Fix typos found using `codespell -wi3`

master
Hugo Locurcio 2020-09-11 15:31:00 +02:00 committed by Jeremy HU
parent 78bf539919
commit f5238f8761
13 changed files with 23 additions and 23 deletions

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@ -19,10 +19,10 @@ Modeling in Dust3D
#. Load Reference Sheet from Menu: File > Change Turnaround... #. Load Reference Sheet from Menu: File > Change Turnaround...
#. Click Plus(+) Icon from Tool Box #. Click Plus(+) Icon from Tool Box
#. Place node on the canvas acording to the reference background. #. Place node on the canvas according to the reference background.
#. Use Mouse Wheel to Adjust the radius of the node, hold shift to slow down the scroll scale. #. Use Mouse Wheel to Adjust the radius of the node, hold shift to slow down the scroll scale.
#. Use the Parts List panel to toggle the settings to make you easily select or see nodes. #. Use the Parts List panel to toggle the settings to make you easily select or see nodes.
#. Use Mouse Middle button pluse Shift key to rotate and move around the Rendered Model. #. Use Mouse Middle button plus Shift key to rotate and move around the Rendered Model.
.. image:: https://raw.githubusercontent.com/huxingyi/dust3d/master/docs/examples/modeling-ant/modeling-ant-dust3d-screenshot.png .. image:: https://raw.githubusercontent.com/huxingyi/dust3d/master/docs/examples/modeling-ant/modeling-ant-dust3d-screenshot.png

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@ -21,7 +21,7 @@ Download and Install Dust3D
https://github.com/huxingyi/dust3d/releases/download/1.0.0-rc.6/dust3d-1.0.0-rc.6.dmg https://github.com/huxingyi/dust3d/releases/download/1.0.0-rc.6/dust3d-1.0.0-rc.6.dmg
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If "can't be opened because its integrity cannot be verified" popped up, please follow ni_kush's answer in this reddit post_. If "can't be opened because its integrity cannot be verified" popped up, please follow ni_kush's answer in this reddit post_.

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@ -2,7 +2,7 @@ Dust3D Script Reference
--------------------------------------- ---------------------------------------
Introduction Introduction
=============== ===============
| The most important function of Dust3D is to generate mesh from the source document, which contains the position, radius and connectivity informations of all the nodes. | The most important function of Dust3D is to generate mesh from the source document, which contains the position, radius and connectivity information of all the nodes.
| |
| Normally, the nodes are drawn by user on the canvas. The scripting system, which we introduce in this document, is to provide a way to procedurally generate nodes, and then the mesh can be generated from these nodes. | Normally, the nodes are drawn by user on the canvas. The scripting system, which we introduce in this document, is to provide a way to procedurally generate nodes, and then the mesh can be generated from these nodes.
| |

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@ -70,7 +70,7 @@ Keyboard
+----------------------+--------------------------------------------------------------------------+ +----------------------+--------------------------------------------------------------------------+
| C | Toggle Part Chamfer state | | C | Toggle Part Chamfer state |
+----------------------+--------------------------------------------------------------------------+ +----------------------+--------------------------------------------------------------------------+
| E | Swith the Selected Nodes to Different Profile (Main / Side) | | E | Switch the Selected Nodes to Different Profile (Main / Side) |
+----------------------+--------------------------------------------------------------------------+ +----------------------+--------------------------------------------------------------------------+
| F | Bring the part widget of current hovered part to visible area | | F | Bring the part widget of current hovered part to visible area |
+----------------------+--------------------------------------------------------------------------+ +----------------------+--------------------------------------------------------------------------+

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@ -853,11 +853,11 @@ win32 {
} }
isEmpty(BOOST_INCLUDEDIR) { isEmpty(BOOST_INCLUDEDIR) {
error("No BOOST_INCLUDEDIR define found in enviroment variables") error("No BOOST_INCLUDEDIR define found in environment variables")
} }
isEmpty(CGAL_DIR) { isEmpty(CGAL_DIR) {
error("No CGAL_DIR define found in enviroment variables") error("No CGAL_DIR define found in environment variables")
} }
GMP_LIBNAME = libgmp-10 GMP_LIBNAME = libgmp-10

