From 0dbbc8829161447f543b7d815582ebb3cd94b5c4 Mon Sep 17 00:00:00 2001 From: Josh Soref <2119212+jsoref@users.noreply.github.com> Date: Tue, 17 Jan 2023 23:26:01 -0500 Subject: [PATCH] spelling: the Signed-off-by: Josh Soref <2119212+jsoref@users.noreply.github.com> --- includes/assimp/material.h | 2 +- includes/assimp/types.h | 2 +- src/7.in_practice/3.2d_game/0.full_source/game.cpp | 2 +- src/7.in_practice/3.2d_game/0.full_source/progress/5.game.cpp | 2 +- src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp | 2 +- src/7.in_practice/3.2d_game/0.full_source/progress/7.game.cpp | 2 +- src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp | 2 +- src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp | 2 +- 8 files changed, 8 insertions(+), 8 deletions(-) diff --git a/includes/assimp/material.h b/includes/assimp/material.h index b818c5c..da4046d 100644 --- a/includes/assimp/material.h +++ b/includes/assimp/material.h @@ -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 diff --git a/includes/assimp/types.h b/includes/assimp/types.h index 592d5c6..81388bb 100644 --- a/includes/assimp/types.h +++ b/includes/assimp/types.h @@ -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, diff --git a/src/7.in_practice/3.2d_game/0.full_source/game.cpp b/src/7.in_practice/3.2d_game/0.full_source/game.cpp index 8e281ab..7825503 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/game.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/game.cpp @@ -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; diff --git a/src/7.in_practice/3.2d_game/0.full_source/progress/5.game.cpp b/src/7.in_practice/3.2d_game/0.full_source/progress/5.game.cpp index 9c9db10..7797747 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/progress/5.game.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/progress/5.game.cpp @@ -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; diff --git a/src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp b/src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp index c927ab2..66e633a 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/progress/6.game.cpp @@ -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; diff --git a/src/7.in_practice/3.2d_game/0.full_source/progress/7.game.cpp b/src/7.in_practice/3.2d_game/0.full_source/progress/7.game.cpp index 49fbb79..2d11158 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/progress/7.game.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/progress/7.game.cpp @@ -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; diff --git a/src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp b/src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp index 93af2bd..5d6d64c 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/progress/8.game.cpp @@ -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; diff --git a/src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp b/src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp index 0b72836..be54256 100644 --- a/src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp +++ b/src/7.in_practice/3.2d_game/0.full_source/progress/9.game.cpp @@ -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;