From 9f56f780f85ea2e1eb3560be48df3db9151ede64 Mon Sep 17 00:00:00 2001 From: luz paz Date: Fri, 16 Jul 2021 10:29:41 -0400 Subject: [PATCH] Fix various typos Found via `codespell -q 3 -S ./src/external,./src/vcglib,./src/plugins_unsupported/external,./unsupported -L ba,childs,hist,lod,strutture,vertexes` --- docs/dox/filter.dox | 396 +++++++++--------- src/README.md | 2 +- src/external/openkinect/examples/cppview.cpp | 2 +- .../decorate_raster_proj.cpp | 2 +- .../edit_align/align/align_parameter.cpp | 2 +- .../edit_pickpoints/editpickpoints.cpp | 4 +- .../edit_pickpoints/pickpointsDialog.cpp | 2 +- .../edit_pickpoints/pickpointsDialog.h | 2 +- .../filter_isoparametrization.cpp | 2 +- .../filter_sample_dyn/filter_sample_dyn.cpp | 2 +- 10 files changed, 208 insertions(+), 208 deletions(-) diff --git a/docs/dox/filter.dox b/docs/dox/filter.dox index cd70bfab9..a5e439a28 100644 --- a/docs/dox/filter.dox +++ b/docs/dox/filter.dox @@ -13,9 +13,9 @@ Simulates the aging effects due to small collisions or various chipping events \c Int Fractal Octaves The number of octaves that are used in the generation of the
fractal noise using Perlin noise; reasonalble values are in the
1..8 range. Setting it to 1 means using a simple Perlin Noise. --
\c AbsPerc Noise frequency scale Changes the noise frequency scale: this affects chip dimensions and
the distance between chips. The value denotes the average values
between two dents. Smaller number means small and frequent chips. --
\c Float Noise clamp threshold [0..1] All the noise values smaller than this parameter will be
considered as 0. --
- \c Float Displacement steps The whole displacement process is performed as a sequence of small
offsets applyed on each vertex. This parameter represents the number
of steps into which the displacement process will be splitted.
Useful to avoid the introduction of self intersections.
Bigger number means better accuracy. --
+ \c Float Displacement steps The whole displacement process is performed as a sequence of small
offsets applied on each vertex. This parameter represents the number
of steps into which the displacement process will be split.
Useful to avoid the introduction of self intersections.
Bigger number means better accuracy. --
\c Bool Affect only selected faces The aging procedure will be applied to the selected faces only. -- - \c Bool Store erosion informations Select this option if you want to store the erosion informations
over the mesh. A new attribute will be added to each vertex
to contain the displacement offset applied to that vertex. --
+ \c Bool Store erosion information Select this option if you want to store the erosion information
over the mesh. A new attribute will be added to each vertex
to contain the displacement offset applied to that vertex. --
\section f1 Ambient Occlusion - Per Vertex @@ -46,12 +46,12 @@ Generates environment occlusions values for the loaded mesh \c Int Depth texture size(should be 2^n) Defines the depth texture size used to compute occlusion from each point of view. Higher values means better accuracy usually with low impact on performance -- -\section f3 Automatic pair Alignement +\section f3 Automatic pair Alignment Automatic Rough Alignment of two meshes. Based on the paper 4-Points Congruent Sets for Robust Pairwise Surface Registration, by Aiger,Mitra, Cohen-Or. Siggraph 2008

Parameters

- + @@ -66,7 +66,7 @@ Reconstruct a surface using the Ball Pivoting Algorithm (Bernardini et al - +
\c Mesh First Mesh The mesh were the coplanar bases are sampled (it will contain the trasformation) --
\c Mesh First Mesh The mesh were the coplanar bases are sampled (it will contain the transformation) --
\c Mesh Second Mesh The mesh were similar coplanar based are searched. --
\c Float Estimated fraction of the first mesh overlapped by the second --
\c AbsPerc Pivoting Ball radius (0 autoguess) The radius of the ball pivoting (rolling) over the set of points. Gaps that are larger than the ball radius will not be filled; similarly the small pits that are smaller than the ball radius will be filled. --
\c Float Clustering radius (% of ball radius) To avoid the creation of too small triangles, if a vertex is found too close to a previous one, it is clustered/merged with it. --
\c Float Angle Threshold (degrees) If we encounter a crease angle that is too large we should stop the ball rolling --
\c Bool Delete intial set of faces if true all the initial faces of the mesh are deleted and the whole surface is rebuilt from scratch, other wise the current faces are used as a starting point. Useful if you run multiple times the algorithm with an incrasing ball radius. --
\c Bool Delete initial set of faces if true all the initial faces of the mesh are deleted and the whole surface is rebuilt from scratch, other wise the current faces are used as a starting point. Useful if you run multiple times the algorithm with an incrasing ball radius. --
\section f5 Remove vertices wrt quality @@ -102,9 +102,9 @@ Align this mesh with another that has corresponding picked points. \c Float Minimal Starting Distance For all the chosen sample on one mesh we consider for ICP only the samples nearer than this value.If MSD is too large outliers could be included, if it is too small convergence will be very slow. A good guess is needed here, suggested values are in the range of 10-100 times of the device scanning error.This value is also dynamically changed by the 'Reduce Distance Factor' -- \c Float Target Distance When 50% of the chosen samples are below this distance we consider the two mesh aligned. Usually it should be a value lower than the error of the scanning device. -- \c Int Max Iteration Num The maximum number of iteration that the ICP is allowed to perform. -- - \c Bool Normal Equalized Sampling if true (default) the sample points of icp are choosen with a distribution uniform with respect to the normals of the surface. Otherwise they are distributed in a spatially uniform way. -- + \c Bool Normal Equalized Sampling if true (default) the sample points of icp are chosen with a distribution uniform with respect to the normals of the surface. Otherwise they are distributed in a spatially uniform way. -- \c Float MSD Reduce Factor At each ICP iteration the Minimal Starting Distance is reduced to be 5 times the percentile of the sample distances (e.g. if RF is 0.9 the new Minimal Starting Distance is 5 times the value such that 90% of the sample lies at a distance lower than . -- - \c Bool Rigid matching If true the ICP is cosntrained to perform matching only throug roto-translations (no scaling allowed). If false a more relaxed transformation matrix is allowed (scaling and shearing can appear). -- + \c Bool Rigid matching If true the ICP is constrained to perform matching only through roto-translations (no scaling allowed). If false a more relaxed transformation matrix is allowed (scaling and shearing can appear). -- \c Bool Use Markers for Alignment if true (default), then use the user picked markers to do an alignment (or pre alignment if you also use ICP). -- \c Bool Scale the mesh if true (false by default), in addition to the alignment, scale the mesh based on the points picked -- \c Bool Use ICP for Alignment if true (default), then use the ICP to align the two meshes. -- @@ -143,7 +143,7 @@ Removes t-vertices from the mesh by collapsing the shortest of the incident edge \section f12 Remove Duplicate Faces -Remove all the duplicate faces. Two faces are considered equal if they are composed by the same set of verticies, regardless of the order of the vertices. +Remove all the duplicate faces. Two faces are considered equal if they are composed by the same set of vertices, regardless of the order of the vertices.

