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- drop a few swear words from documentation. Some of these are years old and I think the authors (me included) don't want them associated with their commits.

Alexander Gessler 12 năm trước cách đây
mục cha
commit
0b9d6bec0d

+ 1 - 1
code/3DSConverter.cpp

@@ -707,7 +707,7 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
 	if (0 == mRootNode->mChildren.size())
 	{
 		//////////////////////////////////////////////////////////////////////////////
-		// It seems the file is so fucked up that it has not even a hierarchy.
+		// It seems the file is so messed up that it has not even a hierarchy.
 		// generate a flat hiearachy which looks like this:
 		//
 		//                ROOT_NODE

+ 3 - 3
code/BoostWorkaround/boost/tuple/tuple.hpp

@@ -255,7 +255,7 @@ namespace boost	{
 		return t;
 	}
 
-	// Constructs a tuple with 2 elements (fucking idiot, use std::pair instead!)
+	// Constructs a tuple with 2 elements 
 	template <typename T0,typename T1>
 	inline tuple <T0,T1> make_tuple (const T0& t0,
 		const T1& t1) {
@@ -265,7 +265,7 @@ namespace boost	{
 		return t;
 	}
 
-	// Constructs a tuple with 1 elements (no comment ...)
+	// Constructs a tuple with 1 elements (well ...)
 	template <typename T0>
 	inline tuple <T0> make_tuple (const T0& t0) {
 		tuple <T0> t;
@@ -273,7 +273,7 @@ namespace boost	{
 		return t;
 	}
 
-	// Constructs a tuple with 0 elements (ehm? Try http://www.promillerechner.net)
+	// Constructs a tuple with 0 elements (well ...)
 	inline tuple <> make_tuple () {
 		tuple <> t;
 		return t;

+ 3 - 3
code/COBLoader.cpp

@@ -1045,9 +1045,9 @@ void COBImporter::ReadPolH_Binary(COB::Scene& out, StreamReaderLE& reader, const
 		v.y = reader.GetF4();
 	}
 
-	const size_t numfuck = reader.GetI4();
-	msh.faces.reserve(numfuck);
-	for(size_t i = 0; i < numfuck; ++i) {
+	const size_t numf = reader.GetI4();
+	msh.faces.reserve(numf);
+	for(size_t i = 0; i < numf; ++i) {
 		// XXX backface culling flag is 0x10 in flags
 
 		// hole?

+ 2 - 2
code/ColladaExporter.cpp

@@ -99,7 +99,7 @@ void ColladaExporter::WriteFile()
 
 	WriteSceneLibrary();
 
-	// useless Collada bullshit at the end, just in case we haven't had enough indirections, yet. 
+	// useless Collada fu at the end, just in case we haven't had enough indirections, yet. 
 	mOutput << startstr << "<scene>" << endstr;
 	PushTag();
 	mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr;
@@ -495,7 +495,7 @@ void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataTy
 	mOutput << "</float_array>" << endstr; 
 	PopTag();
 
-	// the usual Collada bullshit. Let's bloat it even more!
+	// the usual Collada fun. Let's bloat it even more!
 	mOutput << startstr << "<technique_common>" << endstr;
 	PushTag();
 	mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;

+ 5 - 5
code/ColladaLoader.cpp

@@ -325,10 +325,10 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
 			
 			out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
 
-			// ... some extension magic. FUCKING COLLADA. 
+			// ... some extension magic. O
 			if (srcLight->mOuterAngle == 10e10f) 
 			{
-				// ... some deprecation magic. FUCKING FCOLLADA.
+				// ... some deprecation magic. 
 				if (srcLight->mPenumbraAngle == 10e10f) 
 				{
 					// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
@@ -382,7 +382,7 @@ void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Col
 		out->mClipPlaneNear = srcCamera->mZNear;
 
 		// ... but for the rest some values are optional 
-		// and we need to compute the others in any combination. FUCKING COLLADA.
+		// and we need to compute the others in any combination. 
 		 if (srcCamera->mAspect != 10e10f)
 			out->mAspect = srcCamera->mAspect;
 
@@ -545,7 +545,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
 	std::copy( pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() + 
 		pStartVertex + numVertices, dstMesh->mVertices);
 
-	// normals, if given. HACK: (thom) Due to the fucking Collada spec we never 
+	// normals, if given. HACK: (thom) Due to the glorious Collada spec we never 
 	// know if we have the same number of normals as there are positions. So we 
 	// also ignore any vertex attribute if it has a different count
 	if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
@@ -636,7 +636,7 @@ aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::
 			throw DeadlyImportError( "Data type mismatch while resolving mesh joints");
 		// sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
 		if( pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
-			throw DeadlyImportError( "Unsupported vertex_weight adresssing scheme. Fucking collada spec.");
+			throw DeadlyImportError( "Unsupported vertex_weight adressing scheme. ");
 
 		// create containers to collect the weights for each bone
 		size_t numBones = jointNames.mStrings.size();

