Cleanup: typos in comments (duplicate words)
This commit is contained in:
@@ -2,7 +2,7 @@
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Adapted from Embree with with modifications. */
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* Adapted from Embree with modifications. */
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#pragma once
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@@ -198,7 +198,7 @@ float compute_3d_gabor_standard_deviation(float frequency)
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return sqrt(IMPULSES_COUNT * second_moment * integral_of_gabor_squared);
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}
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/* Computes the orientation of the Gabor kernel such that it is is constant for anisotropic
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/* Computes the orientation of the Gabor kernel such that it is constant for anisotropic
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* noise while it is random for isotropic noise. We randomize in spherical coordinates for a
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* uniform distribution. */
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vector3 compute_3d_orientation(vector3 orientation, float isotropy, vector4 seed)
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@@ -195,7 +195,7 @@ ccl_device float compute_3d_gabor_standard_deviation(float frequency)
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return sqrtf(IMPULSES_COUNT * second_moment * integral_of_gabor_squared);
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}
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/* Computes the orientation of the Gabor kernel such that it is is constant for anisotropic
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/* Computes the orientation of the Gabor kernel such that it is constant for anisotropic
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* noise while it is random for isotropic noise. We randomize in spherical coordinates for a
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* uniform distribution. */
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ccl_device float3 compute_3d_orientation(float3 orientation, float isotropy, float4 seed)
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@@ -427,7 +427,7 @@ LightTreeNode *LightTree::build(Scene *scene, DeviceScene *dscene)
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root_->light_link = root_->get_inner().children[left]->light_link +
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root_->get_inner().children[right]->light_link;
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/* Root nodes are never meant to be be shared, even if the local and distant lights are from the
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/* Root nodes are never meant to be shared, even if the local and distant lights are from the
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* same light linking set. Attempting to sharing it will make it so the specialized tree will
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* try to use the same root as the default tree. */
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root_->light_link.shareable = false;
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@@ -3394,7 +3394,7 @@ static void data_device_handle_drop(void *data, wl_data_device * /*wl_data_devic
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std::lock_guard lock{seat->data_offer_dnd_mutex};
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/* No need to check this for null (as other callbacks do).
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* because the the data-offer has not been accepted (actions set... etc). */
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* because the data-offer has not been accepted (actions set... etc). */
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GWL_DataOffer *data_offer = seat->data_offer_dnd;
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/* Use a blank string for `mime_receive` to prevent crashes, although could also be `nullptr`.
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@@ -4871,7 +4871,7 @@ static void keyboard_handle_keymap(void *data,
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CLOG_INFO(LOG, 2, "keymap");
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/* Reset in case there was a previous non-zero active layout for the the last key-map.
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/* Reset in case there was a previous non-zero active layout for the last key-map.
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* Note that this is set later by `wl_keyboard_listener::modifiers`, it's possible that handling
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* the first modifier will run #xkb_state_update_mask again (if the active layout is non-zero)
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* however as this is only done when the layout changed, it's harmless.
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@@ -2605,7 +2605,7 @@ bool GHOST_WindowWayland::outputs_changed_update_scale()
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* each with different fractional scale, see: #109194.
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*
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* Note that the window will show larger, then resize to be smaller soon
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* after opening. This would be nice to avoid but but would require DPI
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* after opening. This would be nice to avoid but would require DPI
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* to be stored in the window (as noted above). */
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int size_next[2] = {0, 0};
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int size_orig[2] = {0, 0};
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@@ -510,7 +510,7 @@ class EditBone(StructRNA, _GenericBone, metaclass=StructMetaPropGroup):
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def transform(self, matrix, *, scale=True, roll=True):
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"""
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Transform the the bones head, tail, roll and envelope
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Transform the bones head, tail, roll and envelope
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(when the matrix has a scale component).
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:arg matrix: 3x3 or 4x4 transformation matrix.
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@@ -895,7 +895,7 @@ class Gizmo(StructRNA):
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:arg type: The type of shape to create in (POINTS, LINES, TRIS, LINE_STRIP).
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:type type: string
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:arg verts: Coordinates.
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:type verts: sequence of of 2D or 3D coordinates.
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:type verts: sequence of 2D or 3D coordinates.
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:arg display_name: Optional callback that takes the full path, returns the name to display.
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:type display_name: Callable that takes a string and returns a string.
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:return: The newly created shape.
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@@ -28,7 +28,7 @@ import bpy
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# General Utilities
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# Append the specified property name on the the existing path
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# Append the specified property name on the existing path.
