Cleanup: spelling in comments

This commit is contained in:
Campbell Barton 2024-07-07 00:28:53 +10:00
parent 48383cf20e
commit cd1dbab348
15 changed files with 35 additions and 35 deletions

@ -140,7 +140,7 @@ vector2 compute_2d_gabor_noise_cell(
}
/* Computes the Gabor noise value by dividing the space into a grid and evaluating the Gabor noise
* in the space of each cell of the 3x3 cell neighbourhood. */
* in the space of each cell of the 3x3 cell neighborhood. */
vector2 compute_2d_gabor_noise(vector2 coordinates,
float frequency,
float isotropy,
@ -251,7 +251,7 @@ vector2 compute_3d_gabor_noise_cell(
return noise;
}
/* Identical to compute_2d_gabor_noise but works in the 3D neighbourhood of the noise. */
/* Identical to compute_2d_gabor_noise but works in the 3D neighborhood of the noise. */
vector2 compute_3d_gabor_noise(vector3 coordinates,
float frequency,
float isotropy,

@ -137,7 +137,7 @@ ccl_device float2 compute_2d_gabor_noise_cell(
}
/* Computes the Gabor noise value by dividing the space into a grid and evaluating the Gabor noise
* in the space of each cell of the 3x3 cell neighbourhood. */
* in the space of each cell of the 3x3 cell neighborhood. */
ccl_device float2 compute_2d_gabor_noise(float2 coordinates,
float frequency,
float isotropy,
@ -248,7 +248,7 @@ ccl_device float2 compute_3d_gabor_noise_cell(
return noise;
}
/* Identical to compute_2d_gabor_noise but works in the 3D neighbourhood of the noise. */
/* Identical to compute_2d_gabor_noise but works in the 3D neighborhood of the noise. */
ccl_device float2 compute_3d_gabor_noise(float3 coordinates,
float frequency,
float isotropy,

@ -730,9 +730,9 @@ Action *get_action(ID &animated_id);
* Get the Action and the Slot that animate this ID.
*
* \return One of two options:
* - pair<Action, Slot> when an Action and a Slot are assigned. In other
* - `pair<Action, Slot>` when an Action and a Slot are assigned. In other
* words, when this ID is actually animated by this Action+Slot pair.
* - nullopt: when this ID is not animated. This can have several causes: not
* - `nullopt`: when this ID is not animated. This can have several causes: not
* an animatable type, no Action assigned, or no Slot assigned.
*/
std::optional<std::pair<Action *, Slot *>> get_action_slot_pair(ID &animated_id);

@ -469,7 +469,7 @@ void AssetLibraryService::allocate_service_instance()
}
}
static void on_blendfile_load(Main * /*bMain*/,
static void on_blendfile_load(Main * /*bmain*/,
PointerRNA ** /*pointers*/,
const int /*num_pointers*/,
void * /*arg*/)

@ -44,8 +44,8 @@ struct rcti;
#define BLF_CACHE_BYTES 400000
/**
* Offset from icon id to Unicode Supplimentary Private Use Area-B,
* added with Unicode 2.0. 65,536 codepoints at U+100000..U+10FFFF.
* Offset from icon id to Unicode Supplementary Private Use Area-B,
* added with Unicode 2.0. 65,536 code-points at U+100000..U+10FFFF.
*/
#define BLF_ICON_OFFSET 0x100000L

