Spelling fixes in comments and descriptions, patch by luzpaz

Differential Revision: https://developer.blender.org/D3744
This commit is contained in:
Brecht Van Lommel 2019-07-31 14:25:09 +02:00
parent 136a7a7fe8
commit 604fdb6e85
92 changed files with 139 additions and 139 deletions

@ -130,7 +130,7 @@ def function_parm_wash_tokens(parm):
)
"""
Return tolens without trailing commands and 'const'
Return tokens without trailing commands and 'const'
"""
tokens = [t for t in parm.get_tokens()]

@ -238,7 +238,7 @@ def create_nb_project_main():
f.write(' </makeTool>\n')
f.write(' </makefileType>\n')
# finishe makefle info
# finished makefile info
f.write(' \n')

@ -1,7 +1,7 @@
#!/bin/sh
# Builds a debian package from SVN source.
#
# For paralelle builds use:
# For parallel builds use:
# DEB_BUILD_OPTIONS="parallel=5" sh build_files/package_spec/build_debian.sh
# this needs to run in the root dir.

@ -177,7 +177,7 @@ font:
With the new truetype option in Blender, this is used for all font families
When a uiBlock is created, each uiButton that is defined gets the uiBlock properties.
Changing Block properties in between will affact uiButtons defined thereafter.
Changing Block properties in between will effect uiButtons defined thereafter.

@ -40,7 +40,7 @@ In most cases you can figure out what context an operator needs
simply be seeing how it's used in Blender and thinking about what it does.
Unfortunately if you're still stuck - the only way to **really** know
whats going on is to read the source code for the poll function and see what its checking.
what's going on is to read the source code for the poll function and see what its checking.
For Python operators it's not so hard to find the source
since it's included with Blender and the source file/line is included in the operator reference docs.
@ -125,7 +125,7 @@ While a script executes Blender waits for it to finish and is effectively locked
while in this state Blender won't redraw or respond to user input.
Normally this is not such a problem because scripts distributed with Blender
tend not to run for an extended period of time,
nevertheless scripts *can* take ages to execute and its nice to see whats going on in the view port.
nevertheless scripts *can* take ages to execute and its nice to see what's going on in the view port.
Tools that lock Blender in a loop and redraw are highly discouraged
since they conflict with Blenders ability to run multiple operators

@ -239,7 +239,7 @@ Drop Into a Python Interpreter in Your Script
=============================================
In the middle of a script you may want to inspect some variables,
run some function and generally dig about to see whats going on.
run some function and generally dig about to see what's going on.
.. code-block:: python

@ -125,7 +125,7 @@ class IsoSurface :
//! cutoff border area
int mCutoff;
//! cutoff heigh values
//! cutoff height values
int *mCutArray;
//! particle pointer
ParticleTracer *mpIsoParts;

@ -14,7 +14,7 @@
// this serves as the main include file
// for all kinds of stuff that might be required
// under windos there seem to be strange
// under windows there seem to be strange
// errors when including the STL header too
// late...
@ -87,7 +87,7 @@ using std::string;
#endif // WIN32
#endif // __APPLE_CC__
// windos, hardcoded limits for now...
// windows, hardcoded limits for now...
// for e.g. MSVC compiler...
// some of these defines can be needed
// for linux systems as well (e.g. FLT_MAX)

@ -707,7 +707,7 @@ bool LbmFsgrSolver::initializeSolverMemory()
noLimit = true;
}
// restrict max. chunk of 1 mem block to 1GB for windos
// restrict max. chunk of 1 mem block to 1GB for windows
bool memBlockAllocProblem = false;
double maxDefaultMemChunk = 2.*1024.*1024.*1024.;
//std::cerr<<" memEstFine "<< memEstFine <<" maxWin:" <<maxWinMemChunk <<" maxMac:" <<maxMacMemChunk ; // DEBUG

@ -28,7 +28,7 @@
#undef DUMP_FAILURE
/* define this to generate PNG images with content of search areas
on every itteration of tracking */
on every iteration of tracking */
#undef DUMP_ALWAYS
using libmv::FloatImage;

@ -1340,7 +1340,7 @@ class I18n:
def parse_from_py(self, src, langs=set()):
"""
src must be a valid path, either a py file or a module directory (in which case all py files inside it
will be checked, first file macthing will win!).
will be checked, first file matching will win!).
if langs set is void, all languages found are loaded.
"""
default_context = self.settings.DEFAULT_CONTEXT

@ -129,7 +129,7 @@ def _kmi_attrs_or_none(level, kmi):
def keyconfig_export_as_data(wm, kc, filepath, *, all_keymaps=False):
# Alternate foramt
# Alternate format
# Generate a list of keymaps to export:
#

@ -145,7 +145,7 @@ def object_data_add(context, obdata, operator=None, name=None):
# layer.objects.active = obj_new
# Match up UV layers, this is needed so adding an object with UV's
# doesn't create new layers when there happens to be a naming mis-match.
# doesn't create new layers when there happens to be a naming mismatch.
uv_new = obdata.uv_layers.active
if uv_new is not None:
uv_act = obj_act.data.uv_layers.active

@ -270,7 +270,7 @@ def draw_filtered(display_keymaps, filter_type, filter_text, layout):
filter_text_split.remove(kk)
kmi_test_dict[kv] = {True}
# whats left should be the event type
# what's left should be the event type
def kmi_type_set_from_string(kmi_type):
kmi_type = kmi_type.upper()
kmi_type_set = set()

@ -128,7 +128,7 @@ def point_cache_ui(self, cache, enabled, cachetype):
is_saved = bpy.data.is_saved
# NOTE: TODO temporarly used until the animate properties are properly skipped.
# NOTE: TODO temporarily used until the animate properties are properly skipped.
layout.use_property_decorate = False # No animation (remove this later on).
if not cachetype == 'RIGID_BODY':
@ -245,7 +245,7 @@ def effector_weights_ui(self, weights, weight_type):
layout = self.layout
layout.use_property_split = True
# NOTE: TODO temporarly used until the animate properties are properly skipped.
# NOTE: TODO temporarily used until the animate properties are properly skipped.
layout.use_property_decorate = False # No animation (remove this later on).
layout.prop(weights, "collection")

