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authorRémi Verschelde <rverschelde@gmail.com>2019-05-19 12:34:40 +0200
committerRémi Verschelde <rverschelde@gmail.com>2019-05-19 13:10:35 +0200
commite0574e1d98079b9954d262792bf748f7861e1d0a (patch)
tree0fc2070005aa381ac26d320f65c321e5d1777157 /modules/assimp
parent33897d9b5844aa0147d55841845427ed599d069f (diff)
Fix typos with codespell
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
Diffstat (limited to 'modules/assimp')
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp8
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 {