@ -201,7 +201,7 @@ class PartialWriteContext : NonCopyable, NonMovable {
blender::Map<std::string, Library *> libraries_map_;
/**
* In case an explicitely added ID has the same session_uid as an existing one in current
* In case an explicitly added ID has the same session_uid as an existing one in current
* context, the added one should be able to 'steal' that session_uid in the context, and
* re-assign a new one to the other ID.
*/
@ -241,17 +241,17 @@ class PartialWriteContext : NonCopyable, NonMovable {
* Control how to handle IDs and their dependencies when they are added to this context.
*
* \note For linked IDs, if #MAKE_LOCAL is not used, the library ID pointer is _not_ considered
* nor hanlded as a regular dependency. Instead, the library is _always_ added to the context
* nor handled as a regular dependency. Instead, the library is _always_ added to the context
* data, and never duplicated. Also, library matching always happens based on absolute filepath.
*
* \warning Heterogenous usages of these operations flags during a same PartialWriteContext
* session may not generate expected results. Typically, once an ID has been added to the context
* as 'matching' counterpart of the source Main (i.e. sharing the same session UID), it will not
* be re-processed further if found again as dependency of another ID, or added explicitely as
* be re-processed further if found again as dependency of another ID, or added explicitly as
* root ID.
* So e.g. if an ID is added (explicitely or implicitely) but none of its dependencies are (using
* `CLEAR_DEPENDENCIES`), re-adding the same ID (explicitely or implicitely) with e.g.
* `ADD_DEPENDENCIES` set wil __not__ add its dependencies.
* So e.g. if an ID is added (explicitly or implicitly) but none of its dependencies are (using
* `CLEAR_DEPENDENCIES`), re-adding the same ID (explicitly or implicitly) with e.g.
* `ADD_DEPENDENCIES` set will __not__ add its dependencies.
* This is not expected to be an issue in current use-cases.
*/
enum IDAddOperations {
@ -272,7 +272,7 @@ class PartialWriteContext : NonCopyable, NonMovable {
* Clear all dependency IDs that are not in the partial write context. Mutually exclusive with
* #ADD_DEPENDENCIES.
*
* WARNING: This also means that dependencies like obdata, shapekeys or actions are not
* WARNING: This also means that dependencies like obdata, shape-keys or actions are not
* duplicated either.
*/
CLEAR_DEPENDENCIES = 1 << 8,
@ -282,8 +282,8 @@ class PartialWriteContext : NonCopyable, NonMovable {
*/
ADD_DEPENDENCIES = 1 << 9,
/**
* For each explicitely added IDs (i.e. these with a fake user), ensure all of their
* dependencies are independant copies, instead of being shared with other explicitely added
* For each explicitly added IDs (i.e. these with a fake user), ensure all of their
* dependencies are independent copies, instead of being shared with other explicitly added
* IDs. Only relevant with #ADD_DEPENDENCIES.
*
* \warning Implies that the `session_uid` of these duplicated dependencies will be different
@ -335,7 +335,7 @@ class PartialWriteContext : NonCopyable, NonMovable {
* Delete the copy of the given ID from the partial write context.
*
* \note The search is based on the #ID.session_uid of the given ID. This means that if
* `duplicate_depencies` option was used when adding the ID, these independant dependencies
* `duplicate_depencies` option was used when adding the ID, these independent dependencies
* duplicates cannot be removed directly from the context. Use #remove_unused for this.
*
* \note No dependencies will be removed. Use #remove_unused to remove all unused IDs from the
@ -383,8 +383,8 @@ class PartialWriteContext : NonCopyable, NonMovable {
* - API to replace the matching context IDs by a 'new version' (similar to 'add_id', but
* ensuring that the context ID, if it already exists, is a pristine copy of the given source
* one).
* - Rework the remapping of relative filepaths, since data already exisitng in the
* loaded-from-disk temp context wil have different rootpath than the data from current
* - Rework the remapping of relative filepaths, since data already existing in the
* loaded-from-disk temp context will have different root-path than the data from current
* G_MAIN.
*/
};

@ -1825,7 +1825,7 @@ ID *PartialWriteContext::id_add(
id = BKE_id_owner_get(const_cast<ID *>(id), true);
}
/* The given ID may have already been added (either explicitely or as a dependency) before. */
/* The given ID may have already been added (either explicitly or as a dependency) before. */
ID *ctx_root_id = BKE_main_idmap_lookup_uid(matching_uid_map_, id->session_uid);
if (ctx_root_id) {
/* If the root orig ID is already in the context, assume all of its dependencies are as well.
@ -1908,7 +1908,7 @@ ID *PartialWriteContext::id_add(
return IDWALK_RET_NOP;
}
/* else if (add_dependencies) */
/* The given ID may have already been added (either explicitely or as a dependency) before. */
/* The given ID may have already been added (either explicitly or as a dependency) before. */
ID *ctx_deps_id = nullptr;
if (duplicate_dependencies) {
ctx_deps_id = local_ctx_id_map.lookup(orig_deps_id);
@ -1923,7 +1923,7 @@ ID *PartialWriteContext::id_add(
* a case is bad practice. On the other hand, some of these pointers are present in
* 'normal' IDs, like e.g. the parent collections ones. This implies that currently, all
* attempt to adding a collection to a partial write context should make usage of a custom
* `dependencies_filter_cb` function to explicitely clear these pointers. */
* `dependencies_filter_cb` function to explicitly clear these pointers. */
CLOG_ERROR(&LOG_PARTIALWRITE,
"First dependency to ID '%s' found through a 'loopback' usage from ID '%s', "
"this should never happen",

@ -579,7 +579,7 @@ bool BKE_lib_id_make_local(Main *bmain, ID *id, const int flags)
const bool lib_local = (flags & LIB_ID_MAKELOCAL_FULL_LIBRARY) != 0;
/* Skip indirectly linked IDs, unless the whole library is made local, or handling them is
* explicitely requested. */
* explicitly requested. */
if (!(lib_local || (flags & LIB_ID_MAKELOCAL_INDIRECT) != 0) && (id->tag & LIB_TAG_INDIRECT)) {
return false;
}

