Browse Source

Fixes spelling in comments

Andy Maloney 8 years ago
parent
commit
0c7aac02eb

+ 2 - 2
code/3DSLoader.cpp

@@ -182,7 +182,7 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile,
     ParseMainChunk();
 
     // Process all meshes in the file. First check whether all
-    // face indices haev valid values. The generate our
+    // face indices have valid values. The generate our
     // internal verbose representation. Finally compute normal
     // vectors from the smoothing groups we read from the
     // file.
@@ -679,7 +679,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
 
         if ( pcNode)
         {
-            // if the source is not a CHUNK_TRACKINFO block it wont be an object instance
+            // if the source is not a CHUNK_TRACKINFO block it won't be an object instance
             if (parent != Discreet3DS::CHUNK_TRACKINFO)
             {
                 mCurrentNode = pcNode;

+ 5 - 5
code/AMFImporter_Postprocess.cpp

@@ -590,7 +590,7 @@ std::list<unsigned int> mesh_idx;
 					do
 					{
 						vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to);
-						if(vert_idx_from == vert_idx_to) break;// all indices are transfered,
+						if(vert_idx_from == vert_idx_to) break;// all indices are transferred,
 
 						vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
 						col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
@@ -743,7 +743,7 @@ std::list<aiNode*> ch_node;
 	//  \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
 	con_node = new aiNode;
 	con_node->mName = pConstellation.ID;
-	// Walk thru children and search for instances of another objects, constellations.
+	// Walk through children and search for instances of another objects, constellations.
 	for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
 	{
 		aiMatrix4x4 tmat;
@@ -815,7 +815,7 @@ std::list<CAMFImporter_NodeElement_Metadata*> meta_list;
 	// Check if root element are found.
 	if(root_el == nullptr) throw DeadlyImportError("Root(<amf>) element not found.");
 
-	// after that walk thru children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
+	// after that walk through children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
 	// <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read
 	// at any moment.
 	//
@@ -870,7 +870,7 @@ nl_clean_loop:
 
 	if(node_list.size() > 1)
 	{
-		// walk thru all nodes
+		// walk through all nodes
 		for(std::list<aiNode*>::iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
 		{
 			// and try to find them in another top nodes.
@@ -959,7 +959,7 @@ nl_clean_loop:
 			idx++;
 		}
 	}// if(pScene->mNumTextures > 0)
-}// END: after that walk thru children of root and collect data
+}// END: after that walk through children of root and collect data
 
 }// namespace Assimp
 

+ 2 - 2
code/ColladaParser.cpp

@@ -654,7 +654,7 @@ void ColladaParser::ReadController( Collada::Controller& pController)
             // two types of controllers: "skin" and "morph". Only the first one is relevant, we skip the other
             if( IsElement( "morph"))
             {
-                // should skip everything inside, so there's no danger of catching elements inbetween
+                // should skip everything inside, so there's no danger of catching elements in between
                 SkipElement();
             }
             else if( IsElement( "skin"))
@@ -2827,7 +2827,7 @@ void ColladaParser::ReadNodeGeometry( Node* pNode)
 
     if( !mReader->isEmptyElement())
     {
-        // read material associations. Ignore additional elements inbetween
+        // read material associations. Ignore additional elements in between
         while( mReader->read())
         {
             if( mReader->getNodeType() == irr::io::EXN_ELEMENT)

+ 1 - 1
code/LWOLoader.cpp

@@ -781,7 +781,7 @@ void LWOImporter::LoadLWO2Polygons(unsigned int length)
     // Determine the type of the polygons
     switch (type)
     {
-        // read unsupported stuff too (although we wont process it)
+        // read unsupported stuff too (although we won't process it)
     case  AI_LWO_MBAL:
         DefaultLogger::get()->warn("LWO2: Encountered unsupported primitive chunk (METABALL)");
         break;

+ 1 - 1
code/OgreBinarySerializer.cpp

@@ -498,7 +498,7 @@ void OgreBinarySerializer::NormalizeBoneWeights(VertexData *vertexData) const
     }
 
     /** Normalize bone weights.
-        Some exporters wont care if the sum of all bone weights
+        Some exporters won't care if the sum of all bone weights
         for a single vertex equals 1 or not, so validate here. */
     const float epsilon = 0.05f;
     for (const uint32_t vertexIndex : influencedVertices)

+ 1 - 1
code/OgreXmlSerializer.cpp

@@ -654,7 +654,7 @@ void OgreXmlSerializer::ReadBoneAssignments(VertexDataXml *dest)
     }
 
     /** Normalize bone weights.
-        Some exporters wont care if the sum of all bone weights
+        Some exporters won't care if the sum of all bone weights
         for a single vertex equals 1 or not, so validate here. */
     const float epsilon = 0.05f;
     for (const uint32_t vertexIndex : influencedVertices)