Parameters

No parameters.
\section f13 Remove Isolated folded face by edge flip @@ -153,10 +153,10 @@ Remove all the single folded faces. A face is considered folded if its normal is No parameters.
\section f14 Merge Close Vertices -Merge togheter all the vertices that are nearer than the speicified threshold. Like a unify duplicated vertices but with some tolerance. +Merge together all the vertices that are nearer than the specified threshold. Like a unify duplicated vertices but with some tolerance.

Parameters

- +
\c AbsPerc Merging distance All the vertices that closer than this threshold are merged toghether. Use very small values, default values is 1/10000 of bounding box diagonal. --
\c AbsPerc Merging distance All the vertices that closer than this threshold are merged together. Use very small values, default values is 1/10000 of bounding box diagonal. --
\section f15 Clamp Vertex Quality @@ -167,7 +167,7 @@ Clamp vertex quality values to a given range according to specific values or to \c Float Min The value that will be mapped with the lower end of the scale (blue) -- \c Float Max The value that will be mapped with the upper end of the scale (red) -- \c DynamicFloat Percentile Crop [0..100] If not zero this value will be used for a percentile cropping of the quality values.
If this parameter is set to P the value V for which P% of the vertices have a quality lower(greater) than V is used as min (max) value.

The automated percentile cropping is very useful for automatically discarding outliers. --
- \c Bool Zero Simmetric If true the min max range will be enlarged to be symmertic (so that green is always Zero) -- + \c Bool Zero Symmetric If true the min max range will be enlarged to be symmertic (so that green is always Zero) -- \section f16 Saturate Vertex Quality @@ -176,7 +176,7 @@ Saturate vertex quality, so that for each vertex the gradient of the quality is The saturation is done in a conservative way (quality is always decreased and never increased)

Parameters

- +
\c Float Gradient Threshold The maximum value admitted for the quality gradient (in absolute valu) --
\c Float Gradient Threshold The maximum value admitted for the quality gradient (in absolute value) --
\c Bool Update ColorMap if true the color ramp is computed again --
@@ -188,7 +188,7 @@ Color vertices depending on their quality field (manually equalized). \c Float Min The value that will be mapped with the lower end of the scale (blue) -- \c Float Max The value that will be mapped with the upper end of the scale (red) -- \c DynamicFloat Percentile Crop [0..100] If not zero this value will be used for a percentile cropping of the quality values.
If this parameter is set to P the value V for which P% of the vertices have a quality lower(greater) than V is used as min (max) value.

The automated percentile cropping is very useful for automatically discarding outliers. --
- \c Bool Zero Simmetric If true the min max range will be enlarged to be symmertic (so that green is always Zero) -- + \c Bool Zero Symmetric If true the min max range will be enlarged to be symmertic (so that green is always Zero) -- \section f18 Colorize by face Quality @@ -199,7 +199,7 @@ Color faces depending on their quality field (manually equalized). \c Float Min The value that will be mapped with the lower end of the scale (blue) -- \c Float Max The value that will be mapped with the upper end of the scale (red) -- \c DynamicFloat Percentile Crop [0..100] If not zero this value will be used for a percentile cropping of the quality values.
If this parameter is set to P the value V for which P% of the vertices have a quality lower(greater) than V is used as min (max) value.

The automated percentile cropping is very useful for automatically discarding outliers. --
- \c Bool Zero Simmetric If true the min max range will be enlarged to be symmertic (so that green is always Zero) -- + \c Bool Zero Symmetric If true the min max range will be enlarged to be symmertic (so that green is always Zero) -- \section f19 Discrete Curvatures @@ -256,7 +256,7 @@ Colorize Faces randomly. If internal edges are present they are used No parameters.
\section f27 Vertex Color Filling -Fills the color of the vertexes of the mesh with a color choosed by the user. +Fills the color of the vertexes of the mesh with a color chosen by the user.

Parameters

@@ -416,71 +416,71 @@ Create a Cone \section f47 Fractal Terrain -Generates a fractal terrain perturbation with five different algorithms.
-Some good parameter values to start with are:
-
\c DynamicFloat Red: Sets the red component of the color. --
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Seed Octaves Lacunarity Fractal increment Offset Gain
fBM11021.2--
Standard multifractal1820.90.9-
Heterogeneous multifractal1830.90.4-
Hybrid multifractal1840.10.3-
Ridged multifractal2840.50.92
-

-Detailed algorithms descriptions can be found in:

-Ebert, D.S., Musgrave, F.K., Peachey, D., Perlin, K., and Worley, S.
-Texturing and Modeling: A Procedural Approach.
-Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2002. - - +Generates a fractal terrain perturbation with five different algorithms.
+Some good parameter values to start with are:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Seed Octaves Lacunarity Fractal increment Offset Gain
fBM11021.2--
Standard multifractal1820.90.9-
Heterogeneous multifractal1830.90.4-
Hybrid multifractal1840.10.3-
Ridged multifractal2840.50.92
+

+Detailed algorithms descriptions can be found in:

+Ebert, D.S., Musgrave, F.K., Peachey, D., Perlin, K., and Worley, S.
+Texturing and Modeling: A Procedural Approach.
+Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2002. + +

Parameters

@@ -500,71 +500,71 @@ Don't change the seed if you want to refine the current terrain morphology by ch \section f48 Fractal Displacement -Generates a fractal terrain perturbation with five different algorithms.
-Some good parameter values to start with are:
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Seed Octaves Lacunarity Fractal increment Offset Gain
fBM11021.2--
Standard multifractal1820.90.9-
Heterogeneous multifractal1830.90.4-
Hybrid multifractal1840.10.3-
Ridged multifractal2840.50.92
-

-Detailed algorithms descriptions can be found in:

-Ebert, D.S., Musgrave, F.K., Peachey, D., Perlin, K., and Worley, S.
-Texturing and Modeling: A Procedural Approach.
-Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2002. - - +Generates a fractal terrain perturbation with five different algorithms.
+Some good parameter values to start with are:
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Seed Octaves Lacunarity Fractal increment Offset Gain
fBM11021.2--
Standard multifractal1820.90.9-
Heterogeneous multifractal1830.90.4-
Hybrid multifractal1840.10.3-
Ridged multifractal2840.50.92
+

+Detailed algorithms descriptions can be found in:

+Ebert, D.S., Musgrave, F.K., Peachey, D., Perlin, K., and Worley, S.
+Texturing and Modeling: A Procedural Approach.
+Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2002. + +

Hint: search a good compromise between offset and height factor parameter.

