Fix typos found using `codespell -wi3`
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@ -19,10 +19,10 @@ Modeling in Dust3D
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#. Load Reference Sheet from Menu: File > Change Turnaround...
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#. Click Plus(+) Icon from Tool Box
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#. Place node on the canvas acording to the reference background.
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#. Place node on the canvas according to the reference background.
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#. Use Mouse Wheel to Adjust the radius of the node, hold shift to slow down the scroll scale.
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#. Use the Parts List panel to toggle the settings to make you easily select or see nodes.
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#. Use Mouse Middle button pluse Shift key to rotate and move around the Rendered Model.
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#. Use Mouse Middle button plus Shift key to rotate and move around the Rendered Model.
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.. 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
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https://github.com/huxingyi/dust3d/releases/download/1.0.0-rc.6/dust3d-1.0.0-rc.6.dmg
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If "The following disk images could't be opened" popped up, that means the downloaded file was broken, please retry.
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If "The following disk images couldn't be opened" popped up, that means the downloaded file was broken, please retry.
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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_.
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@ -2,7 +2,7 @@ Dust3D Script Reference
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---------------------------------------
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Introduction
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===============
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| 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.
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| 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.
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| 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
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+----------------------+--------------------------------------------------------------------------+
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| C | Toggle Part Chamfer state |
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+----------------------+--------------------------------------------------------------------------+
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| E | Swith the Selected Nodes to Different Profile (Main / Side) |
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| E | Switch the Selected Nodes to Different Profile (Main / Side) |
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+----------------------+--------------------------------------------------------------------------+
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| F | Bring the part widget of current hovered part to visible area |
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+----------------------+--------------------------------------------------------------------------+
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@ -853,11 +853,11 @@ win32 {
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}
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isEmpty(BOOST_INCLUDEDIR) {
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error("No BOOST_INCLUDEDIR define found in enviroment variables")
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error("No BOOST_INCLUDEDIR define found in environment variables")
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}
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isEmpty(CGAL_DIR) {
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error("No CGAL_DIR define found in enviroment variables")
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error("No CGAL_DIR define found in environment variables")
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}
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GMP_LIBNAME = libgmp-10
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@ -7,7 +7,7 @@
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#include "fixholes.h"
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#include "util.h"
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void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<size_t>> &faces)
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void fixHoles(const std::vector<QVector3D> &vertices, std::vector<std::vector<size_t>> &faces)
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{
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std::map<std::pair<size_t, size_t>, std::unordered_set<size_t>> edgeToFaceSetMap;
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@ -139,7 +139,7 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
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}
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ring.push_back(index);
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visited.insert(index);
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//ringLength += (verticies[index] - verticies[prev]).length();
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//ringLength += (vertices[index] - vertices[prev]).length();
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prev = index;
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}
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}
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@ -167,9 +167,9 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
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for (const auto &startVertex: startVertices)
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findRing(startVertex);
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std::vector<simpleuv::Vertex> simpleuvVertices(verticies.size());
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std::vector<simpleuv::Vertex> simpleuvVertices(vertices.size());
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for (size_t i = 0; i < simpleuvVertices.size(); ++i) {
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const auto &src = verticies[i];
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const auto &src = vertices[i];
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simpleuvVertices[i] = simpleuv::Vertex {{src.x(), src.y(), src.z()}};
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}
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std::vector<simpleuv::Face> newFaces;
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@ -177,7 +177,7 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
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simpleuv::triangulate(simpleuvVertices, newFaces, holeRings[i].first);
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}
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//saveAsObj("fixholes_input.obj", verticies, faces);
