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Fix typos on code using codespell

Alexandre Avenel 7 年之前
父節點
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2879e0d6ef

+ 4 - 4
code/AMFImporter_Macro.hpp

@@ -71,7 +71,7 @@ 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.
@@ -84,7 +84,7 @@ 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.
@@ -130,7 +130,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 	} while(false)
 
 /// \def MACRO_NODECHECK_READCOMP_F
-/// Check curent node name and if it equal to requested then read value. Result write to output variable of type "float".
+/// Check current node name and if it equal to requested then read value. Result write to output variable of type "float".
 /// If result was read then  "continue" will called. Also check if node data already read then raise exception.
 /// \param [in] pNodeName - node name.
 /// \param [in, out] pReadFlag - read flag.
@@ -147,7 +147,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 	}
 
 /// \def MACRO_NODECHECK_READCOMP_U32
-/// Check curent node name and if it equal to requested then read value. Result write to output variable of type "uint32_t".
+/// Check current node name and if it equal to requested then read value. Result write to output variable of type "uint32_t".
 /// If result was read then  "continue" will called. Also check if node data already read then raise exception.
 /// \param [in] pNodeName - node name.
 /// \param [in, out] pReadFlag - read flag.

+ 1 - 1
code/AMFImporter_Material.cpp

@@ -99,7 +99,7 @@ CAMFImporter_NodeElement* ne;
 		ParseHelper_Node_Exit();
 		// check that all components was defined
 		if(!(read_flag[0] && read_flag[1] && read_flag[2])) throw DeadlyImportError("Not all color components are defined.");
-		// check if <a> is absent. Then manualy add "a == 1".
+		// check if <a> is absent. Then manually add "a == 1".
 		if(!read_flag[3]) als.Color.a = 1;
 
 	}// if(!mReader->isEmptyElement())

+ 1 - 1
code/AMFImporter_Postprocess.cpp

@@ -770,7 +770,7 @@ std::list<aiNode*> ch_node;
 		// find referenced object
 		if(!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
 
-		// create node for apllying transformation
+		// create node for applying transformation
 		t_node = new aiNode;
 		t_node->mParent = con_node;
 		// apply transformation

+ 1 - 1
code/ASEParser.h

@@ -427,7 +427,7 @@ public:
 
     // -------------------------------------------------------------------
     //! Construct a parser from a given input file which is
-    //! guaranted to be terminated with zero.
+    //! guaranteed to be terminated with zero.
     //! @param szFile Input file
     //! @param fileFormatDefault Assumed file format version. If the
     //!   file format is specified in the file the new value replaces

+ 1 - 1
code/BlenderDNA.cpp

@@ -227,7 +227,7 @@ void DNAParser::Parse ()
 // ------------------------------------------------------------------------------------------------
 void DNA :: DumpToFile()
 {
-    // we dont't bother using the VFS here for this is only for debugging.
+    // we don't bother using the VFS here for this is only for debugging.
     // (and all your bases are belong to us).
 
     std::ofstream f("dna.txt");

+ 1 - 1
code/BlenderDNA.h

@@ -663,7 +663,7 @@ public:
     /** Check whether a specific item is in the cache.
      *  @param s Data type of the item
      *  @param out Output pointer. Unchanged if the
-     *   cache doens't know the item yet.
+     *   cache doesn't know the item yet.
      *  @param ptr Item address to look for. */
     template <typename T> void get (
         const Structure& s,

+ 1 - 1
code/BlenderTessellator.h

@@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #define INCLUDED_AI_BLEND_TESSELLATOR_H
 
 // Use these to toggle between GLU Tessellate or poly2tri
-// Note (acg) keep GLU Tesselate disabled by default - if it is turned on,
+// Note (acg) keep GLU Tessellate disabled by default - if it is turned on,
 // assimp needs to be linked against GLU, which is currently not yet
 // made configurable in CMake and potentially not wanted by most users
 // as it requires a Gl environment.

+ 1 - 1
code/ColladaExporter.h

@@ -189,7 +189,7 @@ protected:
      {}
   };
 
-  // summarize a material in an convinient way.
+  // summarize a material in an convenient way.
   struct Material
   {
     std::string name;

+ 2 - 2
code/ColladaLoader.cpp

@@ -956,7 +956,7 @@ void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
 // Stores all animations
 void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser)
 {
-    // recursivly collect all animations from the collada scene
+    // recursively collect all animations from the collada scene
     StoreAnimations( pScene, pParser, &pParser.mAnims, "");
 
     // catch special case: many animations with the same length, each affecting only a single node.
@@ -1784,7 +1784,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pPars
 
         // TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
         // In FBX files textures are now stored internally by Assimp with their filename included
-        // Now Assimp can lookup thru the loaded textures after all data is processed
+        // Now Assimp can lookup through the loaded textures after all data is processed
         // We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
         // This may occur on this case too, it has to be studied
         // setup texture reference string

+ 1 - 1
code/FBXConverter.cpp

@@ -1564,7 +1564,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
                 if (textureReady) {
                     // TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
                     // In FBX files textures are now stored internally by Assimp with their filename included
-                    // Now Assimp can lookup thru the loaded textures after all data is processed
+                    // Now Assimp can lookup through the loaded textures after all data is processed
                     // We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
                     // This may occur on this case too, it has to be studied
                     path.data[0] = '*';

+ 3 - 3
code/FBXDocument.cpp

@@ -575,11 +575,11 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bo
     ai_assert( count != 0 );
     ai_assert( count <= MAX_CLASSNAMES);
 
-    size_t lenghts[MAX_CLASSNAMES];
+    size_t lengths[MAX_CLASSNAMES];
 
     const size_t c = count;
     for (size_t i = 0; i < c; ++i) {
-        lenghts[ i ] = strlen(classnames[i]);
+        lengths[ i ] = strlen(classnames[i]);
     }
 
     std::vector<const Connection*> temp;
@@ -597,7 +597,7 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bo
 
         for (size_t i = 0; i < c; ++i) {
             ai_assert(classnames[i]);
-            if(static_cast<size_t>(std::distance(key.begin(),key.end())) == lenghts[i] && !strncmp(classnames[i],obtype,lenghts[i])) {
+            if(static_cast<size_t>(std::distance(key.begin(),key.end())) == lengths[i] && !strncmp(classnames[i],obtype,lengths[i])) {
                 obtype = NULL;
                 break;
             }

+ 11 - 11
code/FBXExporter.cpp

@@ -450,7 +450,7 @@ void FBXExporter::WriteDocuments ()
     p.AddP70string("ActiveAnimStackName", ""); // should do this properly?
     doc.AddChild(p);
 
-    // UID for root node in scene heirarchy.
+    // UID for root node in scene hierarchy.
     // always set to 0 in the case of a single document.
     // not sure what happens if more than one document exists,
     // but that won't matter to us as we're exporting a single scene.
@@ -650,7 +650,7 @@ void FBXExporter::WriteDefinitions ()
     }
 
     // Model / FbxNode
-    // <~~ node heirarchy
+    // <~~ node hierarchy
     count = int32_t(count_nodes(mScene->mRootNode)) - 1; // (not counting root node)
     if (count) {
         n = FBX::Node("ObjectType", "Model");
@@ -1223,7 +1223,7 @@ void FBXExporter::WriteObjects ()
         // it's all about this material
         aiMaterial* m = mScene->mMaterials[i];
 
-        // these are used to recieve material data
+        // these are used to receive material data
         float f; aiColor3D c;
 
         // start the node record
@@ -1311,7 +1311,7 @@ void FBXExporter::WriteObjects ()
         // Now the legacy system.
         // For safety let's include it.
         // thrse values don't exist in the property template,
-        // and usualy are completely ignored when loading.
+        // and usually are completely ignored when loading.
         // One notable exception is the "Opacity" property,
         // which Blender uses as (1.0 - alpha).
         c.r = 0.0f; c.g = 0.0f; c.b = 0.0f;
@@ -1532,7 +1532,7 @@ void FBXExporter::WriteObjects ()
     // bones.
     //
     // output structure:
-    // subset of node heirarchy that are "skeleton",
+    // subset of node hierarchy that are "skeleton",
     // i.e. do not have meshes but only bones.
     // but.. i'm not sure how anyone could guarantee that...
     //
@@ -1544,7 +1544,7 @@ void FBXExporter::WriteObjects ()
     //
     // well. we can assume a sane input, i suppose.
     //
-    // so input is the bone node heirarchy,
+    // so input is the bone node hierarchy,
     // with an extra thing for the transformation of the MESH in BONE space.
     //
     // output is a set of bone nodes,
@@ -1556,7 +1556,7 @@ void FBXExporter::WriteObjects ()
     // and represents the influence of that bone on the grandparent mesh.
     // the subdeformer has a list of indices, and weights,
     // with indices specifying vertex indices,
-    // and weights specifying the correspoding influence of this bone.
+    // and weights specifying the corresponding influence of this bone.
     // it also has Transform and TransformLink elements,
     // specifying the transform of the MESH in BONE space,
     // and the transformation of the BONE in WORLD space,
@@ -1806,7 +1806,7 @@ void FBXExporter::WriteObjects ()
             // and a correct skeleton would still be output.
 