Parameters

@@ -584,18 +584,18 @@ Don't change the seed if you want to refine the current terrain morphology by ch \section f49 Craters Generation -Generates craters onto a mesh using radial functions.
-There must be at least two layers to apply this filter:
- - -There are three radial functions available to generate craters, two of which are Gaussian and Multiquadric, -and the third is a variant of multiquadric. Blending functions are also provided to blend -the crater elevation towards the mesh surface. -If you want the preview to work, be sure to select the target mesh layer before launching the -filter. You can select this layer by clicking on it in the layer dialog. +Generates craters onto a mesh using radial functions.
+There must be at least two layers to apply this filter:
+ + +There are three radial functions available to generate craters, two of which are Gaussian and Multiquadric, +and the third is a variant of multiquadric. Blending functions are also provided to blend +the crater elevation towards the mesh surface. +If you want the preview to work, be sure to select the target mesh layer before launching the +filter. You can select this layer by clicking on it in the layer dialog.

Parameters

@@ -619,7 +619,7 @@ filter. You can select this layer by clicking on it in the layer dialog. \section f50 Conditional Vertex Selection -Boolean function using muparser lib to perform vertex selection over current mesh.
It's possibile to use parenthesis, per-vertex variables and boolean operator:
(,),and,or,<>,=
It's possibile to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.
+Boolean function using muparser lib to perform vertex selection over current mesh.
It's possible to use parenthesis, per-vertex variables and boolean operator:
(,),and,or,<>,=
It's possible to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.

Parameters

@@ -628,7 +628,7 @@ Boolean function using muparser lib to perform vertex selection over current mes \section f51 Conditional Face Selection -Boolean function using muparser lib to perform faces selection over current mesh.
It's possibile to use parenthesis, per-vertex variables and boolean operator:
(,),and,or,<>,=
It's possibile to use per-face variables like attributes associated to the three vertex of every face.
x0,y0,z0 for first vertex; x1,y1,z1 for second vertex; x2,y2,z2 for third vertex.
and also nx0,ny0,nz0 nx1,ny1,nz1 etc. for normals and r0,g0,b0 for color,q0,q1,q2 for quality.
+Boolean function using muparser lib to perform faces selection over current mesh.
It's possible to use parenthesis, per-vertex variables and boolean operator:
(,),and,or,<>,=
It's possible to use per-face variables like attributes associated to the three vertex of every face.
x0,y0,z0 for first vertex; x1,y1,z1 for second vertex; x2,y2,z2 for third vertex.
and also nx0,ny0,nz0 nx1,ny1,nz1 etc. for normals and r0,g0,b0 for color,q0,q1,q2 for quality.

Parameters

\c String boolean function type a boolean function that will be evaluated in order to select a subset of vertices
example: (y > 0) and (ny > 0) --
@@ -636,7 +636,7 @@ Boolean function using muparser lib to perform faces selection over current mesh \section f52 Geometric Function -Geometric function using muparser lib to generate new Coord
You can change x,y,z for every vertex according to the function specified.
It's possibile to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.
+Geometric function using muparser lib to generate new Coord
You can change x,y,z for every vertex according to the function specified.
It's possible to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.

Parameters

\c String boolean function type a boolean function that will be evaluated in order to select a subset of faces
--
@@ -646,7 +646,7 @@ Geometric function using muparser lib to generate new Coord
You can change x, \section f53 Per Face Color Function -Color function using muparser lib to generate new RGB color for every face
Insert three function each one for red, green and blue channel respectively.
It's possibile to use per-face variables like attributes associated to the three vertex of every face.
x0,y0,z0 for first vertex; x1,y1,z1 for second vertex; x2,y2,z2 for third vertex.
and also nx0,ny0,nz0 nx1,ny1,nz1 etc. for normals and r0,g0,b0 for color,q0,q1,q2 for quality.
+Color function using muparser lib to generate new RGB color for every face
Insert three function each one for red, green and blue channel respectively.
It's possible to use per-face variables like attributes associated to the three vertex of every face.
x0,y0,z0 for first vertex; x1,y1,z1 for second vertex; x2,y2,z2 for third vertex.
and also nx0,ny0,nz0 nx1,ny1,nz1 etc. for normals and r0,g0,b0 for color,q0,q1,q2 for quality.

Parameters

\c String func x = insert function to generate new coord for x --
@@ -656,7 +656,7 @@ Color function using muparser lib to generate new RGB color for every face
In \section f54 Per Vertex Color Function -Color function using muparser lib to generate new RGB color for every vertex
Insert three function each one for red, green and blue channel respectively.
It's possibile to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.
+Color function using muparser lib to generate new RGB color for every vertex
Insert three function each one for red, green and blue channel respectively.
It's possible to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.

Parameters

\c String func r = function to generate Red component. Expected Range 0-255 --
@@ -666,7 +666,7 @@ Color function using muparser lib to generate new RGB color for every vertex
\section f55 Per Vertex Quality Function -Quality function using muparser to generate new Quality for every vertex
It's possibile to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.
+Quality function using muparser to generate new Quality for every vertex
It's possible to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.

Parameters

\c String func r = function to generate Red component. Expected Range 0-255 --
@@ -676,7 +676,7 @@ Quality function using muparser to generate new Quality for every vertex
It's \section f56 Per Face Quality Function -Quality function using muparser to generate new Quality for every face
Insert three function each one for quality of the three vertex of a face
It's possibile to use per-face variables like attributes associated to the three vertex of every face.
x0,y0,z0 for first vertex; x1,y1,z1 for second vertex; x2,y2,z2 for third vertex.
and also nx0,ny0,nz0 nx1,ny1,nz1 etc. for normals and r0,g0,b0 for color,q0,q1,q2 for quality.
+Quality function using muparser to generate new Quality for every face
Insert three function each one for quality of the three vertex of a face
It's possible to use per-face variables like attributes associated to the three vertex of every face.
x0,y0,z0 for first vertex; x1,y1,z1 for second vertex; x2,y2,z2 for third vertex.
and also nx0,ny0,nz0 nx1,ny1,nz1 etc. for normals and r0,g0,b0 for color,q0,q1,q2 for quality.

Parameters

\c String func q = function to generate new Quality for every vertex --
@@ -686,7 +686,7 @@ Quality function using muparser to generate new Quality for every face
Insert \section f57 Define New Per Vertex Attribute -Add a new Per-Vertex scalar attribute to current mesh and fill it with the defined function.
The name specified below can be used in other filter functionIt's possibile to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.
+Add a new Per-Vertex scalar attribute to current mesh and fill it with the defined function.
The name specified below can be used in other filter functionIt's possible to use the following per-vertex variables in the expression:
x, y, z, nx, ny, nz (normal), r, g, b (color), q (quality), rad, vi,
and all custom vertex attributes already defined by user.

