Fixed additional typos
Went through the source with VNNCC to correct as many found typos as possible Co-Authored-By: VNC <52937757+VNNCC@users.noreply.github.com>
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@@ -22,7 +22,7 @@ bool CSG::Mesh::Triangulate(RawData& data, Array<RawModelVertex>& cacheVB) const
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Array<RawModelVertex> surfaceCacheVB(32);
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// Cache submeshes by material to lay them down
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// key- brush index, value- direcotry for surafecs (key: surface index, value: list with start vertex per triangle)
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// key- brush index, value- direcotry for surfaces (key: surface index, value: list with start vertex per triangle)
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Dictionary<int32, Dictionary<int32, Array<int32>>> polygonsPerBrush(64);
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// Build index buffer
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@@ -115,8 +115,8 @@ bool CSG::Mesh::Triangulate(RawData& data, Array<RawModelVertex>& cacheVB) const
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tangent.Normalize();
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// Gram-Schmidt orthogonalize
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Vector3 newTangentUnormalized = tangent - normal * Vector3::Dot(normal, tangent);
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const float length = newTangentUnormalized.Length();
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Vector3 newTangentUnnormalized = tangent - normal * Vector3::Dot(normal, tangent);
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const float length = newTangentUnnormalized.Length();
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// Workaround to handle degenerated case
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if (Math::IsZero(length))
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@@ -129,7 +129,7 @@ bool CSG::Mesh::Triangulate(RawData& data, Array<RawModelVertex>& cacheVB) const
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}
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else
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{
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tangent = newTangentUnormalized / length;
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tangent = newTangentUnnormalized / length;
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bitangent.Normalize();
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}
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@@ -217,12 +217,12 @@ bool CSG::Mesh::Triangulate(RawData& data, Array<RawModelVertex>& cacheVB) const
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auto& vertex = cacheVB[triangleStartVertex + k];
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Vector3 projected = Vector3::Project(vertex.Position, 0, 0, 1000, 1000, 0, 1, vp);
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Vector2 projectecXY = Vector2(projected);
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Vector2 projectedXY = Vector2(projected);
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min = Vector2::Min(projectecXY, min);
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max = Vector2::Max(projectecXY, max);
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min = Vector2::Min(projectedXY, min);
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max = Vector2::Max(projectedXY, max);
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pointsCache.Add(projectecXY);
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pointsCache.Add(projectedXY);
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}
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}
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@@ -38,7 +38,7 @@ void CSG::Mesh::PerformOperation(Mesh* other)
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{
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case Mode::Additive:
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{
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// Check if both meshes do not intesect
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// Check if both meshes do not intersect
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if (AABB::IsOutside(_bounds, other->GetBounds())) // TODO: test every sub bounds not whole _bounds
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{
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// Add vertices to the mesh without any additional calculations
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@@ -57,7 +57,7 @@ void CSG::Mesh::PerformOperation(Mesh* other)
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case Mode::Subtractive:
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{
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// Check if both meshes do not intesect
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// Check if both meshes do not intersect
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if (AABB::IsOutside(_bounds, other->GetBounds())) // TODO: test every sub bounds not whole _bounds
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{
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// Do nothing
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@@ -141,7 +141,7 @@ void CSG::Mesh::intersect(const Mesh* other, PolygonOperation insideOp, PolygonO
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// insideOp - operation for polygons being inside the other brush
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// outsideOp - operation for polygons being outside the other brush
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// Prevent from redudant action
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// Prevent from redundant action
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if (insideOp == Keep && outsideOp == Keep)
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return;
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@@ -180,7 +180,7 @@ void CSG::Mesh::intersectSubMesh(const Mesh* other, int32 subMeshIndex, PolygonO
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int32 startBrushSurface = brushMeta.StartSurfaceIndex;
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int32 endBrushSurface = startBrushSurface + brushMeta.SurfacesCount;
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// Check every polygon (itereate fron end since we can ass new polygons and we don't want to process them)
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// Check every polygon (iterate from end since we can ass new polygons and we don't want to process them)
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for (int32 i = _polygons.Count() - 1; i >= 0; i--)
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{
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auto& polygon = _polygons[i];
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