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@ -7,7 +7,7 @@
#include "fixholes.h" #include "fixholes.h"
#include "util.h" #include "util.h"
void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<size_t>> &faces) void fixHoles(const std::vector<QVector3D> &vertices, std::vector<std::vector<size_t>> &faces)
{ {
std::map<std::pair<size_t, size_t>, std::unordered_set<size_t>> edgeToFaceSetMap; std::map<std::pair<size_t, size_t>, std::unordered_set<size_t>> edgeToFaceSetMap;
@ -139,7 +139,7 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
} }
ring.push_back(index); ring.push_back(index);
visited.insert(index); visited.insert(index);
//ringLength += (verticies[index] - verticies[prev]).length(); //ringLength += (vertices[index] - vertices[prev]).length();
prev = index; prev = index;
} }
} }
@ -167,9 +167,9 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
for (const auto &startVertex: startVertices) for (const auto &startVertex: startVertices)
findRing(startVertex); findRing(startVertex);
std::vector<simpleuv::Vertex> simpleuvVertices(verticies.size()); std::vector<simpleuv::Vertex> simpleuvVertices(vertices.size());
for (size_t i = 0; i < simpleuvVertices.size(); ++i) { for (size_t i = 0; i < simpleuvVertices.size(); ++i) {
const auto &src = verticies[i]; const auto &src = vertices[i];
simpleuvVertices[i] = simpleuv::Vertex {{src.x(), src.y(), src.z()}}; simpleuvVertices[i] = simpleuv::Vertex {{src.x(), src.y(), src.z()}};
} }
std::vector<simpleuv::Face> newFaces; std::vector<simpleuv::Face> newFaces;
@ -177,7 +177,7 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
simpleuv::triangulate(simpleuvVertices, newFaces, holeRings[i].first); simpleuv::triangulate(simpleuvVertices, newFaces, holeRings[i].first);
} }
//saveAsObj("fixholes_input.obj", verticies, faces); //saveAsObj("fixholes_input.obj", vertices, faces);
//std::vector<std::vector<size_t>> addedFaces; //std::vector<std::vector<size_t>> addedFaces;
//std::vector<std::vector<size_t>> removedFaces; //std::vector<std::vector<size_t>> removedFaces;
std::vector<std::vector<size_t>> fixedFaces; std::vector<std::vector<size_t>> fixedFaces;
@ -188,14 +188,14 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
} }
fixedFaces.push_back(faces[i]); fixedFaces.push_back(faces[i]);
} }
//saveAsObj("fixholes_output_without_newfaces.obj", verticies, fixedFaces); //saveAsObj("fixholes_output_without_newfaces.obj", vertices, fixedFaces);
for (const auto &it: newFaces) { for (const auto &it: newFaces) {
fixedFaces.push_back(std::vector<size_t> {it.indices[0], it.indices[1], it.indices[2]}); fixedFaces.push_back(std::vector<size_t> {it.indices[0], it.indices[1], it.indices[2]});
//addedFaces.push_back(std::vector<size_t> {it.indices[0], it.indices[1], it.indices[2]}); //addedFaces.push_back(std::vector<size_t> {it.indices[0], it.indices[1], it.indices[2]});
} }
//saveAsObj("fixholes_output.obj", verticies, fixedFaces); //saveAsObj("fixholes_output.obj", vertices, fixedFaces);
//saveAsObj("fixholes_added.obj", verticies, addedFaces); //saveAsObj("fixholes_added.obj", vertices, addedFaces);
//saveAsObj("fixholes_removed.obj", verticies, removedFaces); //saveAsObj("fixholes_removed.obj", vertices, removedFaces);
faces = fixedFaces; faces = fixedFaces;

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@ -3,6 +3,6 @@
#include <QVector3D> #include <QVector3D>
#include <vector> #include <vector>
void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<size_t>> &faces); void fixHoles(const std::vector<QVector3D> &vertices, std::vector<std::vector<size_t>> &faces);
#endif #endif