Parameters

\c String func q0 = function to generate new Quality foreach face --
@@ -748,7 +748,7 @@ The filter build the abstract Isoparameterization of a two-manifold triangular m - +
\c String Name the name of new attribute. you can access attribute in other filters through this name --
\c Int Abstract Min Mesh Size This number and the following one indicate the range face number of the abstract mesh that is used for the parametrization process.
The algorithm will choose the best abstract mesh with the number of triangles within the specified interval.
If the mesh has a very simple structure this range can be very low and strict;for a roughly spherical object if you can specify a range of [8,8] faces you get a octahedral abstract mesh, e.g. a geometry image.
Large numbers (greater than 400) are usually not of practical use. --
\c Int Abstract Max Mesh Size See above. --
\c Enum Optimization Criteria Choose a metric to stop the parametrization within the interval
1: Best Heuristic : stop considering both isometry and number of faces of base domain
2: Area + Angle : stop at minimum area and angle distorsion
3: Regularity : stop at minimum number of irregular vertices
4: L2 : stop at minimum OneWay L2 Stretch Eff --
\c Int Convergence Precision This parameter controls the convergence speed/precision of the optimization of the texture coordinates. Larger the number slower the processing and ,eventually, slighly better results --
\c Int Convergence Precision This parameter controls the convergence speed/precision of the optimization of the texture coordinates. Larger the number slower the processing and, eventually, slightly better results --
\c Bool Double Step Use this bool to divide the parameterization in 2 steps. Double step makes the overall process faster and robust, but it may increase the distorsion --
@@ -765,7 +765,7 @@ Remeshing based on an Abstract Isoparameterization, each triangle of the domain The filter build a new mesh with a standard atlased per wedge texture. The atlas is simply done by splitting each triangle of the abstract domain
For more details see:
Pietroni, Tarini and Cignoni, 'Almost isometric mesh parameterization through abstract domains'
IEEE Transaction of Visualization and Computer Graphics 2010

Parameters

- +
\c DynamicFloat BorderSize ratio This parameter controls the amount of space that must be left between each diamond when building the atlas.It directly affects how many triangle are splitted during this conversion.
In abstract parametrization mesh triangles can naturally cross the triangles of the abstract domain, so when converting to a standard parametrization we must cut all the triangles that protrudes outside each diamond more than the specified threshold.The unit of the threshold is in percentage of the size of the diamond,The bigger the threshold the less triangles are splitted, but the more UV space is used (wasted). --
\c DynamicFloat BorderSize ratio This parameter controls the amount of space that must be left between each diamond when building the atlas.It directly affects how many triangle are split during this conversion.
In abstract parametrization mesh triangles can naturally cross the triangles of the abstract domain, so when converting to a standard parametrization we must cut all the triangles that protrudes outside each diamond more than the specified threshold.The unit of the threshold is in percentage of the size of the diamond,The bigger the threshold the less triangles are split, but the more UV space is used (wasted). --
\section f65 Iso Parametrization Load Abstract Domain @@ -881,7 +881,7 @@ Removes null faces (the one with area equal to zero) No parameters.
\section f81 Select Faces with edges longer than... -Select all triangles having an edge with lenght greater or equal than a given threshold +Select all triangles having an edge with length greater or equal than a given threshold

Parameters

@@ -944,7 +944,7 @@ If disabled edges are collapsed onto one of the two original vertices and the fi \section f85 Subdivision Surfaces: Midpoint -Apply a plain subdivision scheme where every edge is splitted on its midpoint +Apply a plain subdivision scheme where every edge is split on its midpoint

Parameters

\c DynamicFloat Edge Threshold All the faces with an edge longer than this threshold will be deleted. Useful for removing long skinny faces obtained by bad triangulation of range maps. --
@@ -978,7 +978,7 @@ Generate a matrix transformation that rotates the mesh. The mesh can be rotated
\c Int Iterations Number of time the model is subdivided. --
- + @@ -1010,7 +1010,7 @@ Generate a matrix transformation that scale the mesh. The mesh can be also autom - +
\c Enum Rotation on: Choose a method --
\c Enum Center of rotation: Choose a method --
\c DynamicFloat Rotation Angle Angle of rotation (in degree). If snapping is enable this vaule is rounded according to the snap value --
\c DynamicFloat Rotation Angle Angle of rotation (in degree). If snapping is enable this value is rounded according to the snap value --
\c Bool Snap angle If selected, before starting the filter will remove anyy unreference vertex (for which curvature values are not defined) --
\c Point3f Custom axis This rotation axis is used only if the 'custom axis' option is chosen. --
\c Point3f Custom center This rotation center is used only if the 'custom point' option is chosen. --
\c Bool Uniform Scaling If selected an uniform scaling (the same for all the three axis) is applied (the X axis value is used) --
\c Enum Center of rotation: Choose a method --
\c Point3f Custom center This rotation center is used only if the 'custom point' option is chosen. --
\c Bool Scale to Unit bbox If selected, the object is scaled to a box whose sides are at most 1 unit lenght --
\c Bool Scale to Unit bbox If selected, the object is scaled to a box whose sides are at most 1 unit length --
\c Bool Freeze Matrix The transformation is explicitly applied and the vertex coords are actually changed --
@@ -1022,7 +1022,7 @@ Generate a matrix transformation that translate the mesh. The mesh can be transl \c DynamicFloat X Axis Absolute translation amount along the X axis -- \c DynamicFloat Y Axis Absolute translation amount along the Y axis -- \c DynamicFloat Z Axis Absolute translation amount along the Z axis -- - \c Bool translate center of bbox to the origin If selected, the object is scaled to a box whose sides are at most 1 unit lenght -- + \c Bool translate center of bbox to the origin If selected, the object is scaled to a box whose sides are at most 1 unit length -- \c Bool Freeze Matrix The transformation is explicitly applied and the vertex coords are actually changed -- @@ -1036,7 +1036,7 @@ No parameters.
Compute the normals of the vertices of a mesh without exploiting the triangle connectivity, useful for dataset with no faces