@ -1001,7 +1001,7 @@ class CLIP_PT_stabilization(CLIP_PT_reconstruction_panel, Panel):
sub.menu('CLIP_MT_stabilize_2d_context_menu', text="",
icon='DOWNARROW_HLT')
# Usually we don't hide things from iterface, but here every pixel of
# Usually we don't hide things from interface, but here every pixel of
# vertical space is precious.
if stab.use_stabilize_rotation:
box.label(text="Tracks For Rotation / Scale")

@ -84,7 +84,7 @@ ToolDef = namedtuple(
# so internally we can swap the keymap function for the keymap it's self.
# This isn't very nice and may change, tool definitions shouldn't care about this.
"keymap",
# Optional data-block assosiated with this tool.
# Optional data-block associated with this tool.
# (Typically brush name, usage depends on mode, we could use for non-brush ID's in other modes).
"data_block",
# Optional primary operator (for introspection only).
@ -434,7 +434,7 @@ class ToolSelectPanelHelper:
# -------------------------------------------------------------------------
# Layout Generators
#
# Meaning of recieved values:
# Meaning of received values:
# - Bool: True for a separator, otherwise False for regular tools.
# - None: Signal to finish (complete any final operations, e.g. add padding).

@ -707,7 +707,7 @@ class VIEW3D_PT_stencil_projectpaint(View3DPanel, Panel):
colsub.label(text="UV Layer")
split.column().menu("VIEW3D_MT_tools_projectpaint_stencil", text=stencil_text, translate=False)
# todo this should be combinded into a single row
# todo this should be combined into a single row
split = col.split(factor=0.5)
colsub = split.column()
colsub.alignment = 'RIGHT'
@ -2062,7 +2062,7 @@ class VIEW3D_PT_tools_grease_pencil_weight_paint(View3DPanel, Panel):
brush_basic_gpencil_weight_settings(col, context, brush)
# Grease Pencil Brush Appeareance (one for each mode)
# Grease Pencil Brush Appearance (one for each mode)
class VIEW3D_PT_tools_grease_pencil_paint_appearance(GreasePencilAppearancePanel, View3DPanel, Panel):
bl_context = ".greasepencil_paint"
bl_label = "Display"

@ -5273,7 +5273,7 @@ static void constraint_copy_data_ex(bConstraint *dst,
}
}
/** Allocate and duplicate a single constraint, ouside of any object/pose context. */
/** Allocate and duplicate a single constraint, outside of any object/pose context. */
bConstraint *BKE_constraint_duplicate_ex(bConstraint *src, const int flag, const bool do_extern)
{
bConstraint *dst = MEM_dupallocN(src);

@ -1744,7 +1744,7 @@ static float dvar_eval_transChan(ChannelDriver *driver, DriverVar *dvar)
/* ......... */
/* Table of Driver Varaiable Type Info Data */
/* Table of Driver Variable Type Info Data */
static DriverVarTypeInfo dvar_types[MAX_DVAR_TYPES] = {
BEGIN_DVAR_TYPEDEF(DVAR_TYPE_SINGLE_PROP) dvar_eval_singleProp, /* eval callback */
1, /* number of targets used */

@ -376,7 +376,7 @@ static void library_foreach_ID_link(Main *bmain,
int i;
if (flag & IDWALK_RECURSE) {
/* For now, recusion implies read-only. */
/* For now, recursion implies read-only. */
flag |= IDWALK_READONLY;
data.ids_handled = BLI_gset_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);

@ -3810,7 +3810,7 @@ void BKE_ptcache_remove(void)
closedir(dir);
}
else {
rmdir = 0; /* path dosnt exist */
rmdir = 0; /* path doesn't exist */
}
if (rmdir) {

@ -4645,7 +4645,7 @@ void BKE_sequence_tx_handle_xlimits(Sequence *seq, int leftflag, int rightflag)
BKE_sequence_tx_set_final_left(seq, seq_tx_get_end(seq) - 1);
}
/* dosnt work now - TODO */
/* doesn't work now - TODO */
#if 0
if (seq_tx_get_start(seq) >= seq_tx_get_final_right(seq, 0)) {
int ofs;

@ -50,7 +50,7 @@ typedef struct AutoTrackOptions {
/* TODO(sergey): A bit awkward to keep it in here, only used to
* place a disabled marker once the tracking fails,
* Wither find a more clear way to do it or call it track context
* Either find a clearer way to do it or call it track context
* or state, not options.
*/
bool is_failed;

@ -561,7 +561,7 @@ static void bvhtree_verify(BVHTree *tree)
/* Helper data and structures to build a min-leaf generalized implicit tree
* This code can be easily reduced
* (basicly this is only method to calculate pow(k, n) in O(1).. and stuff like that) */
* (basically this is only method to calculate pow(k, n) in O(1).. and stuff like that) */
typedef struct BVHBuildHelper {
int tree_type;
int totleafs;
@ -626,7 +626,7 @@ static int implicit_leafs_index(const BVHBuildHelper *data, const int depth, con
*
* An implicit tree is a tree where its structure is implied,
* thus there is no need to store child pointers or indexes.
* Its possible to find the position of the child or the parent with simple maths
* It's possible to find the position of the child or the parent with simple maths
* (multiplication and addition).
* This type of tree is for example used on heaps..
* where node N has its child at indices N*2 and N*2+1.

@ -82,7 +82,7 @@
* matching chunks from this state are re-used in the new state.
*
* First matches at either end of the array are detected.
* For identical arrays this is all thats needed.
* For identical arrays this is all that's needed.
*
* De-duplication is performed on any remaining chunks, by hashing the first few bytes of the chunk
* (see: BCHUNK_HASH_TABLE_ACCUMULATE_STEPS).
@ -301,7 +301,7 @@ typedef struct BChunkRef {
* used for lookups.
*
* Point to the #BChunkRef, not the #BChunk,
* to allow talking down the chunks in-order until a mis-match is found,
* to allow talking down the chunks in-order until a mismatch is found,
* this avoids having to do so many table lookups.
*/
typedef struct BTableRef {

@ -105,7 +105,7 @@ int BLI_file_gzip(const char *from, const char *to)
#endif
/* gzip the file in from_file and write it to memory to_mem, at most size bytes.
* return the unziped size
* return the unzipped size
*/
char *BLI_file_ungzip_to_mem(const char *from_file, int *r_size)
{

