codespell - see #92
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@ -67,7 +67,7 @@ class GLArea:public QGLWidget
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Q_OBJECT
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public:
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GLArea (QWidget * parent = 0);
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/// we choosed a subset of the avaible drawing modes
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/// we chose a subset of the available drawing modes
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enum DrawMode{SMOOTH=0,POINTS,WIRE,FLATWIRE,HIDDEN,FLAT};
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public slots:
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/// widget-based user interaction slots
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@ -71,7 +71,7 @@ public:
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~GLArea();
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void resetTrackBall();
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//unsigned int getId() const {return areaid;}
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/// we choosed a subset of the avaible drawing modes
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/// we chose a subset of the available drawing modes
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signals:
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/// signal for setting the statusbar message
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@ -75,7 +75,7 @@ vcg::Trackball track;
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/// window size
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int width,height;
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/// we choosed a subset of the avaible drawing modes
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/// we chose a subset of the available drawing modes
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enum DrawMode{SMOOTH=0,PERPOINTS,WIRE,FLATWIRE,HIDDEN,FLAT};
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/// the current drawmode
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@ -112,7 +112,7 @@ template<class TriMeshType>
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// ALNParser::ParseALN(rmaps, alnName);
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// for(size_t i=0; i<rmaps.size(); i++)
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// AddSingleMesh(rmaps[i].filename.c_str(), rmaps[i].trasformation, rmaps[i].quality);
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// AddSingleMesh(rmaps[i].filename.c_str(), rmaps[i].transformation, rmaps[i].quality);
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return true;
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}
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@ -1529,7 +1529,7 @@ public:
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std::vector< VertexPointer > minVertVec;
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std::vector< VertexPointer > maxVertVec;
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// The set of directions to be choosen
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// The set of directions to be chosen
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std::vector< CoordType > dirVec;
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dirVec.push_back(CoordType(1,0,0));
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dirVec.push_back(CoordType(0,1,0));
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@ -1005,7 +1005,7 @@ static void AllEdge(MeshType & m, VertexSampler &ps)
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// Regular Uniform Edge sampling
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// Each edge is subdivided in a number of pieces proprtional to its length
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// Sample are choosen without touching the vertices.
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// Samples are chosen without touching the vertices.
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static void EdgeUniform(MeshType & m, VertexSampler &ps,int sampleNum, bool sampleFauxEdge=true)
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{
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@ -303,7 +303,7 @@ Given a mesh the following function refines it according to two functor objects:
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- a predicate that tells if a given edge must be splitted
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- a functor that gives you the new poistion of the created vertices (starting from an edge)
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- a functor that gives you the new position of the created vertices (starting from an edge)
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If RefineSelected is true only selected faces are taken into account for being splitted.
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@ -73,7 +73,7 @@ public:
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// initializes on current geometry
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virtual void TargetCurrentGeometry()=0;
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// performs an interation. Returns largest movement.
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// performs an iteration. Returns largest movement.
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virtual ScalarType Iterate()=0;
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// performs an iteration (faster, but it does not tell how close it is to stopping)
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@ -132,7 +132,7 @@ AREA PRESERVING TEXTURE OPTIMIZATION
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as in: Degener, P., Meseth, J., Klein, R.
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"An adaptable surface parameterization method."
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Proc. of the 12th International Meshing oundtable, 201–213 [2003].
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Proc. of the 12th International Meshing oundtable, 201-213 [2003].
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Features:
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@ -566,7 +566,7 @@ bool Decompose(Matrix44<T> &M, Point3<T> &ScaleV, Point3<T> &ShearV, Point3<T> &
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return false;
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if(math::Abs(M.Determinant())<1e-10) return false; // matrix should be at least invertible...
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// First Step recover the traslation
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// First Step recover the translation
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TranV=M.GetColumn3(3);
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// Second Step Recover Scale and Shearing interleaved
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@ -207,7 +207,7 @@ public:
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}
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/* multiply the current reference frame for the matrix passed
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note: it is up to the caller to check the the matrix passed is a pure rototraslation
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note: it is up to the caller to check the the matrix passed is a pure rototranslation
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*/
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void MultMatrix( vcg::Matrix44<S> m44)
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{
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@ -218,7 +218,7 @@ public:
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}
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/* multiply the current reference frame for the similarity passed
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note: it is up to the caller to check the the matrix passed is a pure rototraslation
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note: it is up to the caller to check the the matrix passed is a pure rototranslation
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*/
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void MultSimilarity( const Similarity<S> & s){ MultMatrix(s.Matrix());}
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@ -107,7 +107,7 @@ public:
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{
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return _min!=p._min || _max!=p._max;
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}
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/** Infaltes the box of a percentage..