+ 2 - 5
code/ColladaParser.cpp

@@ -487,7 +487,7 @@ void ColladaParser::ReadController( Collada::Controller& pController)
 			else if( IsElement( "skin"))
 			{
 				// read the mesh it refers to. According to the spec this could also be another
-				// controller, but I refuse to implement every bullshit idea they've come up with
+				// controller, but I refuse to implement every single idea they've come up with
 				int sourceIndex = GetAttribute( "source");
 				pController.mMeshId = mReader->getAttributeValue( sourceIndex) + 1;
 			} 
@@ -1097,9 +1097,6 @@ void ColladaParser::ReadEffectLibrary()
 			if( IsElement( "effect"))
 			{
 				// read ID. Do I have to repeat my ranting about "optional" attributes?
-				// Alex: .... no, not necessary. Please shut up and leave more space for 
-				// me to complain about the fucking Collada spec with its fucking
-				// 'optional' attributes ...
 				int attrID = GetAttribute( "id");
 				std::string id = mReader->getAttributeValue( attrID);
 
@@ -1613,7 +1610,7 @@ void ColladaParser::ReadSource()
 			}
 			else if( IsElement( "technique_common"))
 			{
-				// I don't fucking care for your profiles bullshit
+				// I don't care for your profiles 
 			}
 			else if( IsElement( "accessor"))
 			{

+ 2 - 2
code/LWOAnimation.cpp

@@ -448,8 +448,8 @@ void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
 
 		if ((*cur_x).time == (*cur_y).time && (*cur_x).time == (*cur_z).time ) {
 
-			// we have a keyframe for all of them defined .. great,
-			// we don't need to fucking interpolate here ...
+			// we have a keyframe for all of them defined .. this means
+			// we don't need to interpolate here.
 			fill.mTime = (*cur_x).time;
 
 			fill.mValue.x = (*cur_x).value;

+ 0 - 1
code/MDLMaterialLoader.cpp

@@ -787,7 +787,6 @@ void MDLImporter::SkipSkinLump_3DGS_MDL7(
 }
 
 // ------------------------------------------------------------------------------------------------
-// What the fuck does this function do? Can't remember
 void MDLImporter::ParseSkinLump_3DGS_MDL7(
 	const unsigned char* szCurrent,
 	const unsigned char** szCurrentOut,

+ 1 - 1
code/OgreMesh.cpp

@@ -182,7 +182,7 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
 	XmlRead(Reader);
 
 	/*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
-	so the break condition is a bit tricky (well, IrrXML just sucks :( )*/
+	so the break condition is a bit tricky */
 	while(Reader->getNodeName()==string("vertex")
 		||Reader->getNodeName()==string("position")
 		||Reader->getNodeName()==string("normal")

+ 2 - 4
code/OgreSkeleton.cpp

@@ -77,8 +77,6 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
 	if(!SkeletonFile)
 		throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
 
-	//Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
-
 	XmlRead(SkeletonFile);
 	if(string("skeleton")!=SkeletonFile->getNodeName())
 		throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
@@ -169,12 +167,12 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
 		Bones[ChildId].ParentId=ParentId;
 		Bones[ParentId].Children.push_back(ChildId);
 
-		XmlRead(SkeletonFile);//I once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
+		XmlRead(SkeletonFile);
 	}
 	//_____________________________________________________________________________
 
 
-	//--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------
+	//--------- Calculate the WorldToBoneSpace Matrix recursively for all bones: ------------------
 	BOOST_FOREACH(Bone &theBone, Bones)
 	{
 		if(-1==theBone.ParentId) //the bone is a root bone

+ 1 - 2
code/Q3DLoader.cpp

@@ -379,8 +379,7 @@ void Q3DImporter::InternReadFile( const std::string& pFile,
 				light->mColorSpecular = light->mColorDiffuse;
 
 
-				// We don't need the rest, but we need to know where
-				// this fucking chunk ends.
+				// We don't need the rest, but we need to know where this chunk ends.
 				unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
 
 				// skip the background file name

+ 1 - 1
code/STLLoader.cpp

@@ -384,7 +384,7 @@ bool STLImporter::LoadBinaryFile()
 			}
 			aiColor4D* clr = &pMesh->mColors[0][i*3];
 			clr->a = 1.0f;
-			if (bIsMaterialise) // fuck, this is reversed
+			if (bIsMaterialise) // this is reversed
 			{
 				clr->r = (color & 0x31u) / 31.0f;
 				clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;

+ 2 - 2
tools/assimp_view/MessageProc.cpp

@@ -985,7 +985,7 @@ void OpenAsset()
 void SetupPPUIState()
 {
 	
-	// fucking hell, that's ugly. anyone willing to rewrite me from scratch?
+	// that's ugly. anyone willing to rewrite me from scratch?
 	HMENU hMenu = GetMenu(g_hDlg);
 	CheckMenuItem(hMenu,ID_VIEWER_PP_JIV,ppsteps & aiProcess_JoinIdenticalVertices ? MF_CHECKED : MF_UNCHECKED);
 	CheckMenuItem(hMenu,ID_VIEWER_PP_CTS,ppsteps & aiProcess_CalcTangentSpace ? MF_CHECKED : MF_UNCHECKED);
@@ -1916,7 +1916,7 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
 					}
 				}
 
-			// fucking hell, this is ugly. anyone willing to rewrite it from scratch using wxwidgets or similar?
+			// this is ugly. anyone willing to rewrite it from scratch using wxwidgets or similar?
 			else if (ID_VIEWER_PP_JIV == LOWORD(wParam))	{
 				ppsteps ^= aiProcess_JoinIdenticalVertices;
 				CheckMenuItem(hMenu,ID_VIEWER_PP_JIV,ppsteps & aiProcess_JoinIdenticalVertices ? MF_CHECKED : MF_UNCHECKED);