@ -780,7 +780,7 @@ static void polyfill_prepare(PolyFill *pf,
coords_sign = (cross_poly_v2(coords, coords_tot) >= 0.0f) ? 1 : -1;
}
else {
/* check we're passing in correcty args */
/* check we're passing in correct args */
#ifdef USE_STRICT_ASSERT
# ifndef NDEBUG
if (coords_sign == 1) {

@ -285,12 +285,12 @@ bool BLI_rcti_isect_segment(const rcti *rect, const int s1[2], const int s2[2])
return false;
}
/* if either points intersect then we definetly intersect */
/* if either points intersect then we definitely intersect */
if (BLI_rcti_isect_pt_v(rect, s1) || BLI_rcti_isect_pt_v(rect, s2)) {
return true;
}
else {
/* both points are outside but may insersect the rect */
/* both points are outside but may intersect the rect */
int tvec1[2];
int tvec2[2];
/* diagonal: [/] */
@ -332,12 +332,12 @@ bool BLI_rctf_isect_segment(const rctf *rect, const float s1[2], const float s2[
return false;
}
/* if either points intersect then we definetly intersect */
/* if either points intersect then we definitely intersect */
if (BLI_rctf_isect_pt_v(rect, s1) || BLI_rctf_isect_pt_v(rect, s2)) {
return true;
}
else {
/* both points are outside but may insersect the rect */
/* both points are outside but may intersect the rect */
float tvec1[2];
float tvec2[2];
/* diagonal: [/] */

@ -487,7 +487,7 @@ static void bm_vert_attrs_copy(BMesh *source_mesh,
uint64_t cd_mask)
{
if ((source_mesh == target_mesh) && (source_vertex == target_vertex)) {
BLI_assert(!"BMVert: source and targer match");
BLI_assert(!"BMVert: source and target match");
return;
}
if ((cd_mask & CD_MASK_NORMAL) == 0) {
@ -507,7 +507,7 @@ static void bm_edge_attrs_copy(BMesh *source_mesh,
uint64_t UNUSED(cd_mask))
{
if ((source_mesh == target_mesh) && (source_edge == target_edge)) {
BLI_assert(!"BMEdge: source and targer match");
BLI_assert(!"BMEdge: source and target match");
return;
}
CustomData_bmesh_free_block_data(&target_mesh->edata, target_edge->head.data);
@ -522,7 +522,7 @@ static void bm_loop_attrs_copy(BMesh *source_mesh,
uint64_t UNUSED(cd_mask))
{
if ((source_mesh == target_mesh) && (source_loop == target_loop)) {
BLI_assert(!"BMLoop: source and targer match");
BLI_assert(!"BMLoop: source and target match");
return;
}
CustomData_bmesh_free_block_data(&target_mesh->ldata, target_loop->head.data);
@ -537,7 +537,7 @@ static void bm_face_attrs_copy(BMesh *source_mesh,
uint64_t cd_mask)
{
if ((source_mesh == target_mesh) && (source_face == target_face)) {
BLI_assert(!"BMFace: source and targer match");
BLI_assert(!"BMFace: source and target match");
return;
}
if ((cd_mask & CD_MASK_NORMAL) == 0) {

@ -209,7 +209,7 @@ BMEdge *BM_edge_create(
/**
* \note In most cases a \a l_example should be NULL,
* since this is a low level API and we shouldn't attempt to be clever and guess whats intended.
* since this is a low level API and we shouldn't attempt to be clever and guess what's intended.
* In cases where copying adjacent loop-data is useful, see #BM_face_copy_shared.
*/
static BMLoop *bm_loop_create(BMesh *bm,

@ -885,7 +885,7 @@ void BM_editselection_plane(BMEditSelection *ese, float r_plane[3])
}
else {
/* make a fake plane thats at rightangles to the normal
* we cant make a crossvec from a vec thats the same as the vec
* we can't make a crossvec from a vec that's the same as the vec
* unlikely but possible, so make sure if the normal is (0, 0, 1)
* that vec isn't the same or in the same direction even. */
if (eve->no[0] < 0.5f) {

@ -1345,7 +1345,7 @@ void BM_normals_loops_edges_tag(BMesh *bm, const bool do_edges)
}
/**
* Auxillary function only used by rebuild to detect if any spaces were not marked as invalid.
* Auxiliary function only used by rebuild to detect if any spaces were not marked as invalid.
* Reports error if any of the lnor spaces change after rebuilding, meaning that all the possible
* lnor spaces to be rebuilt were not correctly marked.
*/

@ -1545,7 +1545,7 @@ static BMOpDefine bmo_split_edges_def = {
"split_edges",
/* slots_in */
{{"edges", BMO_OP_SLOT_ELEMENT_BUF, {BM_EDGE}}, /* input edges */
/* needed for vertex rip so we can rip only half an edge at a boundary wich would otherwise split off */
/* needed for vertex rip so we can rip only half an edge at a boundary which would otherwise split off */
{"verts", BMO_OP_SLOT_ELEMENT_BUF, {BM_VERT}}, /* optional tag verts, use to have greater control of splits */
{"use_verts", BMO_OP_SLOT_BOOL}, /* use 'verts' for splitting, else just find verts to split from edges */
{{'\0'}},

@ -100,7 +100,7 @@ BLI_INLINE BMFlagLayer *BMO_elem_flag_from_header(BMHeader *ele_head)
_bmo_elem_flag_toggle( \
bm, (BM_CHECK_TYPE_ELEM_NONCONST(ele), BMO_elem_flag_from_header(&(ele)->head)), oflag)
/* take care not to instansiate args multiple times */
/* take care not to instantiate args multiple times */
#ifdef __GNUC___
# define _BMO_CAST_V_CONST(e) \
({ \

@ -765,7 +765,7 @@ struct EdgeGroupIsland {
/* Set the following vars once we have >1 groups */
/* when when an edge in a previous group connects to this one,
/* when an edge in a previous group connects to this one,
* so theres no need to create one pointing back. */
uint has_prev_edge : 1;
@ -1481,7 +1481,7 @@ bool BM_face_split_edgenet_connect_islands(BMesh *bm,
if (!BM_elem_flag_test(v_iter, VERT_IN_ARRAY)) {
BM_elem_flag_enable(v_iter, VERT_IN_ARRAY);
/* not nice, but alternatives arent much better :S */
/* not nice, but alternatives aren't much better :S */
{
copy_v3_v3(vert_coords_backup[v_index], v_iter->co);