@ -934,7 +934,7 @@ float3 whitepoint_from_temp_tint(const float temperature, const float tint)
const float2 isotherm = normalize(interpolate(isotherm0, isotherm1, f));
/* Offset away from the Planckian locus according to the tint.
* Tint is parametrized such that +-3000 tint corresponds to +-1 delta UV. */
* Tint is parameterized such that +-3000 tint corresponds to +-1 delta UV. */
uv -= isotherm * tint / 3000.0f;
/* Convert CIE 1960 uv -> xyY. */

@ -35,7 +35,7 @@ class ActionFilterTest : public testing::Test {
static void SetUpTestSuite()
{
/* BKE_id_free() hits a code path that uses CLOG, which crashes if not initialised properly. */
/* BKE_id_free() hits a code path that uses CLOG, which crashes if not initialized properly. */
CLG_init();
/* To make id_can_have_animdata() and friends work, the `id_types` array needs to be set up. */

@ -759,7 +759,7 @@ struct PaintOperationExecutor {
const bool is_first_sample = (curve_points.size() == 1);
/* Use the vector from the previous to the next point. Set the direction based on the first two
* samples. For subsuquent samples, interpolate with the previous direction to get a smoothed
* samples. For subsequent samples, interpolate with the previous direction to get a smoothed
* value over time. */
if (is_first_sample) {
self.smoothed_pen_direction_ = self.screen_space_coords_orig_.last() - coords;
@ -842,7 +842,7 @@ struct PaintOperationExecutor {
MutableSpan<float> new_radii = drawing_->radii_for_write().slice(new_points);
MutableSpan<float> new_opacities = drawing_->opacities_for_write().slice(new_points);
/* Interploate the screen space positions. */
/* Interpolate the screen space positions. */
linear_interpolation<float2>(prev_coords, coords, new_screen_space_coords, is_first_sample);
point_attributes_to_skip.add_multiple({"position", "radius", "opacity"});
@ -1158,7 +1158,7 @@ static void trim_stroke_ends(bke::greasepencil::Drawing &drawing,
BLI_assert(screen_space_positions_attribute.is_span());
const Span<float2> screen_space_positions =
screen_space_positions_attribute.get_internal_span().slice(points);
/* Extract the drawn stroke into a seperate geometry, so we can trim the ends for just this
/* Extract the drawn stroke into a separate geometry, so we can trim the ends for just this
* stroke. */
bke::CurvesGeometry stroke = bke::curves_copy_curve_selection(
drawing.strokes(), IndexRange::from_single(active_curve), {});

@ -170,7 +170,7 @@ void calc_brush_cube_distances(const SculptSession &ss,
/**
* Scale the distances based on the brush radius and the cached "hardness" setting, which increases
* the strength of the effect for vertices torwards the outside of the radius.
* the strength of the effect for vertices towards the outside of the radius.
*/
void apply_hardness_to_distances(float radius, float hardness, MutableSpan<float> distances);
inline void apply_hardness_to_distances(const StrokeCache &cache,

@ -1533,7 +1533,7 @@ static void grease_pencil_brush_cursor_draw(PaintCursorContext *pcontext)
return;
}
/* Hide the cursor while drwaing. */
/* Hide the cursor while drawing. */
if (grease_pencil->runtime->is_drawing_stroke) {
return;
}

@ -140,7 +140,7 @@ vec2 compute_2d_gabor_noise_cell(
}
/* Computes the Gabor noise value by dividing the space into a grid and evaluating the Gabor noise
* in the space of each cell of the 3x3 cell neighbourhood. */
* in the space of each cell of the 3x3 cell neighborhood. */
vec2 compute_2d_gabor_noise(vec2 coordinates,
float frequency,
float isotropy,
@ -249,7 +249,7 @@ vec2 compute_3d_gabor_noise_cell(
return noise;
}
/* Identical to compute_2d_gabor_noise but works in the 3D neighbourhood of the noise. */
/* Identical to compute_2d_gabor_noise but works in the 3D neighborhood of the noise. */
vec2 compute_3d_gabor_noise(vec3 coordinates,
float frequency,
float isotropy,

@ -46,7 +46,7 @@ void VKShaderInterface::init(const shader::ShaderCreateInfo &info)
}
}
/* Subpass inputs are read as samplers.
/* Sub-pass inputs are read as samplers.
* In future this can change depending on extensions that will be supported. */
uniform_len_ += info.subpass_inputs_.size();