             // transformlink should be the position of the bone in world space.
-            // if the bone is in the bind pose (or nonexistant),
+            // if the bone is in the bind pose (or nonexistent),
             // we can just use the matrix we already calculated
             if (bone_xform_okay) {
                 sdnode.AddChild("TransformLink", bone_xform);
@@ -1945,7 +1945,7 @@ void FBXExporter::WriteObjects ()
 
     // TODO: cameras, lights
 
-    // write nodes (i.e. model heirarchy)
+    // write nodes (i.e. model hierarchy)
     // start at root node
     WriteModelNodes(
         outstream, mScene->mRootNode, 0, limbnodes
@@ -2203,8 +2203,8 @@ void FBXExporter::WriteModelNode(
     } else {
         // apply the transformation chain.
         // these transformation elements are created when importing FBX,
-        // which has a complex transformation heirarchy for each node.
-        // as such we can bake the heirarchy back into the node on export.
+        // which has a complex transformation hierarchy for each node.
+        // as such we can bake the hierarchy back into the node on export.
         for (auto &item : transform_chain) {
             auto elem = transform_types.find(item.first);
             if (elem == transform_types.end()) {

+ 1 - 1
code/FBXExporter.h

@@ -90,7 +90,7 @@ namespace Assimp
         const ExportProperties* mProperties; // currently unused
         std::shared_ptr<IOStream> outfile; // file to write to
 
-        std::vector<FBX::Node> connections; // conection storage
+        std::vector<FBX::Node> connections; // connection storage
 
         std::vector<int64_t> mesh_uids;
         std::vector<int64_t> material_uids;

+ 1 - 1
code/FBXMaterial.cpp

@@ -302,7 +302,7 @@ Video::Video(uint64_t id, const Element& element, const Document& doc, const std
     }
 
     if(Content) {
-        //this field is ommited when the embedded texture is already loaded, let's ignore if it's not found
+        //this field is omitted when the embedded texture is already loaded, let's ignore if it's not found
         try {
             const Token& token = GetRequiredToken(*Content, 0);
             const char* data = token.begin();

+ 1 - 1
code/FindDegenerates.cpp

@@ -161,7 +161,7 @@ void FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
 
                     // NOTE: we set the removed vertex index to an unique value
                     // to make sure the developer gets notified when his
-                    // application attemps to access this data.
+                    // application attempts to access this data.
                     face.mIndices[ face.mNumIndices ] = 0xdeadbeef;
 
                     if(first) {

+ 1 - 1
code/IRRShared.h

@@ -91,7 +91,7 @@ protected:
 
     // -------------------------------------------------------------------
     /** Read a property of the specified type from the current XML element.
-     *  @param out Recives output data
+     *  @param out Receives output data
      */
     void ReadHexProperty    (HexProperty&    out);
     void ReadStringProperty (StringProperty& out);

+ 9 - 9
code/Importer.cpp

@@ -997,33 +997,33 @@ bool Importer::SetPropertyInteger(const char* szName, int iValue)
 // Set a configuration property
 bool Importer::SetPropertyFloat(const char* szName, ai_real iValue)
 {
-    bool exising;
+    bool existing;
     ASSIMP_BEGIN_EXCEPTION_REGION();
-        exising = SetGenericProperty<ai_real>(pimpl->mFloatProperties, szName,iValue);
+        existing = SetGenericProperty<ai_real>(pimpl->mFloatProperties, szName,iValue);
     ASSIMP_END_EXCEPTION_REGION(bool);
-    return exising;
+    return existing;
 }
 
 // ------------------------------------------------------------------------------------------------
 // Set a configuration property
 bool Importer::SetPropertyString(const char* szName, const std::string& value)
 {
-    bool exising;
+    bool existing;
     ASSIMP_BEGIN_EXCEPTION_REGION();
-        exising = SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value);
+        existing = SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value);
     ASSIMP_END_EXCEPTION_REGION(bool);
-    return exising;
+    return existing;
 }
 
 // ------------------------------------------------------------------------------------------------
 // Set a configuration property
 bool Importer::SetPropertyMatrix(const char* szName, const aiMatrix4x4& value)
 {
-    bool exising;
+    bool existing;
     ASSIMP_BEGIN_EXCEPTION_REGION();
-        exising = SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value);
+        existing = SetGenericProperty<aiMatrix4x4>(pimpl->mMatrixProperties, szName,value);
     ASSIMP_END_EXCEPTION_REGION(bool);
-    return exising;
+    return existing;
 }
 
 // ------------------------------------------------------------------------------------------------

