Misc. typos
Some are doxy comments, some are just trivial source comment typos. Found using `codespell -q 3 --skip="./contrib" -I ../assimp-whitelist.txt` whereby whitelist contained: ``` childs iff lod nto ot whitespaces ```
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@@ -249,7 +249,7 @@ private:
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/// \fn size_t PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B, const std::string& pID_A)
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/// Return converted texture ID which related to specified source textures ID's. If converted texture does not exist then it will be created and ID on new
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/// converted texture will be returned. Convertion: set of textures from \ref CAMFImporter_NodeElement_Texture to one \ref SPP_Texture and place it
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/// converted texture will be returned. Conversion: set of textures from \ref CAMFImporter_NodeElement_Texture to one \ref SPP_Texture and place it
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/// to converted textures list.
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/// Any of source ID's can be absent(empty string) or even one ID only specified. But at least one ID must be specified.
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/// \param [in] pID_R - ID of source "red" texture.
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@@ -378,7 +378,7 @@ private:
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void XML_CheckNode_MustHaveChildren();
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/// \fn bool XML_CheckNode_NameEqual(const std::string& pNodeName)
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/// Chek if current node name is equal to pNodeName.
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/// Check if current node name is equal to pNodeName.
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/// \param [in] pNodeName - name for checking.
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/// return true if current node name is equal to pNodeName, else - false.
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bool XML_CheckNode_NameEqual(const std::string& pNodeName) { return mReader->getNodeName() == pNodeName; }
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@@ -137,7 +137,7 @@ struct CAMFImporter_NodeElement_Instance : public CAMFImporter_NodeElement
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{
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/****************** Variables ******************/
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std::string ObjectID;///< ID of object for instanciation.
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std::string ObjectID;///< ID of object for instantiation.
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/// \var Delta - The distance of translation in the x, y, or z direction, respectively, in the referenced object's coordinate system, to
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/// create an instance of the object in the current constellation.
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aiVector3D Delta;
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@@ -1561,7 +1561,7 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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for( size_t a = 0; a < pNode->mNumMeshes; ++a )
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{
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const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
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// do not instanciate mesh if empty. I wonder how this could happen
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// do not instantiate mesh if empty. I wonder how this could happen
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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continue;
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@@ -302,7 +302,7 @@ struct Accessor
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size_t mOffset; // in number of values
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size_t mStride; // Stride in number of values
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std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
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size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, thats XYZ, for a color RGBA and so on.
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size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, that's XYZ, for a color RGBA and so on.
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// For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
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std::string mSource; // URL of the source array
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mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
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@@ -1619,7 +1619,7 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pSce
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mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
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// transparency, a very hard one. seemingly not all files are following the
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// specification here (1.0 transparency => completly opaque)...
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// specification here (1.0 transparency => completely opaque)...
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// therefore, we let the opportunity for the user to manually invert
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// the transparency if necessary and we add preliminary support for RGB_ZERO mode
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if(effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
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@@ -224,7 +224,7 @@ void ColladaParser::ReadStructure()
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}
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// ------------------------------------------------------------------------------------------------
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// Reads asset informations such as coordinate system informations and legal blah
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// Reads asset information such as coordinate system information and legal blah
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void ColladaParser::ReadAssetInfo()
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{
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if( mReader->isEmptyElement())
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@@ -77,7 +77,7 @@ namespace Assimp
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/** Reads the structure of the file */
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void ReadStructure();
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/** Reads asset informations such as coordinate system informations and legal blah */
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/** Reads asset information such as coordinate system information and legal blah */
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void ReadAssetInfo();
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/** Reads the animation library */
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@@ -483,7 +483,7 @@ void LWOImporter::FindVCChannels(const LWO::Surface& surf, LWO::SortedRep& sorte
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const LWO::VColorChannel& vc = layer.mVColorChannels[i];
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if (surf.mVCMap == vc.name) {
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// The vertex color map is explicitely requested by the surface so we need to take special care of it
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// The vertex color map is explicitly requested by the surface so we need to take special care of it
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for (unsigned int a = 0; a < std::min(next,AI_MAX_NUMBER_OF_COLOR_SETS-1u); ++a) {
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out[a+1] = out[a];
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}
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@@ -471,7 +471,7 @@ void LWSImporter::BuildGraph(aiNode* nd, LWS::NodeDesc& src, std::vector<Attachm
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// Determine the exact location of a LWO file
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std::string LWSImporter::FindLWOFile(const std::string& in)
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{
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// insert missing directory seperator if necessary
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// insert missing directory separator if necessary
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std::string tmp;
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if (in.length() > 3 && in[1] == ':'&& in[2] != '\\' && in[2] != '/')
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{
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@@ -155,7 +155,7 @@ std::string ObjExporter :: GetMaterialLibName()
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// ------------------------------------------------------------------------------------------------
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std::string ObjExporter::GetMaterialLibFileName() {
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// Remove existing .obj file extention so that the final material file name will be fileName.mtl and not fileName.obj.mtl
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// Remove existing .obj file extension so that the final material file name will be fileName.mtl and not fileName.obj.mtl
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size_t lastdot = filename.find_last_of('.');
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if (lastdot != std::string::npos)
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return filename.substr(0, lastdot) + MaterialExt;
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@@ -258,7 +258,7 @@ aiMaterial* OgreImporter::ReadMaterial(const std::string &pFile, Assimp::IOSyste
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ReadTechnique(Trim(techniqueName), ss, material);
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}
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// Read informations from a custom material
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// Read information from a custom material
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/** @todo This "set $x y" does not seem to be a official Ogre material system feature.