@ -34,7 +34,7 @@
/* LOOP CYCLE MANAGEMENT */
bool bmesh_loop_validate(BMFace *f) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
/* DISK CYCLE MANAGMENT */
/* DISK CYCLE MANAGEMENT */
void bmesh_disk_edge_append(BMEdge *e, BMVert *v) ATTR_NONNULL();
void bmesh_disk_edge_remove(BMEdge *e, BMVert *v) ATTR_NONNULL();
BLI_INLINE BMEdge *bmesh_disk_edge_next_safe(const BMEdge *e,
@ -60,7 +60,7 @@ BMLoop *bmesh_disk_faceloop_find_first_visible(const BMEdge *e,
BMEdge *bmesh_disk_faceedge_find_next(const BMEdge *e, const BMVert *v) ATTR_WARN_UNUSED_RESULT
ATTR_NONNULL();
/* RADIAL CYCLE MANAGMENT */
/* RADIAL CYCLE MANAGEMENT */
void bmesh_radial_loop_append(BMEdge *e, BMLoop *l) ATTR_NONNULL();
void bmesh_radial_loop_remove(BMEdge *e, BMLoop *l) ATTR_NONNULL();
void bmesh_radial_loop_unlink(BMLoop *l) ATTR_NONNULL();

@ -805,7 +805,7 @@ static void *bmw_IslandWalker_step_ex(BMWalker *walker, bool only_manifold)
continue;
}
/* saves checking BLI_gset_haskey below (manifold edges theres a 50% chance) */
/* saves checking BLI_gset_haskey below (manifold edges there's a 50% chance) */
if (f == iwalk->cur) {
continue;
}

@ -59,7 +59,7 @@ static void bm_bridge_splice_loops(BMesh *bm,
/* get the 2 loops matching 2 verts.
* first attempt to get the face corners that use the edge defined by v1 & v2,
* if that fails just get any loop thats on the vert (the first one) */
* if that fails just get any loop that's on the vert (the first one) */
static void bm_vert_loop_pair(BMesh *bm, BMVert *v1, BMVert *v2, BMLoop **l1, BMLoop **l2)
{
BMEdge *e = BM_edge_exists(v1, v2);

@ -449,7 +449,7 @@ void bmo_split_exec(BMesh *bm, BMOperator *op)
}
}
/* connect outputs of dupe to delete, exluding keep geometry */
/* connect outputs of dupe to delete, excluding keep geometry */
BMO_mesh_delete_oflag_context(bm, SPLIT_INPUT, DEL_FACES);
/* now we make our outputs by copying the dupe output */

@ -132,7 +132,7 @@ void bmo_edgenet_prepare_exec(BMesh *bm, BMOperator *op)
}
}
/* we don't have valid edge layouts, retur */
/* we don't have valid edge layouts, return */
if (!ok) {
return;
}

@ -549,7 +549,7 @@ void bmo_inset_region_exec(BMesh *bm, BMOperator *op)
SplitEdgeInfo *es;
/* Interpolation Vars */
/* an array alligned with faces but only fill items which are used. */
/* an array aligned with faces but only fill items which are used. */
InterpFace **iface_array = NULL;
int iface_array_len;
MemArena *interp_arena = NULL;

@ -138,7 +138,7 @@ static BMEdge *connect_smallest_face(BMesh *bm, BMVert *v_a, BMVert *v_b, BMFace
* multiple faces yet. that might require a convexity test to figure out which
* face is "best" and who knows what for non-manifold conditions.
*
* note: we allow adjacent here, since theres no chance this happens.
* note: we allow adjacent here, since there's no chance this happens.
*/
f = BM_vert_pair_share_face_by_len(v_a, v_b, &l_a, &l_b, true);

@ -698,7 +698,7 @@ static void bm_edge_collapse_loop_customdata(
const bool is_manifold = BM_edge_is_manifold(l->e);
int side;
/* first find the loop of 'v_other' thats attached to the face of 'l' */
/* first find the loop of 'v_other' that's attached to the face of 'l' */
if (l->v == v_clear) {
l_clear = l;
l_other = l->next;
@ -882,7 +882,7 @@ static bool bm_edge_collapse_is_degenerate_topology(BMEdge *e_first)
bm_edge_tag_enable(e_iter);
} while ((e_iter = bmesh_disk_edge_next(e_iter, e_first->v1)) != e_first);
/* ... except for the edge we will collapse, we know thats shared,
/* ... except for the edge we will collapse, we know that's shared,
* disable this to avoid false positive. We could be smart and never enable these
* face/edge tags in the first place but easier to do this */
// bm_edge_tag_disable(e_first);

@ -224,7 +224,7 @@ static LinkNode *mesh_calc_path_region_elem(BMesh *bm,
#endif /* USE_EDGE_CHAIN */
/* Keep walking over connected geometry until we find all the vertices in
* `ele_verts[side_other]`, or exit the loop when theres no connection. */
* `ele_verts[side_other]`, or exit the loop when there's no connection. */
found_all = false;
for (pass = 1; (STACK_SIZE(stack) != 0); pass++) {
while (STACK_SIZE(stack) != 0) {
@ -268,7 +268,7 @@ static LinkNode *mesh_calc_path_region_elem(BMesh *bm,
} while ((e = BM_DISK_EDGE_NEXT(e, v_a)) != v_a->e);
}
/* Stop searching once theres none left.
/* Stop searching once there's none left.
* Note that this looks in-efficient, however until the target elements reached,
* it will exit immediately.
* After that, it takes as many passes as the element has edges to finish off. */

@ -43,7 +43,7 @@
#include "bmesh.h"
#include "tools/bmesh_region_match.h" /* own incldue */
#include "tools/bmesh_region_match.h" /* own include */
/* avoid re-creating ghash and pools for each search */
#define USE_WALKER_REUSE
@ -95,13 +95,13 @@ typedef struct UUIDWalk {
BLI_mempool *step_pool;
BLI_mempool *step_pool_items;
/* Optionaly use face-tag to isolate search */
/* Optionally use face-tag to isolate search */
bool use_face_isolate;
/* Increment for each pass added */
UUID_Int pass;
/* runtime vars, aviod re-creating each pass */
/* runtime vars, avoid re-creating each pass */
struct {
GHash *verts_uuid; /* BMVert -> UUID */
GSet *faces_step; /* BMFace */