+ 1 - 1
code/PlyParser.cpp

@@ -820,7 +820,7 @@ bool PLY::PropertyInstance::ParseValue(
 
     case EDT_Float:
         // technically this should cast to float, but people tend to use float descriptors for double data
-        // this is the best way to not risk loosing precision on import and it doesn't hurt to do this
+        // this is the best way to not risk losing precision on import and it doesn't hurt to do this
         ai_real f;
         pCur = fast_atoreal_move<ai_real>(pCur,f);
         out->fFloat = (ai_real)f;

+ 1 - 1
code/SplitByBoneCountProcess.cpp

@@ -57,7 +57,7 @@ using namespace Assimp::Formatter;
 // Constructor
 SplitByBoneCountProcess::SplitByBoneCountProcess()
 {
-    // set default, might be overriden by importer config
+    // set default, might be overridden by importer config
     mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
 }
 

+ 1 - 1
code/X3DImporter.cpp

@@ -148,7 +148,7 @@ bool X3DImporter::FindNodeElement(const std::string& pID, const CX3DImporter_Nod
     CX3DImporter_NodeElement* tnd = NodeElement_Cur;// temporary pointer to node.
     bool static_search = false;// flag: true if searching in static node.
 
-    // At first check if we have deal with static node. Go up thru parent nodes and check flag.
+    // At first check if we have deal with static node. Go up through parent nodes and check flag.
     while(tnd != nullptr)
     {
 		if(tnd->Type == CX3DImporter_NodeElement::ENET_Group)

+ 6 - 6
code/X3DImporter_Geometry3D.cpp

@@ -134,7 +134,7 @@ void X3DImporter::ParseNode_Geometry3D_Cone()
 	}
 	else
 	{
-		const unsigned int tess = 30;///TODO: IME tesselation factor thru ai_property
+		const unsigned int tess = 30;///TODO: IME tesselation factor through ai_property
 
 		std::vector<aiVector3D> tvec;// temp array for vertices.
 
@@ -207,7 +207,7 @@ void X3DImporter::ParseNode_Geometry3D_Cylinder()
 	}
 	else
 	{
-		const unsigned int tess = 30;///TODO: IME tesselation factor thru ai_property
+		const unsigned int tess = 30;///TODO: IME tesselation factor through ai_property
 
 		std::vector<aiVector3D> tside;// temp array for vertices of side.
 		std::vector<aiVector3D> tcir;// temp array for vertices of circle.
@@ -516,7 +516,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextZ(const size_t pSpine_PointIdx
 
 			// As said: "If the Z-axis of the first point is undefined (because the spine is not closed and the first two spine segments are collinear)
 			// then the Z-axis for the first spine point with a defined Z-axis is used."
-			// Walk thru spine and find Z.
+			// Walk through spine and find Z.
 			for(size_t next_point = 2; (next_point <= spine_idx_last) && !found; next_point++)
 			{
 				// (pSpine[2] - pSpine[1]) ^ (pSpine[0] - pSpine[1])
@@ -679,7 +679,7 @@ void X3DImporter::ParseNode_Geometry3D_Extrusion()
 		// How we done it at all?
 		// 1. At first we will calculate array of basises for every point in spine(look SCP in ISO-dic). Also "orientation" vector
 		// are applied vor every basis.
-		// 2. After that we can create array of point sets: which are scaled, transfered to basis of relative basis and at final translated to real position
+		// 2. After that we can create array of point sets: which are scaled, transferred to basis of relative basis and at final translated to real position
 		// using relative spine point.
 		// 3. Next step is creating CoordIdx array(do not forget "-1" delimiter). While creating CoordIdx also created faces for begin and end caps, if
 		// needed. While createing CootdIdx is taking in account CCW flag.
@@ -749,7 +749,7 @@ void X3DImporter::ParseNode_Geometry3D_Extrusion()
 					tcross[cri] = tvecX + tvecY + tvecZ + spine[spi];
 				}// for(size_t cri = 0, cri_e = crossSection.size(); cri < cri_e; i++)
 
-				pointset_arr[spi] = tcross;// store transfered point set
+				pointset_arr[spi] = tcross;// store transferred point set
 			}// for(size_t spi = 0, spi_e = spine.size(); spi < spi_e; i++)
 		}// END: 2. Create array of point sets.
 