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/** Infltes the box of a percentage..
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@param s Scalar value. E.g if s=0.1 the box enlarges of 10% in every direction
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if S==0.5 box doubles (+50% in every direction)
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if S < 0 box shrinks
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@ -174,7 +174,7 @@ public:
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};
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}
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}
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/** Coputes intersection of Boxes: the minimal box containing both operands.
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/** Computes intersection of Boxes: the minimal box containing both operands.
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@param b The other operand
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*/
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void Intersect( const Box & b )
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@ -190,7 +190,7 @@ public:
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if(_min.X()>_max.X() || _min.Y()>_max.Y() ) SetNull();
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else if (N>2) if (_min.Z()>_max.Z()) SetNull();
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}
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/** Traslalate the box.
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/** Translalate the box.
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@param p: the translation vector
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*/
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void Translate( const PointType & p )
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@ -198,7 +198,7 @@ public:
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_min += p;
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_max += p;
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}
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/** Check wheter a point is inside box.
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/** Check whether a point is inside box.
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@param p The point
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@returns True if inside, false otherwise
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*/
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@ -214,7 +214,7 @@ public:
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_min.Z() <= p.Z() && p.Z() <= _max.Z()
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);
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}
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/** Check wheter a point is inside box, open at left and closed at right [min..max)
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/** Check whether a point is inside box, open at left and closed at right [min..max)
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@param p The point 3D
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@returns True if inside, false otherwise
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*/
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@ -356,7 +356,7 @@ public:
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//@}
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//@{
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/** @name Iporters (for boxes in different spaces and with different scalar types)
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/** @name Importers (for boxes in different spaces and with different scalar types)
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**/
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/// imports the box
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@ -164,8 +164,8 @@ public:
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if(min.X()>max.X() || min.Y()>max.Y()) SetNull();
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}
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/** Traslate the bounding box by a vectore
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@param p The transolation vector
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/** Translate the bounding box by a vector
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@param p The translation vector
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*/
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void Translate( const PointType & p )
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{
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@ -205,7 +205,7 @@ public:
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bb.Intersect(b);
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return bb.IsValid();
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}
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/** Check if emptry.
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/** Check if empty.
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@return True iff empty
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*/
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inline bool IsNull() const { return min.X()>max.X() || min.Y()>max.Y(); }
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*/
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inline bool IsValid() const { return min.X()<max.X() && min.Y()<max.Y(); }
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/** Check if emptry.
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/** Check if empty.
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@return True iff empty
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*/
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inline bool IsEmpty() const { return min==max; }
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@ -108,7 +108,7 @@ public:
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{ if (NORM) return ScalarType((p-_ori).dot(_dir));
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else return ScalarType((p-_ori).dot(_dir)/_dir.SquaredNorm());
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}
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/// returns wheter this type is normalized or not
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/// returns whether this type is normalized or not
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static bool IsNormalized() {return NORM;};
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/// calculates the point of parameter t on the line.
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inline PointType P( const ScalarType t ) const
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@ -124,7 +124,7 @@ public:
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{ if (NORM) return ScalarType((p-_ori).dot(_dir));
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else return ScalarType((p-_ori).dot(_dir)/_dir.SquaredNorm());
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}
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/// returns wheter this type is normalized or not
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/// returns whether this type is normalized or not
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static bool IsNormalized() {return NORM;};
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/// calculates the point of parameter t on the line.
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inline PointType P( const ScalarType t ) const
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@ -305,7 +305,7 @@ public:
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std::vector<int>& leftHorizon() { return mLeftHorizon; }
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vcg::Point2i& size() { return mSize; }
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//returns the score relative to the left horizon of that poly in that particular position, taking into account the choosen algo
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//returns the score relative to the left horizon of that poly in that particular position, taking into account the chosen algo
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int getCostX(RasterizedOutline2& poly, Point2i pos, int rast_i) {
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switch (params.costFunction) {
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case CostFuncEnum::MinWastedSpace: return emptyCellBetweenPolyAndLeftHorizon(poly, pos, rast_i);
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return 0;
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}
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//returns the score relative to the bottom horizon of that poly in that particular position, taking into account the choosen algo
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//returns the score relative to the bottom horizon of that poly in that particular position, taking into account the chosen algo
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int getCostY(RasterizedOutline2& poly, Point2i pos, int rast_i) {
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switch (params.costFunction) {
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case CostFuncEnum::MinWastedSpace: return emptyCellBetweenPolyAndBottomHorizon(poly, pos, rast_i);
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@ -109,7 +109,7 @@ public:
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{ if (NORM) return ScalarType((p-_ori)*_dir);
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else return ScalarType((p-_ori)*_dir/_dir.SquaredNorm());
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}
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/// returns wheter this type is normalized or not
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/// returns whether this type is normalized or not
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static bool IsNormalized() {return NORM;};
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/// calculates the point of parameter t on the ray.
