From 6a8fc659babe3f0edb8b66295579f920f5c84cbf Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 22 Sep 2023 09:11:57 +1000 Subject: [PATCH] Cleanup: spelling in comments --- source/blender/blenkernel/intern/softbody.cc | 18 +++++++++--------- .../blenkernel/intern/vfontdata_freetype.cc | 6 +++--- .../eevee_next/shaders/eevee_lut_comp.glsl | 2 +- source/blender/io/collada/ArmatureExporter.cpp | 6 +++--- tools/check_source/check_spelling_config.py | 4 ++++ 5 files changed, 20 insertions(+), 16 deletions(-) diff --git a/source/blender/blenkernel/intern/softbody.cc b/source/blender/blenkernel/intern/softbody.cc index 4d759a10cd9..6ef187e711e 100644 --- a/source/blender/blenkernel/intern/softbody.cc +++ b/source/blender/blenkernel/intern/softbody.cc @@ -143,7 +143,7 @@ typedef struct SB_thread_context { #define BFF_INTERSECT 1 /* collider edge intrudes face. */ #define BFF_CLOSEVERT 2 /* collider vertex repulses face. */ -/* humm .. this should be calculated from sb parameters and sizes. */ +/* Hum .. this should be calculated from sb parameters and sizes. */ static float SoftHeunTol = 1.0f; /* local prototypes */ @@ -179,7 +179,7 @@ static float sb_time_scale(Object *ob) SoftBody *sb = ob->soft; /* is supposed to be there */ if (sb) { return (sb->physics_speed); - /* hrms .. this could be IPO as well :) + /* Hum .. this could be IPO as well :) * estimated range [0.001 sluggish slug - 100.0 very fast (i hope ODE solver can handle that)] * 1 approx = a unit 1 pendulum at g = 9.8 [earth conditions] has period 65 frames * theory would give a 50 frames period .. so there must be something inaccurate .. @@ -236,7 +236,7 @@ static float _final_mass(Object *ob, BodyPoint *bp) CLOG_ERROR(&LOG, "sb or bp == NULL"); return 1.0f; } -/* Helper functions for everything is animateble jow_go_for2_5. */ +/* Helper functions for everything is animatable jow_go_for2_5. */ /* +++ collider caching and dicing +++ */ @@ -247,8 +247,8 @@ static float _final_mass(Object *ob, BodyPoint *bp) * float operations still */ -/* just an ID here to reduce the prob for killing objects - * ob->sumohandle points to we should not kill :) +/* Just an ID here to reduce the prob for killing objects + * `ob->sumohandle` points to we should not kill :) */ static const int CCD_SAFETY = 190561; @@ -956,7 +956,7 @@ static void free_softbody_intern(SoftBody *sb) * A: because our particles are not alone here * and need to tell their neighbors exactly what happens via spring forces * unless sbObjectStep( .. ) is called on sub frame timing level - * BTW that also questions the use of a 'implicit' solvers on softbodies + * BTW that also questions the use of a 'implicit' solvers on soft-bodies * since that would only valid for 'slow' moving collision targets and ditto particles. */ @@ -1709,7 +1709,7 @@ static int sb_detect_vertex_collisionCached(float opco[3], if (vert_positions_prev) { /* Grab the average speed of the collider vertices before we spoil nvX - * humm could be done once a SB steps but then we' need to store that too + * hum could be done once a SB steps but then we' need to store that too * since the AABB reduced probability to get here drastically * it might be a nice tradeoff CPU <--> memory. */ @@ -2405,7 +2405,7 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float * add_v3_v3(bp->vec, bp->force); } - /* this makes t~ = t+dt */ + /* This makes `t~ = t+dt`. */ if (!