Spelling fixes

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6456 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2023-03-31 13:12:47 +00:00
parent a23af985e4
commit 3a9875cc77
22 changed files with 60 additions and 60 deletions

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@ -549,8 +549,8 @@ IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
a cylinder, a cone and a cross
point up on (0,1.f, 0.f )
*/
IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
const u32 tesselationCone,
IMesh* CGeometryCreator::createArrowMesh(const u32 tessellationCylinder,
const u32 tessellationCone,
const f32 height,
const f32 cylinderHeight,
const f32 width0,
@ -558,9 +558,9 @@ IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
const video::SColor vtxColor0,
const video::SColor vtxColor1) const
{
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tesselationCylinder, vtxColor0, false);
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tessellationCylinder, vtxColor0, false);
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tesselationCone, vtxColor1, vtxColor0);
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tessellationCone, vtxColor1, vtxColor0);
for (u32 i=0; i<mesh2->getMeshBufferCount(); ++i)
{
IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
@ -745,23 +745,23 @@ IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCo
/* A cylinder with proper normals and texture coords */
IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
u32 tesselation, const video::SColor& color,
u32 tessellation, const video::SColor& color,
bool closeTop, f32 oblique, u32 normalType) const
{
SMeshBuffer* buffer = new SMeshBuffer();
const f32 recTesselation = core::reciprocal((f32)tesselation);
const f32 recTesselationHalf = recTesselation * 0.5f;
const f32 angleStep = (core::PI * 2.f ) * recTesselation;
const f32 recTessellation = core::reciprocal((f32)tessellation);
const f32 recTessellationHalf = recTessellation * 0.5f;
const f32 angleStep = (core::PI * 2.f ) * recTessellation;
const f32 angleStepHalf = angleStep*0.5f;
u32 i;
video::S3DVertex v;
v.Color = color;
buffer->Vertices.reallocate(tesselation*4+4+(closeTop?2:1));
buffer->Indices.reallocate((tesselation*2+1)*(closeTop?12:9));
buffer->Vertices.reallocate(tessellation*4+4+(closeTop?2:1));
buffer->Indices.reallocate((tessellation*2+1)*(closeTop?12:9));
f32 tcx = 0.f;
for ( i = 0; i <= tesselation; ++i )
for ( i = 0; i <= tessellation; ++i )
{
const f32 angle = angleStep * i;
v.Pos.X = radius * cosf(angle);
@ -797,7 +797,7 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
case 1: v.Normal = v.Pos; break;
}
v.Normal.normalize();
v.TCoords.X=tcx+recTesselationHalf;
v.TCoords.X=tcx+recTessellationHalf;
v.TCoords.Y=0.f;
buffer->Vertices.push_back(v);
@ -811,11 +811,11 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
v.Normal.normalize();
v.TCoords.Y=1.f;
buffer->Vertices.push_back(v);
tcx += recTesselation;
tcx += recTessellation;
}
// indices for the main hull part
const u32 nonWrappedSize = tesselation* 4;
const u32 nonWrappedSize = tessellation* 4;
for (i=0; i != nonWrappedSize; i += 2)
{
buffer->Indices.push_back(i + 2);
@ -898,21 +898,21 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
/* A cone with proper normals and texture coords */
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tesselation,
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& colorTop,
const video::SColor& colorBottom,
f32 oblique) const
{
SMeshBuffer* buffer = new SMeshBuffer();
const f32 angleStep = (core::PI * 2.f ) / tesselation;
const f32 angleStep = (core::PI * 2.f ) / tessellation;
const f32 angleStepHalf = angleStep*0.5f;
video::S3DVertex v;
u32 i;
v.Color = colorTop;
for ( i = 0; i != tesselation; ++i )
for ( i = 0; i != tessellation; ++i )
{
f32 angle = angleStep * f32(i);