@@ -965,7 +965,7 @@ void X3DImporter::ParseNode_Geometry3D_Sphere()
 	}
 	else
 	{
-		const unsigned int tess = 3;///TODO: IME tesselation factor thru ai_property
+		const unsigned int tess = 3;///TODO: IME tesselation factor through ai_property
 
 		std::vector<aiVector3D> tlist;
 

+ 5 - 5
code/X3DImporter_Postprocess.cpp

@@ -85,7 +85,7 @@ aiMatrix4x4 X3DImporter::PostprocessHelper_Matrix_GlobalToCurrent() const
 
 void X3DImporter::PostprocessHelper_CollectMetadata(const CX3DImporter_NodeElement& pNodeElement, std::list<CX3DImporter_NodeElement*>& pList) const
 {
-	// walk thru childs and find for metadata.
+	// walk through childs and find for metadata.
 	for(std::list<CX3DImporter_NodeElement*>::const_iterator el_it = pNodeElement.Child.begin(); el_it != pNodeElement.Child.end(); el_it++)
 	{
 		if(((*el_it)->Type == CX3DImporter_NodeElement::ENET_MetaBoolean) || ((*el_it)->Type == CX3DImporter_NodeElement::ENET_MetaDouble) ||
@@ -190,7 +190,7 @@ void X3DImporter::Postprocess_BuildMaterial(const CX3DImporter_NodeElement& pNod
 	*pMaterial = new aiMaterial;
 	aiMaterial& taimat = **pMaterial;// creating alias for convenience.
 
-	// at this point pNodeElement point to <Appearance> node. Walk thru childs and add all stored data.
+	// at this point pNodeElement point to <Appearance> node. Walk through childs and add all stored data.
 	for(std::list<CX3DImporter_NodeElement*>::const_iterator el_it = pNodeElement.Child.begin(); el_it != pNodeElement.Child.end(); el_it++)
 	{
 		if((*el_it)->Type == CX3DImporter_NodeElement::ENET_Material)
@@ -627,10 +627,10 @@ void X3DImporter::Postprocess_BuildNode(const CX3DImporter_NodeElement& pNodeEle
 			}
 			else
 			{
-				for(size_t i = 0; i < (size_t)tne_group.Choice; i++) chit_begin++;// forward iterator to choosed node.
+				for(size_t i = 0; i < (size_t)tne_group.Choice; i++) chit_begin++;// forward iterator to choosen node.
 
 				chit_end = chit_begin;
-				chit_end++;// point end iterator to next element after choosed.
+				chit_end++;// point end iterator to next element after choosen.
 			}
 		}// if(tne_group.UseChoice)
 	}// if(pNodeElement.Type == CX3DImporter_NodeElement::ENET_Group)
@@ -764,7 +764,7 @@ void X3DImporter::Postprocess_CollectMetadata(const CX3DImporter_NodeElement& pN
             throw DeadlyImportError( "Postprocess. MetaData member in node are not nullptr. Something went wrong." );
         }
 
-		// copy collected metadata to output node.        
+		// copy collected metadata to output node.
         pSceneNode.mMetaData = aiMetadata::Alloc( static_cast<unsigned int>(meta_list.size()) );
 		meta_idx = 0;
 		for(std::list<CX3DImporter_NodeElement*>::const_iterator it = meta_list.begin(); it != meta_list.end(); it++, meta_idx++)

+ 2 - 2
code/glTFAsset.h

@@ -730,7 +730,7 @@ namespace glTF
 			enum EType
 			{
 				#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
-					Compression_Open3DGC,///< Compression of mesh data using Open3DGC algorythm.
+					Compression_Open3DGC,///< Compression of mesh data using Open3DGC algorithm.
 				#endif
 
 				Unknown
@@ -752,7 +752,7 @@ namespace glTF
 
 		#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
 			/// \struct SCompression_Open3DGC
-			/// Compression of mesh data using Open3DGC algorythm.
+			/// Compression of mesh data using Open3DGC algorithm.
 			struct SCompression_Open3DGC : public SExtension
 			{
 				using SExtension::Type;

+ 1 - 1
code/glTFImporter.cpp

@@ -270,7 +270,7 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
 					// Limitations for meshes when using Open3DGC-compression.
 					// It's a current limitation of sp... Specification have not this part still - about mesh compression. Why only one primitive?
 					// Because glTF is very flexibly. But in fact it ugly flexible. Every primitive can has own set of accessors and accessors can
-					// point to a-a-a-a-any part of buffer (thru bufferview ofcourse) and even to another buffer. We know that "Open3DGC-compression"
+					// point to a-a-a-a-any part of buffer (through bufferview of course) and even to another buffer. We know that "Open3DGC-compression"
 					// is applicable only to part of buffer. As we can't guaranty continuity of the data for decoder, we will limit quantity of primitives.
 					// Yes indices, coordinates etc. still can br stored in different buffers, but with current specification it's a exporter problem.
 					// Also primitive can has only one of "POSITION", "NORMAL" and less then "AI_MAX_NUMBER_OF_TEXTURECOORDS" of "TEXCOORD". All accessor