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authorCampbell Barton <ideasman42@gmail.com>2012-07-17 03:23:33 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-07-17 03:23:33 +0400
commit32cf7fcdb147d4f467279109db384b9a9d3c6708 (patch)
treea6a899e8a801c7c8975289de99137626e21143ef /source/blender/blenlib
parent1f96470b5d80f05aef1dc1c262ba1a0a56a1d1fb (diff)
code cleanup: spelling
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/intern/BLI_kdopbvh.c8
-rw-r--r--source/blender/blenlib/intern/DLRB_tree.c2
-rw-r--r--source/blender/blenlib/intern/math_geom.c10
-rw-r--r--source/blender/blenlib/intern/math_vector_inline.c2
-rw-r--r--source/blender/blenlib/intern/path_util.c2
5 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c
index a5b5065e023..9a2b94b2c7e 100644
--- a/source/blender/blenlib/intern/BLI_kdopbvh.c
+++ b/source/blender/blenlib/intern/BLI_kdopbvh.c
@@ -687,7 +687,7 @@ static void split_leafs(BVHNode **leafs_array, int *nth, int partitions, int spl
* The reason is that we can build level N+1 from level N without any data dependencies.. thus it allows
* to use multithread building.
*
- * To archieve this is necessary to find how much leafs are accessible from a certain branch, BVHBuildHelper
+ * To archive this is necessary to find how much leafs are accessible from a certain branch, BVHBuildHelper
* implicit_needed_branches and implicit_leafs_index are auxiliary functions to solve that "optimal-split".
*/
static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array, BVHNode **leafs_array, int num_leafs)
@@ -748,7 +748,7 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
parent->main_axis = split_axis / 2;
/* Split the childs along the split_axis, note: its not needed to sort the whole leafs array
- * Only to assure that the elements are partioned on a way that each child takes the elements
+ * Only to assure that the elements are partitioned on a way that each child takes the elements
* it would take in case the whole array was sorted.
* Split_leafs takes care of that "sort" problem. */
nth_positions[0] = parent_leafs_begin;
@@ -982,7 +982,7 @@ void BLI_bvhtree_update_tree(BVHTree *tree)
{
/* Update bottom=>top
* TRICKY: the way we build the tree all the childs have an index greater than the parent
- * This allows us todo a bottom up update by starting on the biger numbered branch */
+ * This allows us todo a bottom up update by starting on the bigger numbered branch */
BVHNode **root = tree->nodes + tree->totleaf;
BVHNode **index = tree->nodes + tree->totleaf + tree->totbranch - 1;
@@ -1000,7 +1000,7 @@ float BLI_bvhtree_getepsilon(BVHTree *tree)
/*
* BLI_bvhtree_overlap
*
- * overlap - is it possbile for 2 bv's to collide ? */
+ * overlap - is it possible for 2 bv's to collide ? */
static int tree_overlap(BVHNode *node1, BVHNode *node2, int start_axis, int stop_axis)
{
float *bv1 = node1->bv;
diff --git a/source/blender/blenlib/intern/DLRB_tree.c b/source/blender/blenlib/intern/DLRB_tree.c
index c8c2ad35380..53ae086782b 100644
--- a/source/blender/blenlib/intern/DLRB_tree.c
+++ b/source/blender/blenlib/intern/DLRB_tree.c
@@ -423,7 +423,7 @@ static void insert_check_2(DLRBT_Tree *tree, DLRBT_Node *node)
/* - make the grandparent red, so that we maintain alternating red/black property
* (it must exist, so no need to check for NULL here),
* - as the grandparent may now cause inconsistencies with the rest of the tree,
- * we must flush up the tree and perform checks/rebalancing/repainting, using the
+ * we must flush up the tree and perform checks/re-balancing/re-painting, using the
* grandparent as the node of interest
*/
gp->tree_col = DLRBT_RED;
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index cc9cb7a876b..f2ea93282c9 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -352,7 +352,7 @@ int isect_line_line_v2(const float v1[2], const float v2[2], const float v3[2],
}
/* get intersection point of two 2D segments and return intersection type:
- * -1: colliniar
+ * -1: collinear
* 1: intersection
*/
int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2])
@@ -410,7 +410,7 @@ int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[
}
}
- /* lines are colliniar */
+ /* lines are collinear */
return -1;
}
@@ -561,7 +561,7 @@ int isect_line_sphere_v2(const float l1[2], const float l2[2],
}
/*
- * -1: colliniar
+ * -1: collinear
* 1: intersection
*/
static short IsectLLPt2Df(const float x0, const float y0, const float x1, const float y1,
@@ -1669,7 +1669,7 @@ static int point_in_slice(const float p[3], const float v1[3], const float l1[3]
* a line including l1,l2 and a point not on the line
* define a subset of R3 delimited by planes parallel to the line and orthogonal
* to the (point --> line) distance vector,one plane on the line one on the point,
- * the room inside usually is rather small compared to R3 though still infinte
+ * the room inside usually is rather small compared to R3 though still infinite
* useful for restricting (speeding up) searches
* e.g. all points of triangular prism are within the intersection of 3 'slices'
* onother trivial case : cube
@@ -2843,7 +2843,7 @@ void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight, fl
if (lloc) copy_v3_v3(lloc, accu_com);
if (rloc) copy_v3_v3(rloc, accu_rcom);
if (lrot || lscale) { /* caller does not want rot nor scale, strange but legal */
- /*so now do some reverse engeneering and see if we can split rotation from scale ->Polardecompose*/
+ /*so now do some reverse engineering and see if we can split rotation from scale ->Polardecompose*/
/* build 'projection' matrix */
float m[3][3], mr[3][3], q[3][3], qi[3][3];
float va[3], vb[3], stunt[3];
diff --git a/source/blender/blenlib/intern/math_vector_inline.c b/source/blender/blenlib/intern/math_vector_inline.c
index e89b2ece467..177c099d647 100644
--- a/source/blender/blenlib/intern/math_vector_inline.c
+++ b/source/blender/blenlib/intern/math_vector_inline.c
@@ -521,7 +521,7 @@ MINLINE void cross_v3_v3v3(float r[3], const float a[3], const float b[3])
}
/* Newell's Method */
-/* excuse this fairly spesific function,
+/* excuse this fairly specific function,
* its used for polygon normals all over the place
* could use a better name */
MINLINE void add_newell_cross_v3_v3v3(float n[3], const float v_prev[3], const float v_curr[3])
diff --git a/source/blender/blenlib/intern/path_util.c b/source/blender/blenlib/intern/path_util.c
index c85efc1fd9a..22b160ad0b4 100644
--- a/source/blender/blenlib/intern/path_util.c
+++ b/source/blender/blenlib/intern/path_util.c
@@ -1552,7 +1552,7 @@ char *BLI_path_basename(char *path)
* 0 if image filename is empty or if destination path
* matches image path (i.e. both are the same file).
* 2 if source is identical to destination.
- * 1 if rebase was successfull
+ * 1 if rebase was successful
* -------------------------------------------------------------
* Hint: Trailing slash in dest_dir is optional.
*