Parameters

- +
\c Int Number of neigbors The number of neighbors used to estimate and propagate normals. --
\c Int Number of neighbors The number of neighbors used to estimate and propagate normals. --
\section f95 Compute curvature principal directions @@ -1158,7 +1158,7 @@ It is relative to the radius (local point spacing) of the vertices. -- \c Float Projection - Accuracy (adv) Threshold value used to stop the projections. This value is scaled by the mean point spacing to get the actual threshold. -- \c Int Projection - Max iterations (adv) Max number of iterations for the projection. -- - \c Float MLS - Spherical parameter Control the curvature of the fitted spheres: 0 is equivalent to a pure plane fit,1 to a pure spherical fit, values between 0 and 1 gives intermediate results,while others real values might give interresting results, but take care with extremesettings ! -- + \c Float MLS - Spherical parameter Control the curvature of the fitted spheres: 0 is equivalent to a pure plane fit,1 to a pure spherical fit, values between 0 and 1 gives intermediate results,while others real values might give interesting results, but take care with extremesettings ! -- \c Bool Accurate normals If checked, use the accurate MLS gradient instead of the local approximationto compute the normals. -- \c Int Refinement - Max subdivisions Max number of subdivisions. -- \c Float Refinement - Crease angle (degree) Threshold angle between two faces controlling the refinement. -- @@ -1189,7 +1189,7 @@ It is relative to the radius (local point spacing) of the vertices. -- \c Float Projection - Accuracy (adv) Threshold value used to stop the projections. This value is scaled by the mean point spacing to get the actual threshold. -- \c Int Projection - Max iterations (adv) Max number of iterations for the projection. -- - \c Float MLS - Spherical parameter Control the curvature of the fitted spheres: 0 is equivalent to a pure plane fit,1 to a pure spherical fit, values between 0 and 1 gives intermediate results,while others real values might give interresting results, but take care with extremesettings ! -- + \c Float MLS - Spherical parameter Control the curvature of the fitted spheres: 0 is equivalent to a pure plane fit,1 to a pure spherical fit, values between 0 and 1 gives intermediate results,while others real values might give interesting results, but take care with extremesettings ! -- \c Bool Accurate normals If checked, use the accurate MLS gradient instead of the local approximationto compute the normals. -- \c Int Grid Resolution The resolution of the grid on which we run the marching cubes.This marching cube is memory friendly, so you can safely set large values up to 1000 or even more. -- @@ -1221,7 +1221,7 @@ It is relative to the radius (local point spacing) of the vertices. -- \c Float Projection - Accuracy (adv) Threshold value used to stop the projections. This value is scaled by the mean point spacing to get the actual threshold. -- \c Int Projection - Max iterations (adv) Max number of iterations for the projection. -- - \c Float MLS - Spherical parameter Control the curvature of the fitted spheres: 0 is equivalent to a pure plane fit,1 to a pure spherical fit, values between 0 and 1 gives intermediate results,while others real values might give interresting results, but take care with extremesettings ! -- + \c Float MLS - Spherical parameter Control the curvature of the fitted spheres: 0 is equivalent to a pure plane fit,1 to a pure spherical fit, values between 0 and 1 gives intermediate results,while others real values might give interesting results, but take care with extremesettings ! -- \c Enum Curvature type The type of the curvature to plot.
ApproxMean uses the radius of the fitted sphere as an approximation of the mean curvature. --
@@ -1259,7 +1259,7 @@ The surface reconstrction algorithm that have been used for a long time inside t \section f115 Simplfication: MC Edge Collapse -A simplification/cleaning algoritm tailored for meshes generated by Marching Cubes algorithm. +A simplification/cleaning algorithm tailored for meshes generated by Marching Cubes algorithm.

Parameters

No parameters.
\section f116 Surface Reconstruction: Poisson @@ -1315,7 +1315,7 @@ Calculate the Alpha Shape of the mesh(Edelsbrunner and P.Mucke 1994) with \section f121 Select Visible Points -Select the visible points in a point cloud, as viewed from a given viewpoint.
It uses the Qhull library (http://www.qhull.org/

The algorithm used (Katz, Tal and Basri 2007) determines visibility without reconstructing a surface or estimating normals.A point is considered visible if its transformed point lies on the convex hull of a trasformed points cloud from the original mesh points. +Select the visible points in a point cloud, as viewed from a given viewpoint.
It uses the Qhull library (http://www.qhull.org/

The algorithm used (Katz, Tal and Basri 2007) determines visibility without reconstructing a surface or estimating normals.A point is considered visible if its transformed point lies on the convex hull of a transformed points cloud from the original mesh points.

Parameters

@@ -1332,8 +1332,8 @@ Select the visible points in a point cloud, as viewed from a given viewpo The filter maps quality levels into colors using a colorband built from a transfer function (may be loaded from an external file) and colorizes the mesh vertexes. The minimum, medium and maximum quality values can be set by user to obtain a custom quality range for mapping

Parameters

\c DynamicFloat radius threshold Bounds the radius of the sphere used to select visible points.It is used to adjust the radius of the sphere (calculated as distance between the center and the farthest point from it) according to the following equation:
radius = radius * pow(10,threshold);
As the radius increases more points are marked as visible.Use a big threshold for dense point clouds, a small one for sparse clouds. --
- - + + @@ -1342,7 +1342,7 @@ The filter maps quality levels into colors using a colorband built from a transf \section f123 Mesh Element Subsampling -Create a new layer populated with a point sampling of the current mesh, At most one sample for each element of the mesh is created. Samples are taking in a uniform way, one for each element (vertex/edge/face); all the elements have the same probabilty of being choosen. +Create a new layer populated with a point sampling of the current mesh, At most one sample for each element of the mesh is created. Samples are taking in a uniform way, one for each element (vertex/edge/face); all the elements have the same probability of being chosen.

Parameters

\c Float Minimum mesh quality The specified quality value is mapped in the lower end of the choosen color scale. Default value: the minumum quality value found on the mesh. --
\c Float Maximum mesh quality The specified quality value is mapped in the upper end of the choosen color scale. Default value: the maximum quality value found on the mesh. --
\c Float Minimum mesh quality The specified quality value is mapped in the lower end of the chosen color scale. Default value: the minimum quality value found on the mesh. --
\c Float Maximum mesh quality The specified quality value is mapped in the upper end of the chosen color scale. Default value: the maximum quality value found on the mesh. --
\c Float Gamma biasing (0..100) Defines a gamma compression of the quality values, by setting the position of the middle of the color scale. Value is defined as a percentage (0..100). Default value is 50, that corresponds to a linear mapping. --
\c Float Mesh brightness must be between 0 and 2. 0 represents a completely dark mesh, 1 represents a mesh colorized with original colors, 2 represents a completely bright mesh --
\c Enum Transfer Function type to apply to filter Choose the Transfer Function to apply to the filter --
@@ -1354,7 +1354,7 @@ Create a new layer populated with a point sampling of the current mesh, At most Create a new layer populated with a point sampling of the current mesh; samples are generated in a randomly uniform way, or with a distribution biased by the per-vertex quality values of the mesh.

Parameters

\c Enum Element to sample: Choose what mesh element has to be used for the subsampling. At most one point sample will be added for each one of the chosen elements --
- +
\c Int Number of samples The desired number of samples. It can be smaller or larger than the mesh size, and according to the choosed sampling strategy it will try to adapt. --
\c Int Number of samples The desired number of samples. It can be smaller or larger than the mesh size, and according to the chosen sampling strategy it will try to adapt. --
\c Bool Quality Weighted Sampling Use per vertex quality to drive the vertex sampling. The number of samples falling in each face is proportional to the face area multiplied by the average quality of the face vertices. --
\c Bool Exact Sample Num If the required total number of samples is not a strict exact requirement we can exploit a different algorithmbased on the choice of the number of samples inside each triangle by a random Poisson-distributed number with mean equal to the expected number of samples times the area of the triangle over the surface of the whole mesh. --
@@ -1364,7 +1364,7 @@ Create a new layer populated with a point sampling of the current mesh; samples Create a new layer populated with a point sampling of the current mesh; to generate multiple samples inside a triangle each triangle is subdivided according to various stratified strategies. Distribution is often biased by triangle shape.