@ -751,7 +751,7 @@ float AnimationImporter::convert_to_focal_length(float in_xfov,
float aspect,
float sensorx)
{
/* NOTE: Needs more testing (As we curretnly have no official test data for this) */
/* NOTE: Needs more testing (As we currently have no official test data for this) */
float xfov = (fov_type == CAMERA_YFOV) ?
(2.0f * atanf(aspect * tanf(DEG2RADF(in_xfov) * 0.5f))) :
DEG2RADF(in_xfov);

@ -917,7 +917,7 @@ bool DocumentImporter::writeCamera(const COLLADAFW::Camera *camera)
double yfov = camera->getYFov().getValue();
double aspect = camera->getAspectRatio().getValue();
/* NOTE: Needs more testing (As we curretnly have no official test data for this) */
/* NOTE: Needs more testing (As we currently have no official test data for this) */
double xfov = 2.0f * atanf(aspect * tanf(DEG2RADF(yfov) * 0.5f));
cam->lens = fov_to_focallength(xfov, cam->sensor_x);

@ -268,7 +268,7 @@ def main():
parser.add_argument(
"--name_style", dest="name_style", metavar='ENUM', type=str,
choices=('', 'UI_ICONS'),
help="The metod used for naming output data",
help="The method used for naming output data",
)
# Options for dicing up the image

@ -121,7 +121,7 @@ void main(void)
/* Circle Dof */
float dist = length(particlecoord);
/* Ouside of bokeh shape */
/* Outside of bokeh shape */
if (dist > 1.0) {
discard;
}
@ -141,7 +141,7 @@ void main(void)
* Giving us the new linear radius to the shape edge. */
dist /= r;
/* Ouside of bokeh shape */
/* Outside of bokeh shape */
if (dist > 1.0) {
discard;
}

@ -83,7 +83,7 @@ void prepare_raycast(vec3 ray_origin,
ss_start.w = project_point(ProjectionMatrix, ray_origin).z;
ss_end.w = project_point(ProjectionMatrix, ray_end).z;
/* XXX This is a hack a better method is welcome ! */
/* XXX This is a hack. A better method is welcome! */
/* We take the delta between the offseted depth and the depth and substract it from the ray
* depth. This will change the world space thickness appearance a bit but we can have negative
* values without worries. We cannot do this in viewspace because of the perspective division. */

@ -335,7 +335,7 @@ static void EDIT_CURVE_draw_scene(void *vedata)
MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl);
}
/* Thoses passes don't write to depth and are AA'ed using other tricks. */
/* These passes don't write to depth and are AA'ed using other tricks. */
DRW_draw_pass(psl->overlay_edge_pass);
DRW_draw_pass(psl->overlay_vert_pass);
}

@ -1,8 +1,8 @@
/**
* Library to create hairs dynamically from control points.
* This is less bandwidth intensive than fetching the vertex attributes
* but does more ALU work per vertex. This also reduce the number
* of data the CPU has to precompute and transfert for each update.
* but does more ALU work per vertex. This also reduces the amount
* of data the CPU has to precompute and transfer for each update.
*/
/**

@ -278,7 +278,7 @@ void ED_mesh_mirrtopo_init(Mesh *me,
}
if ((tot_unique <= tot_unique_prev) && (tot_unique_edges <= tot_unique_edges_prev)) {
/* Finish searching for unique values when 1 loop dosn't give a
/* Finish searching for unique values when 1 loop doesn't give a
* higher number of unique values compared to the previous loop. */
break;
}

@ -252,7 +252,7 @@ static void pe_update_hair_particle_edit_pointers(PTCacheEdit *edit)
/* always gets at least the first particlesystem even if PSYS_CURRENT flag is not set
*
* note: this function runs on poll, therefor it can runs many times a second
* note: this function runs on poll, therefore it can runs many times a second
* keep it fast! */
static PTCacheEdit *pe_get_current(Depsgraph *depsgraph, Scene *scene, Object *ob, int create)
{

@ -1771,7 +1771,7 @@ static float project_paint_uvpixel_mask(const ProjPaintState *ps,
}
else if (angle_cos < ps->normal_angle_inner__cos) {
mask *= (ps->normal_angle - acosf(angle_cos)) / ps->normal_angle_range;
} /* otherwise no mask normal is needed, were within the limit */
} /* otherwise no mask normal is needed, we're within the limit */
}
/* This only works when the opacity doesn't change while painting, stylus pressure messes with
@ -3159,7 +3159,7 @@ static void project_paint_face_init(const ProjPaintState *ps,
//#endif
}
#if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
#if 0 /* TODO - investigate why this doesn't work sometimes! it should! */
/* no intersection for this entire row,
* after some intersection above means we can quit now */
if (has_x_isect == 0 && has_isect) {
@ -3395,12 +3395,12 @@ static void project_paint_face_init(const ProjPaintState *ps,
}
else if (has_x_isect) {
/* assuming the face is not a bow-tie - we know
* we cant intersect again on the X */
* we can't intersect again on the X */
break;
}
}
# if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
# if 0 /* TODO - investigate why this doesn't work sometimes! it should! */
/* no intersection for this entire row,
* after some intersection above means we can quit now */
if (has_x_isect == 0 && has_isect) {
@ -4388,7 +4388,7 @@ static void project_paint_prepare_all_faces(ProjPaintState *ps,
image_index = BLI_linklist_index(image_LinkList.list, tpage);
if (image_index == -1 && BKE_image_has_ibuf(tpage, NULL)) {
/* MemArena dosnt have an append func */
/* MemArena doesn't have an append func */
BLI_linklist_append(&image_LinkList, tpage);
image_index = ps->image_tot;
ps->image_tot++;

@ -840,7 +840,7 @@ static void draw_fcurve_curve_bezts(
v1[1] = prevbezt->vec[1][1];
}
else if (prevbezt->ipo == BEZT_IPO_LIN) {
/* extrapolate linear dosnt use the handle, use the previous points center instead */
/* extrapolate linear doesn't use the handle, use the previous points center instead */
bezt = prevbezt - 1;
fac = (prevbezt->vec[1][0] - bezt->vec[1][0]) / (prevbezt->vec[1][0] - v1[0]);
if (fac) {

