
|
|
@ -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]) {
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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.
|
||||
*/
|
||||
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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 */ \
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue