spelling: the

Signed-off-by: Josh Soref <2119212+jsoref@users.noreply.github.com>
This commit is contained in:
Josh Soref
2023-01-17 23:26:01 -05:00
parent f16ee0abb7
commit 0dbbc88291
8 changed files with 8 additions and 8 deletions

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@@ -1506,7 +1506,7 @@ ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMa
* Pass NULL if you're not interested in this information. Otherwise,
* pass a pointer to an array of two aiTextureMapMode's (one for each
* axis, UV order).
* @param[out] flags Receives the the texture flags.
* @param[out] flags Receives the texture flags.
* @return AI_SUCCESS on success, otherwise something else. Have fun.*/
// ---------------------------------------------------------------------------
#ifdef __cplusplus

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@@ -435,7 +435,7 @@ enum aiDefaultLogStream
/** Stream the log to std::cerr */
aiDefaultLogStream_STDERR = 0x4,
/** MSVC only: Stream the log the the debugger
/** MSVC only: Stream the log the debugger
* (this relies on OutputDebugString from the Win32 SDK)
*/
aiDefaultLogStream_DEBUGGER = 0x8,

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@@ -519,7 +519,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

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@@ -227,7 +227,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

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@@ -239,7 +239,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

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@@ -264,7 +264,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

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@@ -434,7 +434,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;

View File

@@ -446,7 +446,7 @@ Collision CheckCollision(BallObject &one, GameObject &two) // AABB - Circle coll
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// now that we know the the clamped values, add this to AABB_center and we get the value of box closest to circle
// now that we know the clamped values, add this to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// now retrieve vector between center circle and closest point AABB and check if length < radius
difference = closest - center;