diff --git a/Source/Engine/Graphics/Models/ModelData.Tool.cpp b/Source/Engine/Graphics/Models/ModelData.Tool.cpp index be6b64398..1b234ccd8 100644 --- a/Source/Engine/Graphics/Models/ModelData.Tool.cpp +++ b/Source/Engine/Graphics/Models/ModelData.Tool.cpp @@ -15,12 +15,12 @@ #define USE_MIKKTSPACE 1 #include "ThirdParty/MikkTSpace/mikktspace.h" #if USE_ASSIMP -#define USE_SPARIAL_SORT 1 +#define USE_SPATIAL_SORT 1 #define ASSIMP_BUILD_NO_EXPORT #include "Engine/Tools/ModelTool/SpatialSort.h" //#include #else -#define USE_SPARIAL_SORT 0 +#define USE_SPATIAL_SORT 0 #endif #include @@ -155,18 +155,18 @@ bool MeshData::GenerateLightmapUVs() } int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int32 searchRange, const Array& mapping -#if USE_SPARIAL_SORT +#if USE_SPATIAL_SORT , const Assimp::SpatialSort& spatialSort - , std::vector& sparialSortCache + , std::vector& spatialSortCache #endif ) { const float uvEpsSqr = (1.0f / 250.0f) * (1.0f / 250.0f); -#if USE_SPARIAL_SORT +#if USE_SPATIAL_SORT const Float3 vPosition = mesh.Positions[vertexIndex]; - spatialSort.FindPositions(*(aiVector3D*)&vPosition, 1e-4f, sparialSortCache); - if (sparialSortCache.empty()) + spatialSort.FindPositions(*(aiVector3D*)&vPosition, 1e-4f, spatialSortCache); + if (spatialSortCache.empty()) return INVALID_INDEX; const Float2 vUV = mesh.UVs.HasItems() ? mesh.UVs[vertexIndex] : Float2::Zero; @@ -177,9 +177,9 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3 const int32 end = startIndex + searchRange; - for (size_t i = 0; i < sparialSortCache.size(); i++) + for (size_t i = 0; i < spatialSortCache.size(); i++) { - const int32 v = sparialSortCache[i]; + const int32 v = spatialSortCache[i]; if (v < startIndex || v >= end) continue; #else @@ -247,11 +247,11 @@ void MeshData::BuildIndexBuffer() mapping.Resize(vertexCount); int32 newVertexCounter = 0; -#if USE_SPARIAL_SORT +#if USE_SPATIAL_SORT // Set up a SpatialSort to quickly find all vertices close to a given position Assimp::SpatialSort vertexFinder; vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3)); - std::vector sparialSortCache; + std::vector spatialSortCache; #endif // Build index buffer @@ -259,8 +259,8 @@ void MeshData::BuildIndexBuffer() { // Find duplicated vertex before the current one const int32 reuseVertexIndex = FindVertex(*this, vertexIndex, 0, vertexIndex, mapping -#if USE_SPARIAL_SORT - , vertexFinder, sparialSortCache +#if USE_SPATIAL_SORT + , vertexFinder, spatialSortCache #endif ); if (reuseVertexIndex == INVALID_INDEX) @@ -376,7 +376,7 @@ bool MeshData::GenerateNormals(float smoothingAngle) Float3::Max(max, v3, max); } -#if USE_SPARIAL_SORT +#if USE_SPATIAL_SORT // Set up a SpatialSort to quickly find all vertices close to a given position Assimp::SpatialSort vertexFinder; vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3)); @@ -399,7 +399,7 @@ bool MeshData::GenerateNormals(float smoothingAngle) continue; // Get all vertices that share this one -#if USE_SPARIAL_SORT +#if USE_SPATIAL_SORT vertexFinder.FindPositions(*(aiVector3D*)&Positions[i], posEpsilon, verticesFound); const int32 verticesFoundCount = (int32)verticesFound.size(); #else @@ -429,7 +429,7 @@ bool MeshData::GenerateNormals(float smoothingAngle) for (int32 i = 0; i < vertexCount; i++) { // Get all vertices that share this one -#if USE_SPARIAL_SORT +#if USE_SPATIAL_SORT vertexFinder.FindPositions(*(aiVector3D*)&Positions[i], posEpsilon, verticesFound); const int32 verticesFoundCount = (int32)verticesFound.size(); #else @@ -623,7 +623,7 @@ bool MeshData::GenerateTangents(float smoothingAngle) } } -#if USE_SPARIAL_SORT +#if USE_SPATIAL_SORT // Set up a SpatialSort to quickly find all vertices close to a given position Assimp::SpatialSort vertexFinder; vertexFinder.Fill((const aiVector3D*)Positions.Get(), vertexCount, sizeof(Float3)); @@ -648,7 +648,7 @@ bool MeshData::GenerateTangents(float smoothingAngle) closeVertices.Clear(); // Find all vertices close to that position -#if USE_SPARIAL_SORT +#if USE_SPATIAL_SORT vertexFinder.FindPositions(*(aiVector3D*)&origPos, posEpsilon, verticesFound); const int32 verticesFoundCount = (int32)verticesFound.size(); #else