@ -2886,7 +2886,7 @@ static int sequencer_view_all_preview_exec(bContext *C, wmOperator *UNUSED(op))
imgwidth = (scene->r.size * scene->r.xsch) / 100;
imgheight = (scene->r.size * scene->r.ysch) / 100;
/* Apply aspect, dosnt need to be that accurate */
/* Apply aspect, doesn't need to be that accurate */
imgwidth = (int)(imgwidth * (scene->r.xasp / scene->r.yasp));
if (((imgwidth >= width) || (imgheight >= height)) && ((width > 0) && (height > 0))) {

@ -3585,7 +3585,7 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
float mval_f[2];
float zfac;
/* We cant use the depth, fallback to the old way that dosnt set the center depth */
/* We can't use the depth, fallback to the old way that doesn't set the center depth */
copy_v3_v3(new_ofs, rv3d->ofs);
{

@ -102,7 +102,7 @@ typedef struct TransSnap {
* Get the transform distance between two points (used by Closest snap)
*
* \note Return value can be anything,
* where the smallest absolute value defines whats closest.
* where the smallest absolute value defines what's closest.
*/
float (*distance)(struct TransInfo *t, const float p1[3], const float p2[3]);

@ -60,7 +60,7 @@ class FastGrid : public Grid {
*/
virtual void configure(const Vec3r &orig, const Vec3r &size, unsigned nb);
/*! returns the cell whose coordinates are pased as argument */
/*! returns the cell whose coordinates are passed as argument */
Cell *getCell(const Vec3u &p);
/*! Fills the case p with the cell iCell */

@ -488,7 +488,7 @@ bool intersectRayTriangle(const Vec3r &orig,
}
}
else {
return false; // ray is parallell to the plane of the triangle
return false; // ray is parallel to the plane of the triangle
}
u *= inv_det;

@ -243,7 +243,7 @@ class Grid {
/*! Fills the case corresponding to coord with the cell */
virtual void fillCell(const Vec3u &coord, Cell &cell) = 0;
/*! returns the cell whose coordinates are pased as argument */
/*! returns the cell whose coordinates are passed as argument */
virtual Cell *getCell(const Vec3u &coord) = 0;
/*! returns the cell containing the point passed as argument.

@ -81,7 +81,7 @@ class HashGrid : public Grid {
*/
virtual void configure(const Vec3r &orig, const Vec3r &size, unsigned nb);
/*! returns the cell whose coordinates are pased as argument */
/*! returns the cell whose coordinates are passed as argument */
virtual Cell *getCell(const Vec3u &p)
{
Cell *found_cell = NULL;

@ -474,7 +474,7 @@ template<class T> class HVec3 : public Vec<T, 4> {
return this->_coord[3];
}
// Acces to non-homogeneous coordinates in 3D
// Access to non-homogeneous coordinates in 3D
inline value_type x() const
{
return this->_coord[0] / this->_coord[3];

@ -39,7 +39,7 @@ namespace Freestyle {
class GaussianFilter {
protected:
/* The mask is a symetrical 2d array (with respect to the middle point).
/* The mask is a symmetrical 2d array (with respect to the middle point).
* Thus, M(i,j) = M(-i,j) = M(i,-j) = M(-i,-j).
* For this reason, to represent a NxN array (N odd), we only store a ((N+1)/2)x((N+1)/2) array.
*/

@ -197,7 +197,7 @@ static PyObject *Iterator_name_get(BPy_Iterator *self, void *UNUSED(closure))
}
PyDoc_STRVAR(Iterator_is_begin_doc,
"True if the interator points the first element.\n"
"True if the iterator points to the first element.\n"
"\n"
":type: bool");
@ -207,7 +207,7 @@ static PyObject *Iterator_is_begin_get(BPy_Iterator *self, void *UNUSED(closure)
}
PyDoc_STRVAR(Iterator_is_end_doc,
"True if the interator points the last element.\n"
"True if the iterator points to the last element.\n"
"\n"
":type: bool");

@ -180,7 +180,7 @@ static PyObject *Interface0DIterator_u_get(BPy_Interface0DIterator *self, void *
}
PyDoc_STRVAR(Interface0DIterator_at_last_doc,
"True if the interator points to the last valid element.\n"
"True if the iterator points to the last valid element.\n"
"For its counterpart (pointing to the first valid element), use it.is_begin.\n"
"\n"
":type: bool");

@ -254,7 +254,7 @@ static PyObject *StrokeVertexIterator_u_get(BPy_StrokeVertexIterator *self, void
}
PyDoc_STRVAR(StrokeVertexIterator_at_last_doc,
"True if the interator points to the last valid element.\n"
"True if the iterator points to the last valid element.\n"
"For its counterpart (pointing to the first valid element), use it.is_begin.\n"
"\n"
":type: bool");

@ -42,7 +42,7 @@ class IndexedFaceSet : public Rep {
};
/*! User-specified face and edge marks for feature edge detection */
/* XXX Why in hel not use an enum here too? */
/* XXX Why in hell not use an enum here too? */
typedef unsigned char FaceEdgeMark;
static const FaceEdgeMark FACE_MARK = 1 << 0;
static const FaceEdgeMark EDGE_MARK_V1V2 = 1 << 1;
@ -167,8 +167,8 @@ class IndexedFaceSet : public Rep {
return *this;
}
/*! Desctructor
* desallocates all the resources
/*! Destructor
* deallocates all the resources
*/
virtual ~IndexedFaceSet();

@ -54,7 +54,7 @@ class NodeGroup : public Node {
/*! Detaches all the children */
virtual void DetachChildren();
/*! Detached the sepcified child */
/*! Detached the specified child */
virtual void DetachChild(Node *iChild);
/*! Retrieve children */