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def path_add_property(path, prop):
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if path:
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return path + "." + prop
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@@ -736,7 +736,7 @@ def km_window(params):
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("wm.batch_rename", {"type": 'F2', "value": 'PRESS', "ctrl": True}, None),
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("wm.search_menu", {"type": 'F3', "value": 'PRESS'}, None),
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op_menu("TOPBAR_MT_file_context_menu", {"type": 'F4', "value": 'PRESS'}),
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# Pass through when when no tool-system exists or the fallback isn't available.
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# Pass through when no tool-system exists or the fallback isn't available.
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("wm.toolbar_fallback_pie", {"type": 'W', "value": 'PRESS', "alt": True}, None),
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])
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@@ -3412,7 +3412,7 @@ class NODE_PT_tools_active(ToolSelectPanelHelper, Panel):
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)
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# Private tools dictionary, store data to implement `tools_all` & `tools_from_context`.
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# The keys is always `None` since nodes don't use use modes to access different tools.
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# The keys is always `None` since nodes don't use modes to access different tools.
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# The values represent the tools, see `ToolSelectPanelHelper` for details.
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_tools = {
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None: [
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@@ -50,10 +50,9 @@ class ModalDrawOperator(bpy.types.Operator):
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def invoke(self, context, event):
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if context.area.type == 'VIEW_3D':
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# the arguments we pass the the callback
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# The arguments we pass the callback.
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args = (self, context)
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# Add the region OpenGL drawing callback
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# draw in view space with 'POST_VIEW' and 'PRE_VIEW'
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# Add the region OpenGL drawing callback draw in view space with `POST_VIEW` and `PRE_VIEW`.
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self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
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self.mouse_path = []
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@@ -709,7 +709,7 @@ static_assert(sizeof(ChannelBag) == sizeof(::ActionChannelBag),
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/**
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* Assign the Action to the ID.
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*
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* This will will make a best-effort guess as to which slot to use, in this
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* This will make a best-effort guess as to which slot to use, in this
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* order;
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*
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* - By slot handle.
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@@ -18,7 +18,7 @@ namespace blender::bke {
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struct EditMeshData {
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/**
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* Deformed positions calculated by modifiers in the modifier stack that can can process an
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* Deformed positions calculated by modifiers in the modifier stack that can process an
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* edit mesh input. When this is not empty, the other arrays will depend on the values.
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*/
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Array<float3> vert_positions;
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@@ -160,8 +160,7 @@ bool BKE_preferences_asset_shelf_settings_is_catalog_path_enabled(const UserDef
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/**
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* Enable a catalog path for a asset shelf identified by \a shelf_idname. Will create the shelf
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* settings in the Preferences if necessary.
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* \return Return true if the catalog was newly enabled. The Preferences should be tagged as dirty
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* then.
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* \return true if the catalog was newly enabled. The Preferences should be tagged as dirty then.
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*/
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bool BKE_preferences_asset_shelf_settings_ensure_catalog_path_enabled(UserDef *userdef,
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const char *shelf_idname,
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@@ -1126,7 +1126,7 @@ Layer::SortedKeysIterator Layer::sorted_keys_iterator_at(const int frame_number)
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if (frame_number < sorted_keys.first()) {
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return nullptr;
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}
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/* After or at the the last frame, return iterator to last. */
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/* After or at the last frame, return iterator to last. */
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if (frame_number >= sorted_keys.last()) {
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return std::prev(sorted_keys.end());
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}
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@@ -247,7 +247,7 @@ inline void memory_bandwidth_bound_task(const int64_t approximate_bytes_touched,
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* higher memory bandwidth is available compared to accessing RAM. This value is supposed to be
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* on the order of the L3 cache size. Accessing that value is not quite straight forward and even
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* if it was, it's not clear if using the exact cache size would be beneficial because there is
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* often more stuff going on on the CPU at the same time. */
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* often more stuff going on the CPU at the same time. */
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if (approximate_bytes_touched <= 8 * 1024 * 1024) {
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function();
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return;
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@@ -30,7 +30,7 @@
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* Assert that the angles the iterator is looping over are in order.
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* This works as a general rule however it can fail for large near co-linear edges.
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* Even though the hull is convex, the angles calculated from the edges may not consistently
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* wind in in the same direction. Even when it does occur the angle discrepancy is so small
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* wind in the same direction. Even when it does occur the angle discrepancy is so small
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* that it can be safely ignored.