+ 1 - 1
code/Importer/IFC/IFCUtil.cpp

@@ -317,7 +317,7 @@ void TempMesh::FixupFaceOrientation()
         IfcVector3 farthestCenter = std::accumulate(mVerts.begin() + faceStartIndices[farthestIndex],
             mVerts.begin() + faceStartIndices[farthestIndex] + mVertcnt[farthestIndex], IfcVector3(0.0))
             / IfcFloat(mVertcnt[farthestIndex]);
-        // We accapt a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in
+        // We accept a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in
         // the file.
         if( (farthestNormal * (farthestCenter - vavg).Normalize()) < -0.4 )
         {

+ 1 - 1
code/JoinVerticesProcess.cpp

@@ -118,7 +118,7 @@ bool areVerticesEqual(const Vertex &lhs, const Vertex &rhs, bool complex)
     // Squared because we check against squared length of the vector difference
     static const float squareEpsilon = epsilon * epsilon;
 
-    // Square compare is useful for animeshes vertexes compare
+    // Square compare is useful for animeshes vertices compare
     if ((lhs.position - rhs.position).SquareLength() > squareEpsilon) {
         return false;
     }

+ 1 - 1
code/LWSLoader.cpp

@@ -410,7 +410,7 @@ void LWSImporter::BuildGraph(aiNode* nd, LWS::NodeDesc& src, std::vector<Attachm
         // name to attach light to node -> unique due to LWs indexing system
         lit->mName = nd->mName;
 
-        // detemine light type and setup additional members
+        // determine light type and setup additional members
         if (src.lightType == 2) { /* spot light */
 
             lit->mType = aiLightSource_SPOT;

+ 2 - 2
code/MDLLoader.cpp

@@ -141,7 +141,7 @@ void MDLImporter::SetupProperties(const Importer* pImp)
         configFrameID =  pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
     }
 
-    // AI_CONFIG_IMPORT_MDL_COLORMAP - pallette file
+    // AI_CONFIG_IMPORT_MDL_COLORMAP - palette file
     configPalette =  pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP,"colormap.lmp");
 }
 
@@ -1496,7 +1496,7 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
                 groupData.vTextureCoords1.resize(iNumVertices,aiVector3D());
 
                 // check whether the triangle data structure is large enough
-                // to contain a second UV coodinate set
+                // to contain a second UV coordinate set
                 if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)    {
                     groupData.vTextureCoords2.resize(iNumVertices,aiVector3D());
                     groupData.bNeed2UV = true;

+ 1 - 1
code/MMDImporter.cpp

@@ -217,7 +217,7 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
   pMesh->mNumFaces = indexCount / 3;
   pMesh->mFaces = new aiFace[pMesh->mNumFaces];
 
-  const int numIndices = 3; // trianglular face
+  const int numIndices = 3; // triangular face
   for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
     pMesh->mFaces[index].mNumIndices = numIndices;
     unsigned int *indices = new unsigned int[numIndices];

+ 2 - 2
code/NFFLoader.cpp

@@ -271,7 +271,7 @@ void NFFImporter::InternReadFile( const std::string& pFile,
 
     ShadingInfo s; // current material info
 
-    // degree of tesselation
+    // degree of tessellation
     unsigned int iTesselation = 4;
 
     // some temporary variables we need to parse the file
@@ -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);

+ 1 - 1
code/OpenGEXImporter.cpp

@@ -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();

+ 1 - 1
code/OptimizeGraph.h

@@ -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)

+ 1 - 1
code/ProcessHelper.h

@@ -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
  */

+ 1 - 1
code/ScenePreprocessor.cpp

@@ -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]) {

+ 1 - 1
code/StandardShapes.cpp

@@ -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);
 }

+ 1 - 1
code/StepExporter.cpp

@@ -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);
 

+ 1 - 1
code/TextureTransform.cpp

@@ -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.
      */
 

+ 1 - 1
code/Version.cpp

@@ -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"

+ 1 - 1
code/X3DExporter.hpp

@@ -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:

+ 1 - 1
code/X3DImporter.hpp

@@ -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);
 

+ 4 - 4
code/X3DImporter_Geometry3D.cpp

@@ -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;
 

+ 2 - 2
code/X3DImporter_Macro.hpp

@@ -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.

+ 1 - 1
code/X3DImporter_Metadata.cpp

@@ -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 */ \

+ 1 - 1
code/XFileExporter.cpp

@@ -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();

+ 1 - 1
code/XGLLoader.cpp

@@ -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;
     }

+ 1 - 1
code/glTF2Asset.h

@@ -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

+ 1 - 1
code/glTFAsset.h

@@ -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

+ 1 - 1
code/glTFExporter.cpp

@@ -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);