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authorCampbell Barton <ideasman42@gmail.com>2012-03-01 16:20:18 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-01 16:20:18 +0400
commitea13ec1699bcf59960daa57fd2cd9d24e195a71b (patch)
tree8f3b48f2b535426b425388181ed0b9a598ca2d06 /source/blender/blenkernel/intern/dynamicpaint.c
parent6a36b6249b8dc5bd0f60572fdbc2e42e79c14981 (diff)
Spelling Cleanup
Diffstat (limited to 'source/blender/blenkernel/intern/dynamicpaint.c')
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c44
1 files changed, 22 insertions, 22 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index edd1bc6d679..83d64f693e2 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -84,7 +84,7 @@ static float gaussianFactors[5] = { 0.996849f,
0.524141f};
static float gaussianTotal = 3.309425f;
-/* UV Image neighbouring pixel table x and y list */
+/* UV Image neighboring pixel table x and y list */
static int neighX[8] = {1,1,0,-1,-1,-1, 0, 1};
static int neighY[8] = {0,1,1, 1, 0,-1,-1,-1};
@@ -139,7 +139,7 @@ typedef struct Vec3f {
} Vec3f;
typedef struct BakeAdjPoint {
- float dir[3]; /* vector pointing towards this neighbour */
+ float dir[3]; /* vector pointing towards this neighbor */
float dist; /* distance to */
} BakeAdjPoint;
@@ -160,7 +160,7 @@ typedef struct PaintBakeData {
Bounds3D mesh_bounds;
/* adjacency info */
- BakeAdjPoint *bNeighs; /* current global neighbour distances and directions, if required */
+ BakeAdjPoint *bNeighs; /* current global neighbor distances and directions, if required */
double average_dist;
/* space partitioning */
VolumeGrid *grid; /* space partitioning grid to optimize brush checks */
@@ -183,7 +183,7 @@ typedef struct PaintUVPoint {
unsigned int v1, v2, v3; /* vertex indexes */
unsigned int neighbour_pixel; /* If this pixel isn't uv mapped to any face,
- but it's neighbouring pixel is */
+ but it's neighboring pixel is */
short quad;
} PaintUVPoint;
@@ -196,7 +196,7 @@ typedef struct ImgSeqFormatData {
#define ADJ_ON_MESH_EDGE (1<<0)
typedef struct PaintAdjData {
- int *n_target; /* array of neighbouring point indexes,
+ int *n_target; /* array of neighboring point indexes,
for single sample use (n_index+neigh_num) */
int *n_index; /* index to start reading n_target for each point */
int *n_num; /* num of neighs for each point */
@@ -1308,7 +1308,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, int for
n_pos += ad->n_num[i];
}
- /* and now add neighbour data using that info */
+ /* and now add neighbor data using that info */
for (i=0; i<numOfEdges; i++) {
/* first vertex */
int index = edge[i].v1;
@@ -1889,7 +1889,7 @@ struct DerivedMesh *dynamicPaint_Modifier_do(DynamicPaintModifierData *pmd, Scen
/***************************** Image Sequence / UV Image Surface Calls ******************************/
/*
-* Tries to find the neighbouring pixel in given (uv space) direction.
+* Tries to find the neighboring pixel in given (uv space) direction.
* Result is used by effect system to move paint on the surface.
*
* px,py : origin pixel x and y
@@ -1898,7 +1898,7 @@ struct DerivedMesh *dynamicPaint_Modifier_do(DynamicPaintModifierData *pmd, Scen
static int dynamicPaint_findNeighbourPixel(PaintUVPoint *tempPoints, DerivedMesh *dm,
const char *uvname, int w, int h, int px, int py, int n_index)
{
- /* Note: Current method only uses polygon edges to detect neighbouring pixels.
+ /* Note: Current method only uses polygon edges to detect neighboring pixels.
* -> It doesn't always lead to the optimum pixel but is accurate enough
* and faster/simplier than including possible face tip point links)
*/
@@ -1914,11 +1914,11 @@ static int dynamicPaint_findNeighbourPixel(PaintUVPoint *tempPoints, DerivedMesh
if (x<0 || x>=w) return OUT_OF_TEXTURE;
if (y<0 || y>=h) return OUT_OF_TEXTURE;
- tPoint = &tempPoints[x+w*y]; /* UV neighbour */
+ tPoint = &tempPoints[x+w*y]; /* UV neighbor */
cPoint = &tempPoints[px+w*py]; /* Origin point */
/*
- * Check if shifted point is on same face -> it's a correct neighbour
+ * Check if shifted point is on same face -> it's a correct neighbor
* (and if it isn't marked as an "edge pixel")
*/
if ((tPoint->face_index == cPoint->face_index) && (tPoint->neighbour_pixel == -1))
@@ -1937,11 +1937,11 @@ static int dynamicPaint_findNeighbourPixel(PaintUVPoint *tempPoints, DerivedMesh
}
/*
- * If we get here, the actual neighbouring pixel
+ * If we get here, the actual neighboring pixel
* is located on a non-linked uv face, and we have to find
* it's "real" position.