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@ -34,19 +34,19 @@ public:
const core::dimension2d<u32>& defaultVertexBlockSize,
bool debugBorders=false) const IRR_OVERRIDE;
virtual IMesh* createArrowMesh(const u32 tesselationCylinder,
const u32 tesselationCone, const f32 height,
virtual IMesh* createArrowMesh(const u32 tessellationCylinder,
const u32 tessellationCone, const f32 height,
const f32 cylinderHeight, const f32 width0,
const f32 width1, const video::SColor vtxColor0,
const video::SColor vtxColor1) const IRR_OVERRIDE;
virtual IMesh* createSphereMesh(f32 radius, u32 polyCountX, u32 polyCountY) const IRR_OVERRIDE;
virtual IMesh* createCylinderMesh(f32 radius, f32 length, u32 tesselation,
virtual IMesh* createCylinderMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& color=0xffffffff,
bool closeTop=true, f32 oblique=0.f, u32 normalType=0) const IRR_OVERRIDE;
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tesselation,
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& colorTop=0xffffffff,
const video::SColor& colorBottom=0xffffffff,
f32 oblique=0.f) const IRR_OVERRIDE;

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@ -971,7 +971,7 @@ scene::SMesh** CQ3LevelMesh::buildMesh(s32 num)
break;
case 2: // patches
createCurvedSurface_bezier( buffer, i,
LoadParam.patchTesselation,
LoadParam.patchTessellation,
item[g].takeVertexColor
);
break;
@ -1274,7 +1274,7 @@ void CQ3LevelMesh::SBezier::tesselate( s32 level )
*/
void CQ3LevelMesh::createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
s32 faceIndex,
s32 patchTesselation,
s32 patchTessellation,
s32 storevertexcolor)
{
tBSPFace * face = &Faces[faceIndex];
@ -1318,7 +1318,7 @@ void CQ3LevelMesh::createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBu
*/
void CQ3LevelMesh::createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
s32 faceIndex,
s32 patchTesselation,
s32 patchTessellation,
s32 storevertexcolor)
{
@ -1372,7 +1372,7 @@ void CQ3LevelMesh::createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
Bezier.control[7] = controlPoint[ inx + controlWidth * 2 + 1];
Bezier.control[8] = controlPoint[ inx + controlWidth * 2 + 2];
Bezier.tesselate( patchTesselation );
Bezier.tesselate( patchTessellation );
}
}

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@ -324,10 +324,10 @@ namespace scene
//bi-quadratic bezier patches
void createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
s32 faceIndex, s32 patchTessellation, s32 storevertexcolor);
void createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
s32 faceIndex, s32 patchTessellation, s32 storevertexcolor);
struct S3DVertex2TCoords_64
{

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@ -1095,14 +1095,14 @@ IAnimatedMesh* CSceneManager::addTerrainMesh(const io::path& name,
//! Adds an arrow mesh to the mesh pool.
IAnimatedMesh* CSceneManager::addArrowMesh(const io::path& name,
video::SColor vtxColor0, video::SColor vtxColor1,
u32 tesselationCylinder, u32 tesselationCone, f32 height,
u32 tessellationCylinder, u32 tessellationCone, f32 height,
f32 cylinderHeight, f32 width0,f32 width1)
{
if (MeshCache->isMeshLoaded(name))
return MeshCache->getMeshByName(name);
IMesh* mesh = GeometryCreator->createArrowMesh( tesselationCylinder,
tesselationCone, height, cylinderHeight, width0,width1,
IMesh* mesh = GeometryCreator->createArrowMesh( tessellationCylinder,
tessellationCone, height, cylinderHeight, width0,width1,
vtxColor0, vtxColor1);
if (!mesh)
return 0;

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@ -229,7 +229,7 @@ namespace scene
//! Add a arrow mesh to the mesh pool
virtual IAnimatedMesh* addArrowMesh(const io::path& name,
video::SColor vtxColor0, video::SColor vtxColor1,
u32 tesselationCylinder, u32 tesselationCone,
u32 tessellationCylinder, u32 tessellationCone,
f32 height, f32 cylinderHeight, f32 width0,
f32 width1) IRR_OVERRIDE;