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*/
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// #define USE_ANGLE_ITER_ORDER_ASSERT
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@@ -249,7 +249,7 @@ BLI_INLINE void bilinear_fl_impl(const float *buffer,
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const float *row1, *row2, *row3, *row4;
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const float empty[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* Check if +1 samples need wrapping, or we we don't do wrapping then if
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/* Check if +1 samples need wrapping, or we don't do wrapping then if
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* we are sampling completely outside the image. */
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if (wrap_x) {
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if (x2 >= width) {
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@@ -46,17 +46,17 @@ bool operator==(const VanVlietGaussianCoefficientsKey &a,
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* two parallel second order IIR filters, each having a causal and a non causal filter. */
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class VanVlietGaussianCoefficients : public CachedResource {
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private:
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/* The causal and non causal feedforward coefficients for the first second order filter. */
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/* The causal and non causal feedforward coefficients for the first second-order filter. */
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double2 first_causal_feedforward_coefficients_;
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double2 first_non_causal_feedforward_coefficients_;
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/* The feedback coefficients for the first second order filter. This is the same for both the
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* causal and non causal filters. */
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double2 first_feedback_coefficients_;
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/* The causal and non causal feedforward coefficients for the second second order filter. */
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/* The causal and non causal feedforward coefficients for the second second-order filter. */
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double2 second_causal_feedforward_coefficients_;
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double2 second_non_causal_feedforward_coefficients_;
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/* The feedback coefficients for the second second order filter. This is the same for both the
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/* The feedback coefficients for the second second-order filter. This is the same for both the
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* causal and non causal filters. */
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double2 second_feedback_coefficients_;
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@@ -128,7 +128,7 @@ static double find_scale_factor(const std::array<std::complex<double>, 4> &poles
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{
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const double reference_variance = math::square(reference_sigma);
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/* Note that the poles were computed for a Gaussian filter with a sigma value of 2, so it it
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/* Note that the poles were computed for a Gaussian filter with a sigma value of 2, so it is
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* as if we have a base scale of 2, and we start with half sigma as an initial guess. See
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* Section 4.2 for more information */
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double scale_factor = reference_sigma / 2.0;
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@@ -56,9 +56,9 @@ void main()
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{
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ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
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/* Initialize the shared array for out of bound invocations using the IDENTITY value. The
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* developer is expected to define the IDENTITY macro to be a value of type TYPE that does not
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* affect the output of the reduction. For instance, sum reductions have an identity of 0.0,
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/* Initialize the shared array for out of bound invocations using the `IDENTITY` value. The
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* developer is expected to define the `IDENTITY` macro to be a value of type `TYPE` that does
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* not affect the output of the reduction. For instance, sum reductions have an identity of 0.0,
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* while max value reductions have an identity of FLT_MIN */
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if (any(lessThan(texel, ivec2(0))) || any(greaterThanEqual(texel, texture_size(input_tx)))) {
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reduction_data[gl_LocalInvocationIndex] = IDENTITY;
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@@ -330,7 +330,7 @@ Material &MaterialModule::material_sync(Object *ob,
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mat.shading = material_pass_get(ob, blender_mat, surface_pipe, geometry_type);
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if (hide_on_camera) {
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/* Only null the sub_pass.
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* mat.shading.gpumat is is always needed for using the GPU_material API. */
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* `mat.shading.gpumat` is always needed for using the GPU_material API. */
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mat.shading.sub_pass = nullptr;
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}
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@@ -224,7 +224,7 @@ ScreenTraceHitData raytrace_planar(RayTraceData rt_data,
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#endif
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/* Modify the ray origin before tracing it. We must do this because ray origin is implicitly
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* reconstructed from from gbuffer depth which we cannot modify. */
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* reconstructed from gbuffer depth which we cannot modify. */
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Ray raytrace_thickness_ray_amend(Ray ray, ClosureUndetermined cl, vec3 V, float thickness)
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{
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switch (cl.type) {
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@@ -1657,7 +1657,7 @@ blender::Vector<FCurve *> get_property_drivers(
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*
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* \param src_drivers: The span of drivers to paste. If `is_array_prop` is
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* false, this must be a single element. If `is_array_prop` is true then this
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* should have the same length as the the destination array property. Nullptr
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* should have the same length as the destination array property. Nullptr
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* elements are skipped when pasting.
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* \param is_array_prop: Whether `src_drivers` are drivers for the elements
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* of an array property.