@ -57,7 +57,7 @@ int ConstantThicknessShader::shade(Stroke &stroke) const
int i = 0;
int size = stroke.strokeVerticesSize();
for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
// XXX What's the use of i here? And is not the thickness always overriden by the last line of
// XXX What's the use of i here? And is not the thickness always overridden by the last line of
// the loop?
if ((1 == i) || (size - 2 == i)) {
v->attribute().setThickness(_thickness / 4.0, _thickness / 4.0);
@ -77,7 +77,7 @@ int ConstantExternThicknessShader::shade(Stroke &stroke) const
int i = 0;
int size = stroke.strokeVerticesSize();
for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
// XXX What's the use of i here? And is not the thickness always overriden by the last line of
// XXX What's the use of i here? And is not the thickness always overridden by the last line of
// the loop?
if ((1 == i) || (size - 2 == i)) {
v->attribute().setThickness(_thickness / 2.0, 0);
@ -156,7 +156,7 @@ int LengthDependingThicknessShader::shade(Stroke &stroke) const
int i = 0;
int size = stroke.strokeVerticesSize();
for (v = stroke.strokeVerticesBegin(), vend = stroke.strokeVerticesEnd(); v != vend; ++v) {
// XXX What's the use of i here? And is not the thickness always overriden by the last line of
// XXX What's the use of i here? And is not the thickness always overridden by the last line of
// the loop?
if ((1 == i) || (size - 2 == i)) {
v->attribute().setThickness(thickness / 4.0, thickness / 4.0);
@ -427,7 +427,7 @@ int BezierCurveShader::shade(Stroke &stroke) const
int newsize = stroke.strokeVerticesSize();
int nExtraVertex = 0;
if (newsize < originalSize) {
cerr << "Warning: unsufficient resampling" << endl;
cerr << "Warning: insufficient resampling" << endl;
}
else {
nExtraVertex = newsize - originalSize;

@ -39,7 +39,7 @@ class Chain : public Curve {
_fedgeB; // the last FEdge of the ViewEdge passed to the last call for push_viewedge_back().
public:
/*! Defult constructor. */
/*! Default constructor. */
Chain() : Curve()
{
_splittingId = 0;

@ -205,7 +205,7 @@ class CurvePoint : public Interface0D {
Vec3r _Point3d;
public:
/*! Defult Constructor. */
/*! Default Constructor. */
CurvePoint();
/*! Builds a CurvePoint from two SVertex and an interpolation parameter.

@ -51,7 +51,7 @@ class CurvePoint_nonconst_traits : public Nonconst_traits<CurvePoint *> {
/**********************************/
/*! iterator on a curve. Allows an iterating outside initial vertices. A CurvePoint is
* instanciated an returned when the iterator is dereferenced.
* instantiated and returned when the iterator is dereferenced.
*/
template<class Traits>
class __point_iterator : public IteratorBase<Traits, BidirectionalIteratorTag_Traits> {

@ -30,7 +30,7 @@ namespace Freestyle {
namespace CurveInternal {
/*! iterator on a curve. Allows an iterating outside
* initial vertices. A CurvePoint is instanciated an returned
* initial vertices. A CurvePoint is instantiated an returned
* when the iterator is dereferenced.
*/

@ -653,7 +653,7 @@ class Stroke : public Interface1D {
return _textureId;
}
/*! Returns the spacing of texture coordinates along the stroke lenght */
/*! Returns the spacing of texture coordinates along the stroke length */
inline float getTextureStep()
{
return _textureStep;

@ -30,7 +30,7 @@
namespace Freestyle {
// use for iterators defintions
// use for iterators definitions
template<class Element> class Nonconst_traits;
template<class Element> class Const_traits {

@ -131,7 +131,7 @@ void CulledOccluderSource::cullViewEdges(ViewMap &viewMap, bool extensiveFEdgeSe
GridHelpers::getDefaultViewProscenium(occluderProscenium);
// XXX Freestyle is inconsistent in its use of ViewMap::viewedges_container and
// vector<ViewEdge*>::iterator. Probably all occurences of vector<ViewEdge*>::iterator should be
// vector<ViewEdge*>::iterator. Probably all occurrences of vector<ViewEdge*>::iterator should be
// replaced ViewMap::viewedges_container throughout the code. For each view edge
ViewMap::viewedges_container::iterator ve, veend;
@ -144,7 +144,7 @@ void CulledOccluderSource::cullViewEdges(ViewMap &viewMap, bool extensiveFEdgeSe
// If none exists, find the feature edge with center point closest to viewport origin.
// Expand occluder proscenium to enclose center point.
// For each feature edge, while bestOccluderTarget not found and view edge not visibile
// For each feature edge, while bestOccluderTarget not found and view edge not visible
bool bestOccluderTargetFound = false;
FEdge *bestOccluderTarget = NULL;
real bestOccluderDistance = 0.0;

@ -132,7 +132,7 @@ void FEdgeXDetector::preProcessShape(WXShape *iWShape)
vector<WFace *> &wfaces = iWShape->GetFaceList();
vector<WFace *>::iterator f, fend;
// view dependant stuff
// view dependent stuff
for (f = wfaces.begin(), fend = wfaces.end(); f != fend; ++f) {
preProcessFace((WXFace *)(*f));
}
@ -226,7 +226,7 @@ void FEdgeXDetector::computeCurvatures(WXVertex *vertex)
_minK1 = absK1;
}
}
// view dependant
// view dependent
C = vertex->curvatures();
if (C == 0) {
return;

@ -168,7 +168,7 @@ class SVertex : public Interface0D {
public:
/*! A field that can be used by the user to store any data.
* This field must be reseted afterwards using ResetUserData().
* This field must be reset afterwards using ResetUserData().
*/
void *userdata;
@ -535,7 +535,7 @@ class FEdge : public Interface1D {
public:
/*! A field that can be used by the user to store any data.
* This field must be reseted afterwards using ResetUserData().
* This field must be reset afterwards using ResetUserData().
*/
void *userdata;

@ -37,7 +37,7 @@ void ViewEdgeXBuilder::Init(ViewShape *oVShape)
return;
}
// for design conveniance, we store the current SShape.
// for design convenience, we store the current SShape.
_pCurrentSShape = oVShape->sshape();
if (0 == _pCurrentSShape) {
return;
@ -627,12 +627,12 @@ OWXEdge ViewEdgeXBuilder::FindNextWEdge(const OWXEdge &iEdge)
}
if (wxe->GetaVertex() == v) {
// That means that the face necesarily lies on the edge left.
// That means that the face necessarily lies on the edge left.
// So the vertex order is OK.
return OWXEdge(wxe, true);
}
else {
// That means that the face necesarily lies on the edge left.
// That means that the face necessarily lies on the edge left.
// So the vertex order is OK.
return OWXEdge(wxe, false);
}

