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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-05-19 22:04:14 +0200 |
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committer | GitHub <noreply@github.com> | 2019-05-19 22:04:14 +0200 |
commit | a940b4cf640930b2decb356d395ac4cd89beefaf (patch) | |
tree | 8b16bd41e01eb747f8c7142b0ea8f3cf9c36e773 /modules/assimp/editor_scene_importer_assimp.cpp | |
parent | d111d59640ae93e60331f941fb2c62f460323171 (diff) | |
parent | e0574e1d98079b9954d262792bf748f7861e1d0a (diff) |
Merge pull request #28997 from akien-mga/codespell
Fix typos with codespell
Diffstat (limited to 'modules/assimp/editor_scene_importer_assimp.cpp')
-rw-r--r-- | modules/assimp/editor_scene_importer_assimp.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp index 8d82fb2eeb..4cf8782721 100644 --- a/modules/assimp/editor_scene_importer_assimp.cpp +++ b/modules/assimp/editor_scene_importer_assimp.cpp @@ -310,8 +310,8 @@ void EditorSceneImporterAssimp::_generate_bone_groups(ImportState &state, const const aiBone *bone = mesh->mBones[j]; String name = _assimp_get_string(bone->mName); ownership[name] = owned_by; - //store the actuall full path for the bone transform - //when skeleton finds it's place in the tree, it will be restored + //store the actual full path for the bone transform + //when skeleton finds its place in the tree, it will be restored bind_xforms[name] = mesh_offset * _assimp_matrix_transform(bone->mOffsetMatrix); } } @@ -1460,7 +1460,7 @@ void EditorSceneImporterAssimp::_generate_node(ImportState &state, const aiNode int mesh_index = p_assimp_node->mMeshes[i]; surface_indices.push_back(mesh_index); - //take the chane and attempt to find the skeleton from the bones + //take the chance and attempt to find the skeleton from the bones if (!skeleton) { aiMesh *ai_mesh = state.assimp_scene->mMeshes[p_assimp_node->mMeshes[i]]; for (uint32_t j = 0; j < ai_mesh->mNumBones; j++) { @@ -1598,7 +1598,7 @@ void EditorSceneImporterAssimp::_generate_node(ImportState &state, const aiNode skeleton->localize_rests(); node_name = "Skeleton"; //don't use the bone root name - node_transform = Transform(); //dont transform + node_transform = Transform(); //don't transform new_node = skeleton; } else { |