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@@ -4177,7 +4177,7 @@ static Set<const bNodeSocket *> find_sockets_on_active_gizmo_paths(const bContex
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}
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snode.edittree->ensure_topology_cache();
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/* Compute compute context hash for the current node tree path. */
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/* Compute the compute context hash for the current node tree path. */
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std::optional<ComputeContextHash> current_compute_context_hash =
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[&]() -> std::optional<ComputeContextHash> {
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ComputeContextBuilder compute_context_builder;
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@@ -198,7 +198,7 @@ float compute_3d_gabor_standard_deviation(float frequency)
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return sqrt(IMPULSES_COUNT * second_moment * integral_of_gabor_squared);
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}
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/* Computes the orientation of the Gabor kernel such that it is is constant for anisotropic
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/* Computes the orientation of the Gabor kernel such that it is constant for anisotropic
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* noise while it is random for isotropic noise. We randomize in spherical coordinates for a
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* uniform distribution. */
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vec3 compute_3d_orientation(vec3 orientation, float isotropy, vec4 seed)
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@@ -270,8 +270,7 @@ void create_blend_shapes(pxr::UsdStageRefPtr stage,
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skel_api.CreateBlendShapeTargetsRel().SetTargets(blendshape_paths);
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/* Some DCCs seem to require joint indices and weights to
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* bind the skeleton for blend-shapes, so we we create these
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* primvars, if needed. */
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* bind the skeleton for blend-shapes, so we create these primvars, if needed. */
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if (!skel_api.GetJointIndicesAttr().HasAuthoredValue()) {
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pxr::VtArray<int> joint_indices(basis_totelem, 0);
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@@ -257,7 +257,7 @@ static void create_usd_preview_surface_material(const USDExporterContext &usd_ex
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if (scale_link) {
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bNode *vector_math_node = scale_link->fromnode;
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if (vector_math_node->custom1 == NODE_VECTOR_MATH_MULTIPLY_ADD) {
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/* Attempt one more traversal in case the current node is not not the
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/* Attempt one more traversal in case the current node is not the
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* correct NODE_VECTOR_MATH_MULTIPLY_ADD (see code in usd_reader_material). */
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bNodeSocket *sock_current = bke::nodeFindSocket(vector_math_node, SOCK_IN, "Vector");
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bNodeLink *temp_link = traverse_channel(sock_current, SH_NODE_VECTOR_MATH);
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@@ -603,7 +603,7 @@ class CryptoMatteOperation : public BaseCryptoMatteOperation {
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int layer_index;
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const std::string type_name = get_type_name();
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LISTBASE_FOREACH_INDEX (RenderLayer *, render_layer, &image->rr->layers, layer_index) {
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/* If the Cryptomatte type name name doesn't start with the layer name, then it is not a
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/* If the Cryptomatte type name doesn't start with the layer name, then it is not a
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* Cryptomatte layer. Unless it is an unnamed layer, in which case, we need to check its
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* passes. */
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const bool is_unnamed_layer = render_layer->name[0] == '\0';
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@@ -708,7 +708,7 @@ class FileOutputOperation : public NodeOperation {
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}
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/* Add Cryptomatte meta data to the file if they exist for the given result of the given layer
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* name. We do not write any other other meta data for now. */
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* name. We do not write any other meta data for now. */
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void add_meta_data_for_result(FileOutput &file_output, const Result &result, const char *name)
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{
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StringRef cryptomatte_layer_name = bke::cryptomatte::BKE_cryptomatte_extract_layer_name(name);
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@@ -232,7 +232,7 @@ class ProximityFunction : public mf::MultiFunction {
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const BVHTrees &trees = bvh_trees_[group_index];
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BVHTreeNearest nearest;
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/* Take mesh and pointcloud bvh tree into account. The final result is the closer of the two.
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* First first bvhtree query will set `nearest.dist_sq` which is then passed into the second
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* The first bvhtree query will set `nearest.dist_sq` which is then passed into the second
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* query as a maximum distance. */
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nearest.dist_sq = FLT_MAX;
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if (trees.mesh_bvh.tree != nullptr) {
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@@ -341,7 +341,7 @@ static PyObject *bpy_rna_context_temp_override_exit(BPyContextTempOverride *self
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}
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}
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/* Account for for the window to be freed on file-read,
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/* Account for the window to be freed on file-read,
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* in this case the window should not be restored, see: #92818.
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* Also account for other windowing members to be removed on exit,
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* in this case the context is cleared. */
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