Parameters

- +
\c Int Number of samples The desired number of samples. It can be smaller or larger than the mesh size, and according to the choosed sampling strategy it will try to adapt. --
\c Int Number of samples The desired number of samples. It can be smaller or larger than the mesh size, and according to the chosen sampling strategy it will try to adapt. --
\c Enum Element to sample: Similar Triangle: each triangle is subdivided into similar triangles and the internal vertices of these triangles are considered. This sampling leave space around edges and vertices for separate sampling of these entities.
Dual Similar Triangle: each triangle is subdivided into similar triangles and the internal vertices of these triangles are considered.
Long Edge Subdiv each triangle is recursively subdivided along the longest edge.
Sample Edges Only the edges of the mesh are uniformly sampled.
Sample NonFaux Edges Only the non-faux edges of the mesh are uniformly sampled. --
\c Bool Random Sampling if true, for each (virtual) face we draw a random point, otherwise we pick the face midpoint. --
@@ -1375,7 +1375,7 @@ Create a new layer populated with a subsampling of the vertexes of the current

Parameters

- +
\c AbsPerc Cell Size The size of the cell of the clustering grid. Smaller the cell finer the resulting mesh. For obtaining a very coarse mesh use larger values. --
\c Enum Representative Strataegy: Average: for each cell we take the average of the sample falling into. The resulting point is a new point.
Closes to center: for each cell we take the sample that is closest to the center of the cell. Choosen vertices are a subset of the original ones. --
\c Enum Representative Strataegy: Average: for each cell we take the average of the sample falling into. The resulting point is a new point.
Closes to center: for each cell we take the sample that is closest to the center of the cell. Chosen vertices are a subset of the original ones. --
\c Bool Selected If true only for the filter is applied only on the selected subset of the mesh. --
@@ -1386,7 +1386,7 @@ Create a new layer populated with a point sampling of the current mesh; samples - + @@ -1400,7 +1400,7 @@ Create a new layer populated with a point sampling of the current mesh; samples - +
\c Int Number of samples The desired number of samples. The ray of the disk is calculated according to the sampling density. --
\c AbsPerc Explicit Radius If not zero this parameter override the previous parameter to allow exact radius specification --
\c Int MonterCarlo OverSampling The over-sampling rate that is used to generate the intial Montecarlo samples (e.g. if this parameter is K means thatK x poisson sample points will be used). The generated Poisson-disk samples are a subset of these initial Montecarlo samples. Larger this number slows the process but make it a bit more accurate. --
\c Int MonterCarlo OverSampling The over-sampling rate that is used to generate the initial Montecarlo samples (e.g. if this parameter is K means thatK x poisson sample points will be used). The generated Poisson-disk samples are a subset of these initial Montecarlo samples. Larger this number slows the process but make it a bit more accurate. --
\c Bool Base Mesh Subsampling If true the original vertices of the base mesh are used as base set of points. In this case the SampleNum should be obviously much smaller than the original vertex number.
Note that this option is very useful in the case you want to subsample a dense point cloud. --
\c Bool Refine Existing Samples If true the vertices of the below mesh are used as starting vertices, and they will utterly refined by adding more and more points until possible. --
\c Mesh Samples to be refined Used only if the above option is checked. --
\c Int Number of samples The desired number of samples. The ray of the disk is calculated according to the sampling density. --
\c AbsPerc Explicit Radius If not zero this parameter override the previous parameter to allow exact radius specification --
\c Float Radius Variance The radius of the disk is allowed to vary between r/var and r*var. If this parameter is 1 the sampling is the same of the Poisson Disk Sampling --
\c Int MonterCarlo OverSampling The over-sampling rate that is used to generate the intial Montecarlo samples (e.g. if this parameter is x means that x * poisson sample points will be used). The generated Poisson-disk samples are a subset of these initial Montecarlo samples. Larger this number slows the process but make it a bit more accurate. --
\c Int MonterCarlo OverSampling The over-sampling rate that is used to generate the initial Montecarlo samples (e.g. if this parameter is x means that x * poisson sample points will be used). The generated Poisson-disk samples are a subset of these initial Montecarlo samples. Larger this number slows the process but make it a bit more accurate. --
\c Bool Base Mesh Subsampling If true the original vertices of the base mesh are used as base set of points. In this case the SampleNum should be obviously much smaller than the original vertex number. --
@@ -1416,8 +1416,8 @@ Compute the Hausdorff Distance between two meshes, sampling one of the two and f \c Bool Sample Edges See the above comment. -- \c Bool Sample FauxEdge See the above comment. -- \c Bool Sample Faces See the above comment. -- - \c Int Number of samples The desired number of samples. It can be smaller or larger than the mesh size, and according to the choosed sampling strategy it will try to adapt. -- - \c AbsPerc Max Distance Sample points for which we do not find anything whithin this distance are rejected and not considered neither for averaging nor for max. -- + \c Int Number of samples The desired number of samples. It can be smaller or larger than the mesh size, and according to the chosen sampling strategy it will try to adapt. -- + \c AbsPerc Max Distance Sample points for which we do not find anything within this distance are rejected and not considered neither for averaging nor for max. -- \section f130 Texel Sampling @@ -1426,7 +1426,7 @@ Create a new layer with a point sampling of the current mesh, a sample for each

Parameters

+ Setting this param to 256 means that you get at most 256x256 = 65536 samples).
If this parameter is 0 the size of the current texture is chosen. -- @@ -1435,7 +1435,7 @@ Create a new layer with a point sampling of the current mesh, a sample for each \section f131 Vertex Attribute Transfer -Transfer the choosen per-vertex attributes from one mesh to another. Useful to transfer attributes to different representations of a same object.
For each vertex of the target mesh the closest point (not vertex!) on the source mesh is computed, and the requested interpolated attributes from that source point are copied into the target vertex.
The algorithm assumes that the two meshes are reasonably similar and aligned. +Transfer the chosen per-vertex attributes from one mesh to another. Useful to transfer attributes to different representations of a same object.
For each vertex of the target mesh the closest point (not vertex!) on the source mesh is computed, and the requested interpolated attributes from that source point are copied into the target vertex.
The algorithm assumes that the two meshes are reasonably similar and aligned.