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Materials can inherit other materials and override texture units by using the (unique)
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parent texture unit name in your cloned material.
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@@ -317,7 +317,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
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info.lockedPos = AI_TT_UV_IDX_LOCK_TBD;
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}
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// Get all coresponding meshes
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// Get all corresponding meshes
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for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
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aiMesh* mesh = pScene->mMeshes[n];
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if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0])
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@@ -27,7 +27,7 @@ namespace Assimp
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///
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/// Pay attention that X3D is format for interactive graphic and simulations for web browsers. aiScene can not contain all features of the X3D format.
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/// Also, aiScene contain rasterized-like data. For example, X3D can describe circle all cylinder with one tag, but aiScene contain result of tesselation:
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/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but thats not good idea at all.
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/// vertices, faces etc. Yes, you can use algorithm for detecting figures or shapes, but that's not a good idea at all.
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///
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/// Supported nodes:
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/// Core component:
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@@ -96,7 +96,7 @@ private:
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aiMatrix4x4 Matrix_GlobalToCurrent(const aiNode& pNode) const;
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/// \fn void AttrHelper_CommaToPoint(std::string& pStringWithComma)
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/// Convert commas in string to points. Thats need because "std::to_string" result depend on locale (regional settings).
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/// Convert commas in string to points. That's needed because "std::to_string" result depends on locale (regional settings).
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/// \param [in, out] pStringWithComma - reference to string, which must be modified.
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void AttrHelper_CommaToPoint(std::string& pStringWithComma) { for(char& c: pStringWithComma) { if(c == ',') c = '.'; } }
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@@ -176,7 +176,7 @@ namespace Assimp {
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/// Ignored attributes: "creaseAngle", "convex", "solid".
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///
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/// Texture coordinates generating: only for Sphere, Cone, Cylinder. In all other case used PLANE mapping.
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/// It's better that Assimp main code has powerfull texture coordinates generator. Then is not needed to
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/// It's better that Assimp main code has powerful texture coordinates generator. Then is not needed to
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/// duplicate this code in every importer.
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///
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/// Lighting limitations.
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@@ -401,10 +401,10 @@ private:
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/************** Functions: XML set *************/
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/***********************************************/
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/// Chek if current node is empty: <node />. If not then exception will throwed.
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/// Check if current node is empty: <node />. If not then exception will throwed.
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void XML_CheckNode_MustBeEmpty();
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/// Chek if current node name is equal to pNodeName.
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/// Check if current node name is equal to pNodeName.
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/// \param [in] pNodeName - name for checking.
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/// return true if current node name is equal to pNodeName, else - false.
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bool XML_CheckNode_NameEqual(const std::string& pNodeName) { return mReader->getNodeName() == pNodeName; }
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@@ -56,7 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/material.h>
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#include <assimp/scene.h>
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// Header files, standart library.
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// Header files, standard library.
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#include <memory>
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#include <inttypes.h>
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@@ -56,7 +56,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/material.h>
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#include <assimp/scene.h>
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// Header files, standart library.
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// Header files, standard library.
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#include <memory>
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#include <inttypes.h>
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