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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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@@ -1544,7 +1544,7 @@ void FBXExporter::WriteObjects ()
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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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@@ -1556,7 +1556,7 @@ void FBXExporter::WriteObjects ()
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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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@@ -1806,7 +1806,7 @@ void FBXExporter::WriteObjects ()
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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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@@ -1945,7 +1945,7 @@ void FBXExporter::WriteObjects ()
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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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@@ -2203,8 +2203,8 @@ void FBXExporter::WriteModelNode(
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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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