Parameters

\c Int Texture Width A sample for each texel is generated, so the desired texture size is need, only samples for the texels falling inside some faces are generated. - Setting this param to 256 means that you get at most 256x256 = 65536 samples).
If this parameter is 0 the size of the current texture is choosen. --
\c Int Texture Height A sample for each texel is generated, so the desired texture size is need, only samples for the texels falling inside some faces are generated. Setting this param to 256 means that you get at most 256x256 = 65536 samples) --
\c Bool UV Space Sampling The generated texel samples have their UV coords as point positions. The resulting point set is has a square domain, the texels/points, even if on a flat domain retain the original vertex normal to help a better perception of the original provenience. --
@@ -1445,7 +1445,7 @@ Transfer the choosen per-vertex attributes from one mesh to another. Useful to t - +
\c Mesh Source Mesh The mesh that contains the source data that we want to transfer. --
\c Bool Transfer Color if enabled, the color of each vertex of the target mesh will become the color of the corresponding closest point on the source mesh --
\c Bool Transfer quality if enabled, the quality of each vertex of the target mesh will become the quality of the corresponding closest point on the source mesh --
\c Bool Store dist. as quality if enabled, we store the distance of the transferred value as in the vertex quality --
\c AbsPerc Max Dist Search Sample points for which we do not find anything whithin this distance are rejected and not considered for recovering attributes. --
\c AbsPerc Max Dist Search Sample points for which we do not find anything within this distance are rejected and not considered for recovering attributes. --
\section f132 Uniform Mesh Resampling @@ -1494,7 +1494,7 @@ Given a Mesh M and a Pointset P, The filter project each vertex of \section f136 Regular Recursive Sampling -The bbox is recrusively partitioned in a octree style, center of bbox are considered, when the center is nearer to the surface than a given thr it is projected on it. It works also for building ofsetted samples. +The bbox is recursively partitioned in a octree style, center of bbox are considered, when the center is nearer to the surface than a given thr it is projected on it. It works also for building offsetted samples.

Parameters

@@ -1672,7 +1672,7 @@ Structure Synth mesh creation based on Eisen Script.
\c AbsPerc Precision Size of the cell, the default is 1/50 of the box diag. Smaller cells give better precision at a higher computational cost. Remember that halving the cell size means that you build a volume 8 times larger. --
- +
\c String Eisen Script grammar Write a grammar according to Eisen Script specification and using the primitives box, sphere, mesh, dot and triangle --
\c Int seed for random construction Seed needed to build the mesh --
\c Int set maximum resolution of sphere primitves, it must be included between 1 and 4 increasing the resolution of the spheres will improve the quality of the mesh --
\c Int set maximum resolution of sphere primitives, it must be included between 1 and 4 increasing the resolution of the spheres will improve the quality of the mesh --
\section f160 UV to Color @@ -1729,7 +1729,7 @@ Transfer texture/vertex color from one mesh to another's texture. \c Mesh Source Mesh The mesh that contains the source data that we want to transfer -- \c Mesh Target Mesh The mesh whose texture will be filled according to source mesh texture or vertex color -- \c Enum Color Data Source Choose to transfer color information from source mesh texture or vertex color -- - \c AbsPerc Max Dist Search Sample points for which we do not find anything whithin this distance are rejected and not considered for recovering data -- + \c AbsPerc Max Dist Search Sample points for which we do not find anything within this distance are rejected and not considered for recovering data -- \c String Texture file The texture file to be created -- \c Int Texture width (px) The texture width -- \c Int Texture height (px) The texture height -- @@ -1744,7 +1744,7 @@ Generates Vertex Color values picking color from another mesh texture. - +
\c Mesh Source Mesh The mesh with associated texture that we want to sample from --
\c Mesh Target Mesh The mesh whose vertex color will be filled according to source mesh texture --
\c AbsPerc Max Dist Search Sample points for which we do not find anything whithin this distance are rejected and not considered for recovering color --
\c AbsPerc Max Dist Search Sample points for which we do not find anything within this distance are rejected and not considered for recovering color --
\section f167 Planar flipping optimization @@ -1813,7 +1813,7 @@ Scale Dependent Laplacian Smoothing, extended version of Laplacian Smoothing, ba \section f174 TwoStep Smooth -Two Step Smoothing, a feature preserving/enhancing fairing filter. It is based on a Normal Smoothing step where similar normals are averaged toghether and a step where the vertexes are fitted on the new normals +Two Step Smoothing, a feature preserving/enhancing fairing filter. It is based on a Normal Smoothing step where similar normals are averaged together and a step where the vertexes are fitted on the new normals

Parameters

@@ -1932,12 +1932,12 @@ Recompute face normals as the normal of the average of the normals of the triang No parameters.
\section f189 Normalize Face Normals -Normalize Face Normal Lenghts +Normalize Face Normal Lengths

Parameters

No parameters.
\section f190 Normalize Vertex Normals -Normalize Vertex Normal Lenghts +Normalize Vertex Normal Lengths