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inline PointType P( const ScalarType t ) const
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@ -115,7 +115,7 @@ public:
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{ if (NORM) return ScalarType((p-_ori).dot(_dir));
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else return ScalarType((p-_ori).dot(_dir)/_dir.SquaredNorm());
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}
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/// returns wheter this type is normalized or not
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/// returns whether this type is normalized or not
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static bool IsNormalized() {return NORM;};
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/// calculates the point of parameter t on the ray.
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inline PointType P( const ScalarType t ) const
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@ -134,7 +134,7 @@ void ActiveCoordinateFrame::Render(QGLWidget* glw)
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glVertex(position+arc_point);
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}
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glEnd();
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} else if(moving && drawmoves){ // draw a traslation
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} else if(moving && drawmoves){ // draw a translation
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Point3f ntra=manipulator->track.tra;
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ntra.Normalize();
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if(current_mode==movx){
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@ -99,8 +99,8 @@ public:
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@param primary the primary direction of alignment.
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@param secondary the secondary direction of alignment.
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@param axis_1 the name of the axis to align to the primary direction, must be a char choosen from 'X', 'Y' and 'Z'
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@param axis_2 the name of the axis to align to the secondary direction, must be different from axis_1 and must be a char choosen from 'X', 'Y', 'Z' and ' '; if the char is ' ' the axis is choosen automatically.
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@param axis_1 the name of the axis to align to the primary direction, must be a char chosen from 'X', 'Y' and 'Z'
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@param axis_2 the name of the axis to align to the secondary direction, must be different from axis_1 and must be a char chosen from 'X', 'Y', 'Z' and ' '; if the char is ' ' the axis is chosen automatically.
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*/
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virtual void AlignWith(const Point3f primary, const Point3f secondary, const char axis_1, const char axis_2);
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@ -212,8 +212,8 @@ public:
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@param primary the primary direction of alignment.
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@param secondary the secondary direction of alignment.
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@param axis_1 the name of the axis to align to the primary direction, must be a char choosen from 'X', 'Y' and 'Z'
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@param axis_2 the name of the axis to align to the secondary direction, must be different from axis_1 and must be a char choosen from 'X', 'Y', 'Z' and ' '; if the char is ' ' the axis is choosen automatically.
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@param axis_1 the name of the axis to align to the primary direction, must be a char chosen from 'X', 'Y' and 'Z'
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@param axis_2 the name of the axis to align to the secondary direction, must be different from axis_1 and must be a char chosen from 'X', 'Y', 'Z' and ' '; if the char is ' ' the axis is chosen automatically.
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*/
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virtual void AlignWith(const Point3f primary, const Point3f secondary, const char axis_1, const char axis_2);
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@ -160,7 +160,7 @@ mesh->Render();
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</pre>
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Note on the typical use:
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- Perspective and glulookat are choosed to frame the origin centered 1-radius trackball.
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- Perspective and glulookat are chosen to frame the origin centered 1-radius trackball.
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- The final scale and translate are just to fit a generic mesh to the 1sized origin centered where the trackball stays box.
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- The trackball works also on Orthographic projections \b but that are not centered around origin (just move it back along the Z)
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*/
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@ -74,7 +74,7 @@ public:
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}
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/// Store the error codes enconutered when parsing a ply
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int status;
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/// It returns a bit mask describing the field preesnt in the ply file
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/// It returns a bit mask describing the field present in the ply file
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int mask;
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/// a Simple callback that can be used for long ply parsing.
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@ -67,7 +67,7 @@ public:
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flipfaces = false;
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}
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/// a bit mask describing the field preesnt in the ply file
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/// a bit mask describing the field present in the ply file
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int mask;
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/// index of mesh to be imported
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@ -128,7 +128,7 @@ public:
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}
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/// Store the error codes enconutered when parsing a ply
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int status;
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/// It returns a bit mask describing the field preesnt in the ply file
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/// It returns a bit mask describing the field present in the ply file
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int mask;
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/// a Simple callback that can be used for long ply parsing.
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@ -35,7 +35,7 @@ virtual void CreateSparse(std::vector<IndexType> Entries)
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virtual ScalarType &A(int row,int col)
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{return (_Ax[0]);}
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///return true if the rapresention of sparse matriz is symmetric
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///return true if the represention of sparse matriz is symmetric
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virtual bool IsSymmetric()
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{return false;}
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