Cleanup: spelling

This commit is contained in:
Campbell Barton 2015-08-22 21:17:32 +10:00
parent c1c07b68b8
commit 58c9a0b11a
Notes: blender-bot 2023-02-14 09:34:18 +01:00
Referenced by issue #45919, bevel error
Referenced by issue #45880, Texture paint, texture mask, random doesn't work  alone
Referenced by issue #45881, Viewport material mode broken
8 changed files with 13 additions and 13 deletions

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@ -258,7 +258,7 @@ int BLI_dynstr_get_len(DynStr *ds)
/**
* Get a DynStr's contents as a c-string.
* he \a rets argument must be allocated to be at
* The \a rets argument must be allocated to be at
* least the size of ``BLI_dynstr_get_len(ds) + 1``.
*
* \param ds: The DynStr of interest.

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@ -573,7 +573,7 @@ float dist_signed_squared_to_corner_v3v3v3(
dist_a = dist_signed_squared_to_plane_v3(p, plane_a);
dist_b = dist_signed_squared_to_plane_v3(p, plane_b);
#else
/* calculate without he planes 4th component to avoid float precision issues */
/* calculate without the planes 4th component to avoid float precision issues */
sub_v3_v3v3(s_p_v2, p, v2);
dist_a = dist_signed_squared_to_plane3_v3(s_p_v2, plane_a);
@ -1960,7 +1960,7 @@ bool isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3
/**
* \return The number of point of interests
* 0 - lines are colinear
* 0 - lines are collinear
* 1 - lines are coplanar, i1 is set to intersection
* 2 - i1 and i2 are the nearest points on line 1 (v1, v2) and line 2 (v3, v4) respectively
*/

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@ -792,7 +792,7 @@ static void offset_meet(EdgeHalf *e1, EdgeHalf *e2, BMVert *v, BMFace *f, bool e
/* intersect the lines */
isect_kind = isect_line_line_v3(off1a, off1b, off2a, off2b, meetco, isect2);
if (isect_kind == 0) {
/* lines are colinear: we already tested for this, but this used a different epsilon */
/* lines are collinear: we already tested for this, but this used a different epsilon */
copy_v3_v3(meetco, off1a); /* just to do something */
d = dist_to_line_v3(meetco, v->co, BM_edge_other_vert(e2->e, v)->co);
if (fabsf(d - e2->offset_l) > BEVEL_EPSILON)

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@ -1429,7 +1429,7 @@ static size_t animfilter_block_data(bAnimContext *ac, ListBase *anim_data, bDope
IdAdtTemplate *iat = (IdAdtTemplate *)id;
/* NOTE: this macro is used instead of inlining the logic here, since this sort of filtering is still needed
* in a few places in he rest of the code still - notably for the few cases where special mode-based
* in a few places in the rest of the code still - notably for the few cases where special mode-based
* different types of data expanders are required.
*/
ANIMDATA_FILTER_CASES(iat,

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@ -2038,16 +2038,16 @@ static void project_bucket_clip_face(
int inside_bucket_flag = 0;
int inside_face_flag = 0;
int flip;
bool colinear = false;
bool collinear = false;
float bucket_bounds_ss[4][2];
/* detect pathological case where face the three vertices are almost colinear in screen space.
/* detect pathological case where face the three vertices are almost collinear in screen space.
* mostly those will be culled but when flood filling or with smooth shading it's a possibility */
if (dist_squared_to_line_v2(v1coSS, v2coSS, v3coSS) < 0.5f ||
dist_squared_to_line_v2(v2coSS, v3coSS, v1coSS) < 0.5f)
{
colinear = true;
collinear = true;
}
/* get the UV space bounding box */
@ -2077,7 +2077,7 @@ static void project_bucket_clip_face(
return;
}
/* handle pathological case here, no need for further intersections below since tringle area is almost zero */
if (colinear) {
if (collinear) {
int flag;
(*tot) = 0;

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@ -522,8 +522,8 @@ static PyObject *py_bvhtree_overlap(PyBVHTree *self, PyBVHTree *other)
item = PyTuple_New(2);
PyTuple_SET_ITEMS(item,
PyLong_FromLong(overlap[i].indexA),
PyLong_FromLong(overlap[i].indexB));
PyLong_FromLong(overlap[i].indexA),
PyLong_FromLong(overlap[i].indexB));
PyList_Append(ret, item);
Py_DECREF(item);

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@ -203,7 +203,7 @@ static PyObject *M_Geometry_intersect_line_line(PyObject *UNUSED(self), PyObject
}
if (result == 0) {
/* colinear */
/* collinear */
Py_RETURN_NONE;
}
else {

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@ -34,7 +34,7 @@
void RAS_CalcTexMatrix(RAS_TexVert p[3],MT_Point3& origin,MT_Vector3& udir,MT_Vector3& vdir)
{
// precondition: 3 vertices are non-colinear
// precondition: 3 vertices are non-collinear
MT_Vector3 vec1 = p[1].xyz()-p[0].xyz();
MT_Vector3 vec2 = p[2].xyz()-p[0].xyz();