*
- * Simple neighbouring face finding algorithm:
+ * Simple neighboring face finding algorithm:
* - find closest uv edge to shifted pixel and get
* the another face that shares that edge
* - find corresponding position of that new face edge
@@ -2075,7 +2075,7 @@ static int dynamicPaint_findNeighbourPixel(PaintUVPoint *tempPoints, DerivedMesh
if (tempPoints[final_index].face_index != target_face) return NOT_FOUND;
/*
- * If final point is an "edge pixel", use it's "real" neighbour instead
+ * If final point is an "edge pixel", use it's "real" neighbor instead
*/
if (tempPoints[final_index].neighbour_pixel != -1) final_index = cPoint->neighbour_pixel;
@@ -2322,7 +2322,7 @@ int dynamicPaint_createUVSurface(DynamicPaintSurface *surface)
/*
* Now loop through every pixel that was left without index
- * and find if they have neighbouring pixels that have an index.
+ * and find if they have neighboring pixels that have an index.
* If so use that polygon as pixel surface.
* (To avoid seams on uv island edges)
*/
@@ -2350,14 +2350,14 @@ int dynamicPaint_createUVSurface(DynamicPaintSurface *surface)
point[0] = ((float)tx + 0.5f) / w;
point[1] = ((float)ty + 0.5f) / h;
- /* search through defined area for neighbour */
+ /* search through defined area for neighbor */
for (u=u_min; u<=u_max; u++)
for (v=v_min; v<=v_max; v++) {
/* if not this pixel itself */
if (u!=0 || v!=0) {
ind = (tx+u)+w*(ty+v);
- /* if neighbour has index */
+ /* if neighbor has index */
if (tempPoints[ind].face_index != -1) {
float uv1co[2], uv2co[2], uv3co[2], uv[2];
@@ -2402,7 +2402,7 @@ int dynamicPaint_createUVSurface(DynamicPaintSurface *surface)
}
/*
- * When base loop is over convert found neighbour indexes to real ones
+ * When base loop is over convert found neighbor indexes to real ones
* Also count the final number of active surface points
*/
for (ty = 0; ty < h; ty++)
@@ -2450,7 +2450,7 @@ int dynamicPaint_createUVSurface(DynamicPaintSurface *surface)
for (i=0; i<8; i++) {
- /* Try to find a neighbouring pixel in defined direction
+ /* Try to find a neighboring pixel in defined direction
* If not found, -1 is returned */
int n_target = dynamicPaint_findNeighbourPixel(tempPoints, dm, uvname, w, h, tx, ty, i);
@@ -3948,7 +3948,7 @@ void surface_determineForceTargetPoints(PaintSurfaceData *sData, int index, floa
if (n_index == closest_id[0]) continue;
- /* only accept neighbour at "other side" of the first one in relation to force dir
+ /* only accept neighbor at "other side" of the first one in relation to force dir
* so make sure angle between this and closest neigh is greater than first angle */
if (dir_dot>closest_d[1] && closest_dot<closest_d[0] && dir_dot>0.0f) {closest_d[1]=dir_dot; closest_id[1]=n_index;}
}
@@ -3983,7 +3983,7 @@ void surface_determineForceTargetPoints(PaintSurfaceData *sData, int index, floa
closest_d[1] *= acosf(temp)/1.57079633f;
}
else {
- /* if only single neighbour, still linearize force intersection effect */
+ /* if only single neighbor, still linearize force intersection effect */
closest_d[0] = 1.0f - acosf(closest_d[0])/1.57079633f;
}
}
@@ -4177,7 +4177,7 @@ static void dynamicPaint_doEffectStep(DynamicPaintSurface *surface, float *force
/* Only reads values from the surface copy (prevPoint[]),
* so this one is thread safe */
- /* Loop through neighbouring points */
+ /* Loop through neighboring points */
for (i=0; i<numOfNeighs; i++) {
int n_index = sData->adj_data->n_index[index]+i;
float w_factor;
@@ -4226,7 +4226,7 @@ static void dynamicPaint_doEffectStep(DynamicPaintSurface *surface, float *force
totalAlpha += ePoint->e_alpha;
- /* Check if neighbouring point has lower alpha,
+ /* Check if neighboring point has lower alpha,
* if so, decrease this point's alpha as well*/
if (pPoint->alpha <= 0.0f && pPoint->e_alpha <= 0.0f && pPoint->wetness <= 0.0f) continue;