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@ -316,7 +316,7 @@ void GridMeshBuilder::extrude()
} }
bool pickSecondMesh = false; bool pickSecondMesh = false;
// The outter faces should have longer edges // The outer faces should have longer edges
float sumOfFirstMeshEdgeLength = 0; float sumOfFirstMeshEdgeLength = 0;
float sumOfSecondMeshEdgeLength = 0; float sumOfSecondMeshEdgeLength = 0;
for (size_t i = 0; i < m_generatedFaces.size(); ++i) { for (size_t i = 0; i < m_generatedFaces.size(); ++i) {

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@ -66,7 +66,7 @@ bool MeshSplitter::split(const std::set<MeshSplitterTriangle> &input,
} }
} }
// Find one triangle wich is direct neighbor of one splitter // Find one triangle which is direct neighbor of one splitter
MeshSplitterTriangle startTriangle; MeshSplitterTriangle startTriangle;
bool foundStartTriangle = false; bool foundStartTriangle = false;
for (const auto &triangle: splitter) { for (const auto &triangle: splitter) {

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@ -271,7 +271,7 @@ void ModelMeshBinder::paint(ModelShaderProgram *program)
if (m_renderEdgeVertexCount > 0) { if (m_renderEdgeVertexCount > 0) {
QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoEdge); QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoEdge);
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
// glDrawArrays GL_LINES crashs on Mesa GL // glDrawArrays GL_LINES crashes on Mesa GL
if (program->isCoreProfile()) { if (program->isCoreProfile()) {
program->setUniformValue(program->textureEnabledLoc(), 0); program->setUniformValue(program->textureEnabledLoc(), 0);
program->setUniformValue(program->normalMapEnabledLoc(), 0); program->setUniformValue(program->normalMapEnabledLoc(), 0);

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@ -17,7 +17,7 @@ ModelOffscreenRender::ModelOffscreenRender(const QSurfaceFormat &format, QScreen
ModelOffscreenRender::~ModelOffscreenRender() ModelOffscreenRender::~ModelOffscreenRender()
{ {
// FIXME: If delete m_renderFbo inside toImage, // FIXME: If delete m_renderFbo inside toImage,
// sometimes, the application will freeze, maybe there are dead locks inside the desctruction call // sometimes, the application will freeze, maybe there are dead locks inside the destruction call
// move it here can make sure it will be deleted on the main GUI thread to avoid dead locks // move it here can make sure it will be deleted on the main GUI thread to avoid dead locks
delete m_renderFbo; delete m_renderFbo;

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@ -9,7 +9,7 @@
#include "util.h" #include "util.h"
#include "preferences.h" #include "preferences.h"
// Modifed from http://doc.qt.io/qt-5/qtopengl-hellogl2-glwidget-cpp.html // Modified from http://doc.qt.io/qt-5/qtopengl-hellogl2-glwidget-cpp.html
bool ModelWidget::m_transparent = true; bool ModelWidget::m_transparent = true;
float ModelWidget::m_minZoomRatio = 5.0; float ModelWidget::m_minZoomRatio = 5.0;

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@ -676,7 +676,7 @@ private:
void alignSelectedToLocal(bool alignToVerticalCenter, bool alignToHorizontalCenter); void alignSelectedToLocal(bool alignToVerticalCenter, bool alignToHorizontalCenter);
void rotateItems(const std::set<SkeletonGraphicsNodeItem *> &nodeItems, int degree, QVector2D center); void rotateItems(const std::set<SkeletonGraphicsNodeItem *> &nodeItems, int degree, QVector2D center);
void rotateAllSideProfile(int degree); void rotateAllSideProfile(int degree);
private: //need initalize private: //need initialize
const SkeletonDocument *m_document; const SkeletonDocument *m_document;
QGraphicsPixmapItem *m_backgroundItem; QGraphicsPixmapItem *m_backgroundItem;
bool m_turnaroundChanged; bool m_turnaroundChanged;