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//saveAsObj("fixholes_input.obj", vertices, faces);
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//std::vector<std::vector<size_t>> addedFaces;
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//std::vector<std::vector<size_t>> removedFaces;
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std::vector<std::vector<size_t>> fixedFaces;
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@ -188,14 +188,14 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
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}
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fixedFaces.push_back(faces[i]);
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}
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//saveAsObj("fixholes_output_without_newfaces.obj", verticies, fixedFaces);
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//saveAsObj("fixholes_output_without_newfaces.obj", vertices, fixedFaces);
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for (const auto &it: newFaces) {
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fixedFaces.push_back(std::vector<size_t> {it.indices[0], it.indices[1], it.indices[2]});
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//addedFaces.push_back(std::vector<size_t> {it.indices[0], it.indices[1], it.indices[2]});
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}
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//saveAsObj("fixholes_output.obj", verticies, fixedFaces);
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//saveAsObj("fixholes_added.obj", verticies, addedFaces);
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//saveAsObj("fixholes_removed.obj", verticies, removedFaces);
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//saveAsObj("fixholes_output.obj", vertices, fixedFaces);
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//saveAsObj("fixholes_added.obj", vertices, addedFaces);
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//saveAsObj("fixholes_removed.obj", vertices, removedFaces);
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faces = fixedFaces;
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@ -3,6 +3,6 @@
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#include <QVector3D>
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#include <vector>
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void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<size_t>> &faces);
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void fixHoles(const std::vector<QVector3D> &vertices, std::vector<std::vector<size_t>> &faces);
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#endif
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@ -316,7 +316,7 @@ void GridMeshBuilder::extrude()
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}
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bool pickSecondMesh = false;
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// The outter faces should have longer edges
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// The outer faces should have longer edges
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float sumOfFirstMeshEdgeLength = 0;
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float sumOfSecondMeshEdgeLength = 0;
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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,
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}
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}
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// Find one triangle wich is direct neighbor of one splitter
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// Find one triangle which is direct neighbor of one splitter
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MeshSplitterTriangle startTriangle;
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bool foundStartTriangle = false;
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for (const auto &triangle: splitter) {
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@ -271,7 +271,7 @@ void ModelMeshBinder::paint(ModelShaderProgram *program)
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if (m_renderEdgeVertexCount > 0) {
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QOpenGLVertexArrayObject::Binder vaoBinder(&m_vaoEdge);
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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// glDrawArrays GL_LINES crashs on Mesa GL
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// glDrawArrays GL_LINES crashes on Mesa GL
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if (program->isCoreProfile()) {
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program->setUniformValue(program->textureEnabledLoc(), 0);
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program->setUniformValue(program->normalMapEnabledLoc(), 0);
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@ -17,7 +17,7 @@ ModelOffscreenRender::ModelOffscreenRender(const QSurfaceFormat &format, QScreen
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ModelOffscreenRender::~ModelOffscreenRender()
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{
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// FIXME: If delete m_renderFbo inside toImage,
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// sometimes, the application will freeze, maybe there are dead locks inside the desctruction call
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// sometimes, the application will freeze, maybe there are dead locks inside the destruction call
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// move it here can make sure it will be deleted on the main GUI thread to avoid dead locks
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delete m_renderFbo;
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@ -9,7 +9,7 @@
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#include "util.h"
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#include "preferences.h"
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// Modifed from http://doc.qt.io/qt-5/qtopengl-hellogl2-glwidget-cpp.html
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// Modified from http://doc.qt.io/qt-5/qtopengl-hellogl2-glwidget-cpp.html
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bool ModelWidget::m_transparent = true;
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float ModelWidget::m_minZoomRatio = 5.0;
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@ -676,7 +676,7 @@ private:
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void alignSelectedToLocal(bool alignToVerticalCenter, bool alignToHorizontalCenter);
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void rotateItems(const std::set<SkeletonGraphicsNodeItem *> &nodeItems, int degree, QVector2D center);
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void rotateAllSideProfile(int degree);
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private: //need initalize
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private: //need initialize
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const SkeletonDocument *m_document;
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QGraphicsPixmapItem *m_backgroundItem;
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bool m_turnaroundChanged;
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