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...
#. 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 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

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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
If "The following disk images could't be opened" popped up, that means the downloaded file was broken, please retry.
If "The following disk images couldn't be opened" popped up, that means the downloaded file was broken, please retry.
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
===============
| 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.
|

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@ -70,7 +70,7 @@ Keyboard
+----------------------+--------------------------------------------------------------------------+
| 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 |
+----------------------+--------------------------------------------------------------------------+

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

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@ -7,7 +7,7 @@
#include "fixholes.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;
@ -139,7 +139,7 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
}
ring.push_back(index);
visited.insert(index);
//ringLength += (verticies[index] - verticies[prev]).length();
//ringLength += (vertices[index] - vertices[prev]).length();
prev = index;
}
}
@ -167,9 +167,9 @@ void fixHoles(const std::vector<QVector3D> &verticies, std::vector<std::vector<s
for (const auto &startVertex: startVertices)
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) {
const auto &src = verticies[i];
const auto &src = vertices[i];
simpleuvVertices[i] = simpleuv::Vertex {{src.x(), src.y(), src.z()}};
}
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);
}
//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>> removedFaces;
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]);
}
//saveAsObj("fixholes_output_without_newfaces.obj", verticies, fixedFaces);
//saveAsObj("fixholes_output_without_newfaces.obj", vertices, fixedFaces);
for (const auto &it: newFaces) {
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]});
}
//saveAsObj("fixholes_output.obj", verticies, fixedFaces);
//saveAsObj("fixholes_added.obj", verticies, addedFaces);
//saveAsObj("fixholes_removed.obj", verticies, removedFaces);
//saveAsObj("fixholes_output.obj", vertices, fixedFaces);
//saveAsObj("fixholes_added.obj", vertices, addedFaces);
//saveAsObj("fixholes_removed.obj", vertices, removedFaces);
faces = fixedFaces;

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@ -3,6 +3,6 @@
#include <QVector3D>
#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

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@ -316,7 +316,7 @@ void GridMeshBuilder::extrude()
}
bool pickSecondMesh = false;
// The outter faces should have longer edges
// The outer faces should have longer edges
float sumOfFirstMeshEdgeLength = 0;
float sumOfSecondMeshEdgeLength = 0;
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;
bool foundStartTriangle = false;
for (const auto &triangle: splitter) {

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

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@ -17,7 +17,7 @@ ModelOffscreenRender::ModelOffscreenRender(const QSurfaceFormat &format, QScreen
ModelOffscreenRender::~ModelOffscreenRender()
{
// 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
delete m_renderFbo;

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@ -9,7 +9,7 @@
#include "util.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;
float ModelWidget::m_minZoomRatio = 5.0;

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