(mid_flags & MID_PRESERVE)) { copy_v3_v3(dx, bp->vec); } @@ -3400,7 +3400,7 @@ static void softbody_step( /* Loops = counter for emergency brake we don't want to lock up the system if physics fail. */ int loops = 0; - SoftHeunTol = sb->rklimit; /* humm .. this should be calculated from sb parameters and sizes */ + SoftHeunTol = sb->rklimit; /* Hum .. this should be calculated from sb parameters and sizes */ /* adjust loop limits */ if (sb->minloops > 0) { forcetimemax = dtime / sb->minloops; diff --git a/source/blender/blenkernel/intern/vfontdata_freetype.cc b/source/blender/blenkernel/intern/vfontdata_freetype.cc index 208743ef4c5..451aa4caa68 100644 --- a/source/blender/blenkernel/intern/vfontdata_freetype.cc +++ b/source/blender/blenkernel/intern/vfontdata_freetype.cc @@ -406,15 +406,15 @@ VChar *BKE_vfontdata_char_copy(const VChar *vchar_src) * * # two successive "on" points indicate a line segment joining them. * - * # one conic "off" point amidst two "on" points indicates a conic bezier arc, + * # one conic "off" point midst two "on" points indicates a conic bezier arc, * the "off" point being the control point, and the "on" ones the start and end points. * - * # Two successive cubic "off" points amidst two "on" points indicate a cubic bezier arc. + * # Two successive cubic "off" points midst two "on" points indicate a cubic bezier arc. * There must be exactly two cubic control points and two on points for each cubic arc * (using a single cubic "off" point between two "on" points is forbidden, for example). * * # finally, two successive conic "off" points forces the rasterizer to create - * (during the scan-line conversion process exclusively) a virtual "on" point amidst them, + * (during the scan-line conversion process exclusively) a virtual "on" point midst them, * at their exact middle. * This greatly facilitates the definition of successive conic bezier arcs. * Moreover, it's the way outlines are described in the TrueType specification. diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_lut_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_lut_comp.glsl index 1cc9313a5b0..352c297eb1a 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_lut_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_lut_comp.glsl @@ -173,7 +173,7 @@ vec4 ggx_btdf_gt_one(vec3 lut_coord) /* Generate SSS translucency profile. * We precompute the exit radiance for a slab of homogenous material backface-lit by a directional * light. We only integrate for a single color primary since the profile will be applied to each - * primary independantly. + * primary independently. * For each distance `d` we compute the radiance incoming from an hypothetical parallel plane. */ vec4 burley_sss_translucency(vec3 lut_coord) { diff --git a/source/blender/io/collada/ArmatureExporter.cpp b/source/blender/io/collada/ArmatureExporter.cpp index 5b5dfb39ee7..033dd4e5353 100644 --- a/source/blender/io/collada/ArmatureExporter.cpp +++ b/source/blender/io/collada/ArmatureExporter.cpp @@ -33,9 +33,9 @@ void ArmatureExporter::add_bone_collections(Object *ob_arm, COLLADASW::Node &nod { bArmature *armature = (bArmature *)ob_arm->data; - /* Because our importer assumes that "extras" tags have a unique name, it's not posisble to - * export a element per bone collection. This is why all the names are stored in - * one element, newline-separated. */ + /* Because our importer assumes that "extras" tags have a unique name, it's not possible to + * export a `` element per bone collection. This is why all the names are stored + * in one element, newline-separated. */ std::stringstream collection_stream; std::stringstream visible_stream; diff --git a/tools/check_source/check_spelling_config.py b/tools/check_source/check_spelling_config.py index a65e9172bce..f513576c614 100644 --- a/tools/check_source/check_spelling_config.py +++ b/tools/check_source/check_spelling_config.py @@ -47,6 +47,7 @@ dict_custom = { "anisotropy", "atomicity", "attenuations", + "backlit", "bindless", "bitwise", "blocky", @@ -74,6 +75,7 @@ dict_custom = { "constructible", "coplanarity", "copyable", + "correctors", "counterforce", "criterium", "crosshair", @@ -491,6 +493,7 @@ dict_custom = { "userless", "vectorial", "vectorization", + "vectorize", "vectorized", "versionable", "videogrammetry", @@ -570,6 +573,7 @@ dict_custom = { "blitting", "boids", "booleans", + "backface", "codepage", "contructor", "decimator",