Parameters

No parameters.
\section f191 Vertex Linear Morphing diff --git a/src/README.md b/src/README.md index 7dad58ffb..3458b99b1 100644 --- a/src/README.md +++ b/src/README.md @@ -41,7 +41,7 @@ On __osx__ some plugins exploit openmp parallelism (screened poisson, isoparamet On __Windows__, we suggest to build meshlab using QtCreator. Before trying to build, you should: - * install VisualStudio >= 2017 with the C++ developement package; + * install VisualStudio >= 2017 with the C++ development package; * install Qt >= 5.12 and QtCreator. then, open the CMakeLists.txt file and try to build MeshLab. diff --git a/src/external/openkinect/examples/cppview.cpp b/src/external/openkinect/examples/cppview.cpp index 45e31f9a9..aa6ed54e2 100755 --- a/src/external/openkinect/examples/cppview.cpp +++ b/src/external/openkinect/examples/cppview.cpp @@ -219,7 +219,7 @@ void DrawGLScene() void keyPressed(unsigned char key, int x, int y) { - /* FreenectDeviceState::getState() doesnt really work as expected */ + /* FreenectDeviceState::getState() doesn't really work as expected */ //double freenect_angle = device->getState().getTiltDegs(); if (key == 27) { diff --git a/src/meshlabplugins/decorate_raster_proj/decorate_raster_proj.cpp b/src/meshlabplugins/decorate_raster_proj/decorate_raster_proj.cpp index 08af234b8..b7176fac1 100644 --- a/src/meshlabplugins/decorate_raster_proj/decorate_raster_proj.cpp +++ b/src/meshlabplugins/decorate_raster_proj/decorate_raster_proj.cpp @@ -420,7 +420,7 @@ void DecorateRasterProjPlugin::updateDepthTexture(QGLContext* glctx, MLSceneGLSh void DecorateRasterProjPlugin::updateCurrentRaster( MeshDocument &m, QGLContext* glctx, MLSceneGLSharedDataContext* ctx) { // Update the stored raster with the one provided by the mesh document. - // If both are identical, the update is simply skiped. + // If both are identical, the update is simply skipped. if( m.rm() == m_CurrentRaster ) return; diff --git a/src/meshlabplugins/edit_align/align/align_parameter.cpp b/src/meshlabplugins/edit_align/align/align_parameter.cpp index f8346d182..52813dbb8 100644 --- a/src/meshlabplugins/edit_align/align/align_parameter.cpp +++ b/src/meshlabplugins/edit_align/align/align_parameter.cpp @@ -54,7 +54,7 @@ void AlignParameter::AlignPairParamToRichParameterSet(const AlignPair::Param &ap rps.addParam(RichBool("SampleMode",app.SampleMode == AlignPair::Param::SMNormalEqualized,"Normal Equalized Sampling","if true (default) the sample points of icp are chosen with a distribution uniform with respect to the normals of the surface. Otherwise they are distributed in a spatially uniform way.")); rps.addParam(RichFloat("ReduceFactorPerc",app.ReduceFactorPerc,"MSD Reduce Factor","At each ICP iteration the Minimal Starting Distance is reduced to be 5 times the percentile of the sample distances (e.g. if RF is 0.9 the new Minimal Starting Distance is 5 times the value such that 90% of the sample lies at a distance lower than .")); rps.addParam(RichFloat("PassHiFilter",app.PassHiFilter,"Sample Cut High","At each ICP iteration all the sample that are farther than the percentile are discarded ( In practice we use only the best results ).")); - rps.addParam(RichBool("MatchMode",app.MatchMode == AlignPair::Param::MMRigid,"Rigid matching","If true the ICP is cosntrained to perform matching only through roto-translations (no scaling allowed). If false a more relaxed transformation matrix is allowed (scaling and shearing can appear).")); + rps.addParam(RichBool("MatchMode",app.MatchMode == AlignPair::Param::MMRigid,"Rigid matching","If true the ICP is constrained to perform matching only through roto-translations (no scaling allowed). If false a more relaxed transformation matrix is allowed (scaling and shearing can appear).")); } void AlignParameter::RichParameterSetToMeshTreeParam(const RichParameterList &fps , MeshTree::Param &mtp) diff --git a/src/meshlabplugins/edit_pickpoints/editpickpoints.cpp b/src/meshlabplugins/edit_pickpoints/editpickpoints.cpp index 61015947d..992d9cc4c 100644 --- a/src/meshlabplugins/edit_pickpoints/editpickpoints.cpp +++ b/src/meshlabplugins/edit_pickpoints/editpickpoints.cpp @@ -89,7 +89,7 @@ void EditPickPointsPlugin::decorate(MeshModel &mm, GLArea *gla, QPainter *painte currentModel = &mm; } - //We have to calculate the position here because it doesnt work in the mouseEvent functions for some reason + //We have to calculate the position here because it doesn't work in the mouseEvent functions for some reason Point3m pickedPoint; if (moveSelectPoint) @@ -99,7 +99,7 @@ void EditPickPointsPlugin::decorate(MeshModel &mm, GLArea *gla, QPainter *painte currentMousePosition.y(), pickedPoint[0], pickedPoint[1], pickedPoint[2]); */ - //let the dialog know that this was the pointed picked in case it wants the information + //let the dialog know that this was the point picked in case it wants the information bool picked = Pick(currentMousePosition.x(), currentMousePosition.y(), pickedPoint); pickPointsDialog->selectOrMoveThisPoint(pickedPoint); diff --git a/src/meshlabplugins/edit_pickpoints/pickpointsDialog.cpp b/src/meshlabplugins/edit_pickpoints/pickpointsDialog.cpp index 3e3e89ba4..bb721a7bb 100644 --- a/src/meshlabplugins/edit_pickpoints/pickpointsDialog.cpp +++ b/src/meshlabplugins/edit_pickpoints/pickpointsDialog.cpp @@ -103,7 +103,7 @@ PickedPointTreeWidgetItem::PickedPointTreeWidgetItem( setName(name); active = _active; - //would set the checkbox but qt doesnt allow a way to do this in the constructor + //would set the checkbox but qt doesn't allow a way to do this in the constructor //set point and normal setPointAndNormal(intputPoint, faceNormal); diff --git a/src/meshlabplugins/edit_pickpoints/pickpointsDialog.h b/src/meshlabplugins/edit_pickpoints/pickpointsDialog.h index 514545a9a..a6698c564 100644 --- a/src/meshlabplugins/edit_pickpoints/pickpointsDialog.h +++ b/src/meshlabplugins/edit_pickpoints/pickpointsDialog.h @@ -68,7 +68,7 @@ public: //get the normal Point3m getNormal(); - //clear the ponint datas + //clear the point data void clearPoint(); //return if the point is set diff --git a/src/meshlabplugins/filter_isoparametrization/filter_isoparametrization.cpp b/src/meshlabplugins/filter_isoparametrization/filter_isoparametrization.cpp index 60cc63b2f..267db5da0 100644 --- a/src/meshlabplugins/filter_isoparametrization/filter_isoparametrization.cpp +++ b/src/meshlabplugins/filter_isoparametrization/filter_isoparametrization.cpp @@ -128,7 +128,7 @@ RichParameterList FilterIsoParametrization::initParameterList(const QAction *a, "3: Regularity : stop at minimum number of irregular vertices
" "4: L2 : stop at minimum OneWay L2 Stretch Eff"))); - par.addParam(RichInt("convergenceSpeed",1, "Convergence Precision", "This parameter controls the convergence speed/precision of the optimization of the texture coordinates. Larger the number slower the processing and ,eventually, slightly better results")); + par.addParam(RichInt("convergenceSpeed",1, "Convergence Precision", "This parameter controls the convergence speed/precision of the optimization of the texture coordinates. Larger the number slower the processing and, eventually, slightly better results")); par.addParam(RichBool("DoubleStep",true,"Double Step","Use this bool to divide the parameterization in 2 steps. Double step makes the overall process faster and robust." "
Consider to disable this bool in case the object has topologycal noise or small handles.")); // par.addParam(RichOpenFile("AbsLoadName", "", {"*.txt"}, "Load AM", "The filename of the abstract mesh that has to be loaded. If empty, the abstract mesh will be computed according to the above parameters (suggested extension '.abs').")); diff --git a/src/meshlabplugins/filter_sample_dyn/filter_sample_dyn.cpp b/src/meshlabplugins/filter_sample_dyn/filter_sample_dyn.cpp index ffa33eef8..0156ded80 100644 --- a/src/meshlabplugins/filter_sample_dyn/filter_sample_dyn.cpp +++ b/src/meshlabplugins/filter_sample_dyn/filter_sample_dyn.cpp @@ -87,7 +87,7 @@ FilterPlugin::FilterClass ExtraSampleDynPlugin::getClass(const QAction *) const // // In this sample a couple of parameter are declared as dynamic. That means that the meshlab framework will automatically // manage the store and restore of the mesh state during the dynamic movement of the filter. -// The pluging writer is no more burdened with the task of saving the state but has only to declare what the filter changes +// The plugin writer is no more burdened with the task of saving the state but has only to declare what the filter changes // (in this case just the vertex color). When a filter is dynamic (e.g. it has a dynamic float parameter) the meshlab // framework will automatically store that part of the state at the opening of the dialog. When the user drag the slider, // the framework will restore the state and then simply call the apply callback of the filter.
\c Int Smoothing steps The number of times that the whole algorithm (normal smoothing + vertex fitting) is iterated. --