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-rw-r--r--scene/2d/line_builder.cpp16
1 files changed, 4 insertions, 12 deletions
diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp
index 892ccadfda..a8a2639ccf 100644
--- a/scene/2d/line_builder.cpp
+++ b/scene/2d/line_builder.cpp
@@ -62,14 +62,6 @@ static SegmentIntersectionResult segment_intersection(
return SEGMENT_PARALLEL;
}
-// TODO I'm pretty sure there is an even faster way to swap things
-template <typename T>
-static inline void swap(T &a, T &b) {
- T tmp = a;
- a = b;
- b = tmp;
-}
-
static float calculate_total_distance(const Vector<Vector2> &points) {
float d = 0.f;
for (int i = 1; i < points.size(); ++i) {
@@ -375,7 +367,7 @@ void LineBuilder::build() {
}
if (intersection_result != SEGMENT_INTERSECT) {
- // In this case the joint is too corrputed to be re-used,
+ // In this case the joint is too corrupted to be re-used,
// start again the strip with fallback points
strip_begin(pos_up0, pos_down0, color1, uvx1);
}
@@ -485,7 +477,7 @@ void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
// UVs are just one slice of the texture all along
- // (otherwise we can't share the bottom vertice)
+ // (otherwise we can't share the bottom vertex)
uvs.push_back(uvs[_last_index[opposite_orientation]]);
}
@@ -520,7 +512,7 @@ void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation o
strip_add_tri(rpos, orientation);
}
- // Last arc vertice
+ // Last arc vertex
rpos = center + Vector2(Math::cos(end_angle), Math::sin(end_angle)) * radius;
strip_add_tri(rpos, orientation);
}
@@ -569,7 +561,7 @@ void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Col
}
}
- // Last arc vertice
+ // Last arc vertex
Vector2 sc = Vector2(Math::cos(end_angle), Math::sin(end_angle));
rpos = center + sc * radius;
vertices.push_back(rpos);