Spelling fixes, thanks to Jan Dittberner.
This patch replaces »continously« with »continuously« and »treshold« with »threshold«. (merged from https://github.com/assimp/assimp/pull/2) git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1086 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/3/head
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@ -568,7 +568,7 @@ size_t Curve :: EstimateSampleCount(float a, float b) const
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}
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// ------------------------------------------------------------------------------------------------
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float RecursiveSearch(const Curve* cv, const aiVector3D& val, float a, float b, unsigned int samples, float treshold, unsigned int recurse = 0, unsigned int max_recurse = 15)
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float RecursiveSearch(const Curve* cv, const aiVector3D& val, float a, float b, unsigned int samples, float threshold, unsigned int recurse = 0, unsigned int max_recurse = 15)
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{
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ai_assert(samples>1);
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@ -592,7 +592,7 @@ float RecursiveSearch(const Curve* cv, const aiVector3D& val, float a, float b,
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}
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ai_assert(min_diff[0] != inf && min_diff[1] != inf);
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if ( fabs(a-min_point[0]) < treshold || recurse >= max_recurse) {
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if ( fabs(a-min_point[0]) < threshold || recurse >= max_recurse) {
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return min_point[0];
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}
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@ -608,7 +608,7 @@ float RecursiveSearch(const Curve* cv, const aiVector3D& val, float a, float b,
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}
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}
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return RecursiveSearch(cv,val,min_point[0],min_point[1],samples,treshold,recurse+1,max_recurse);
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return RecursiveSearch(cv,val,min_point[0],min_point[1],samples,threshold,recurse+1,max_recurse);
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}
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// ------------------------------------------------------------------------------------------------
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@ -618,12 +618,12 @@ bool Curve :: ReverseEval(const aiVector3D& val, float& paramOut) const
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// in all possible cases, but it will always return at least some value so this function
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// will never fail in the default implementation.
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// XXX derive treshold from curve topology
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const float treshold = 1e-4f;
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// XXX derive threshold from curve topology
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const float threshold = 1e-4f;
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const unsigned int samples = 16;
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const ParamRange& range = GetParametricRange();
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paramOut = RecursiveSearch(this,val,range.first,range.second,samples,treshold);
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paramOut = RecursiveSearch(this,val,range.first,range.second,samples,threshold);
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return true;
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}
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@ -305,12 +305,12 @@ void MergePolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t mas
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// skip over extremely small boundaries - this is a workaround to fix cases
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// in which the number of holes is so extremely large that the
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// triangulation code fails.
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#define IFC_VERTICAL_HOLE_SIZE_TRESHOLD 0.000001f
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#define IFC_VERTICAL_HOLE_SIZE_THRESHOLD 0.000001f
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size_t vidx = 0, removed = 0, index = 0;
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const float treshold = area_outer_polygon * IFC_VERTICAL_HOLE_SIZE_TRESHOLD;
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const float threshold = area_outer_polygon * IFC_VERTICAL_HOLE_SIZE_THRESHOLD;
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for(iit = begin; iit != end ;++index) {
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const float sqlen = normals[index].SquareLength();
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if (sqlen < treshold) {
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if (sqlen < threshold) {
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std::vector<aiVector3D>::iterator inbase = in.begin()+vidx;
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in.erase(inbase,inbase+*iit);
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@ -318,7 +318,7 @@ void MergePolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t mas
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*iit++ = 0;
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++removed;
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IFCImporter::LogDebug("skip small hole below treshold");
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IFCImporter::LogDebug("skip small hole below threshold");
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}
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else {
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normals[index] /= sqrt(sqlen);
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@ -246,7 +246,7 @@ void CatmullClarkSubdivider::InternSubdivide (
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SpatialSort spatial;
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// ---------------------------------------------------------------------
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// 0. Offset table to index all meshes continously , generate a spatially
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// 0. Offset table to index all meshes continuously, generate a spatially
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// sorted representation of all vertices in all meshes.
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// ---------------------------------------------------------------------
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typedef std::pair<unsigned int,unsigned int> IntPair;
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@ -413,7 +413,7 @@ more information can be found in the <tt>aiPostProcess.h</tt> header.
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<tr>
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<td><tt>-slm</tt></td>
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<td><tt>--split-large-meshes</tt></td>
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<td>Split large meshes over a specific treshold in smaller sub meshes. The default vertex & face limit is 1000000</td>
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<td>Split large meshes over a specific threshold in smaller sub meshes. The default vertex & face limit is 1000000</td>
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</tr>
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<tr>
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<td><tt>-lbw</tt></td>
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@ -1,6 +1,6 @@
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The xcode project files in this directory are contributed by Andy Maloney and are not continously updated.
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The xcode project files in this directory are contributed by Andy Maloney and are not continuously updated.
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Currently, it's for Assimp r352. If you're using a newer revision, watch out for missing files/includes/...
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See Andy's description at
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http://sourceforge.net/tracker/index.php?func=detail&aid=2659135&group_id=226462&atid=1067634 (Tracker item 2659135)
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for more information.
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for more information.
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