@ -272,11 +272,11 @@ class ViewEdgeXBuilder {
FEdge *BuildSharpFEdge(FEdge *feprevious, const OWXEdge &iwe);
// GENERAL //
/*! Instanciate a SVertex */
/*! Instantiate a SVertex */
SVertex *MakeSVertex(Vec3r &iPoint);
/*! Instanciate a SVertex if it hasn't been already created */
/*! Instantiate a SVertex if it hasn't been already created */
SVertex *MakeSVertex(Vec3r &iPoint, bool shared);
/*! instanciate a ViewVertex from a SVertex, if it doesn't exist yet */
/*! instantiate a ViewVertex from a SVertex, if it doesn't exist yet */
ViewVertex *MakeViewVertex(SVertex *iSVertex);
// oldtmp values

@ -81,7 +81,7 @@ class ViewMap {
public:
/*! A field that can be used by the user to store any data.
* This field must be reseted afterwards using ResetUserData().
* This field must be reset afterwards using ResetUserData().
*/
void *userdata;
@ -292,7 +292,7 @@ class ViewVertex : public Interface0D {
public:
/*! A field that can be used by the user to store any data.
* This field must be reseted afterwards using ResetUserData().
* This field must be reset afterwards using ResetUserData().
*/
void *userdata;
@ -962,7 +962,7 @@ class ViewEdge : public Interface1D {
public:
/*! A field that can be used by the user to store any data.
* This field must be reseted afterwards using ResetUserData().
* This field must be reset afterwards using ResetUserData().
*/
void *userdata;
@ -1414,7 +1414,7 @@ class ViewShape {
public:
/*! A field that can be used by the user to store any data.
* This field must be reseted afterwards using ResetUserData().
* This field must be reset afterwards using ResetUserData().
*/
void *userdata;

@ -1137,7 +1137,7 @@ void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap,
// If none exists, find the feature edge with center point closest to viewport origin.
// Expand occluder proscenium to enclose center point.
// For each feature edge, while bestOccluderTarget not found and view edge not visibile
// For each feature edge, while bestOccluderTarget not found and view edge not visible
bool bestOccluderTargetFound = false;
FEdge *bestOccluderTarget = NULL;
real bestOccluderDistance = 0.0;

@ -546,7 +546,7 @@ void gts_vertex_principal_directions(WVertex *v, Vec3r Kh, real Kg, Vec3r &e1, V
e1[2] = eig[0] * basis1[2] + eig[1] * basis2[2];
e1.normalize();
/* make N,e1,e2 a right handed coordinate sytem */
/* make N,e1,e2 a right handed coordinate system */
e2 = N ^ e1;
e2.normalize();
}

@ -303,7 +303,7 @@ static int initialize_chain(Object *ob, bPoseChannel *pchan_tip, bConstraint *co
/* create a target */
target = (PoseTarget *)MEM_callocN(sizeof(PoseTarget), "posetarget");
target->con = con;
// by contruction there can be only one tree per channel
// by construction there can be only one tree per channel
// and each channel can be part of at most one tree.
tree = (PoseTree *)pchan_root->iktree.first;

@ -8,7 +8,7 @@ creating an openexr read/writer use openexr.c
It should contain functions to match the following prototypes:
struct ImBuf *imb_loadopenexr(unsigned char *mem,int size,int flags);
/* Use one of the following depending on whats easyer for your file format */
/* Use one of the following depending on what's easier for your file format */
short imb_saveopenexr(struct ImBuf *ibuf, FILE myfile, int flags);
short imb_saveopenexr(struct ImBuf *ibuf, char *myfile, int flags);

@ -63,7 +63,7 @@ static void cryptomatte_add(NodeCryptomatte *n, float f)
++start;
}
/* Find the next seprator. */
/* Find the next separator. */
char *token_end = strchr(n->matte_id + start, ',');
if (token_end == NULL || token_end == n->matte_id + start) {
token_end = n->matte_id + end;
@ -142,7 +142,7 @@ static void cryptomatte_remove(NodeCryptomatte *n, float f)
++start;
}
/* Find the next seprator. */
/* Find the next separator. */
char *token_end = strchr(n->matte_id + start + 1, ',');
if (token_end == NULL || token_end == n->matte_id + start) {
token_end = n->matte_id + end;

@ -39,7 +39,7 @@ static void node_composit_init_vecblur(bNodeTree *UNUSED(ntree), bNode *node)
nbd->fac = 1.0f;
}
/* custom1: itterations, custom2: maxspeed (0 = nolimit) */
/* custom1: iterations, custom2: maxspeed (0 = nolimit) */
void register_node_type_cmp_vecblur(void)
{
static bNodeType ntype;

@ -2566,7 +2566,7 @@ void RE_RenderAnim(Render *re,
for (nfra = sfra, scene->r.cfra = sfra; scene->r.cfra <= efra; scene->r.cfra++) {
char name[FILE_MAX];
/* Here is a feedback loop exists -- render initialization requires updated
/* A feedback loop exists here -- render initialization requires updated
* render layers settings which could be animated, but scene evaluation for
* the frame happens later because it depends on what layers are visible to
* render engine.
@ -2582,8 +2582,8 @@ void RE_RenderAnim(Render *re,
AnimData *adt = BKE_animdata_from_id(&scene->id);
/* TODO(sergey): Currently depsgraph is only used to check whether it is an active
* edit window or not to deal with unkeyed changes. We don't have depsgraph here yet,
* but we also dont' deal with unkeyed changes. But still nice to get proper depsgraph
* within tjhe render pipeline, somehow.
* but we also don't deal with unkeyed changes. But still nice to get proper depsgraph
* within the render pipeline, somehow.
*/
BKE_animsys_evaluate_animdata(NULL, scene, &scene->id, adt, ctime, ADT_RECALC_ALL);
}

@ -311,7 +311,7 @@ void main_signal_setup(void)
void main_signal_setup_background(void)
{
/* for all platforms, even windos has it! */
/* for all platforms, even windows has it! */
BLI_assert(G.background);
# if !defined(WITH_HEADLESS)