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https://github.com/bevyengine/bevy
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Fix some duplicate words in docs/comments (#15980)
# Objective Stumbled upon one of these, and set off in search of more, armed with my trusty `\b(\w+)\s+\1\b`. ## Solution Remove ~one~ one of them.
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79e73738c7
commit
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14 changed files with 20 additions and 20 deletions
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@ -441,7 +441,7 @@ impl AnimationGraph {
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/// All of the animation clips will be direct children of the root with
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/// weight 1.0.
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///
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/// Returns the the graph and indices of the new nodes.
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/// Returns the graph and indices of the new nodes.
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pub fn from_clips<'a, I>(clips: I) -> (Self, Vec<AnimationNodeIndex>)
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where
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I: IntoIterator<Item = Handle<AnimationClip>>,
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@ -859,7 +859,7 @@ impl AssetProcessor {
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}
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}
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}
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// Note: this lock must remain alive until all processed asset asset and meta writes have finished (or failed)
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// Note: this lock must remain alive until all processed asset and meta writes have finished (or failed)
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// See ProcessedAssetInfo::file_transaction_lock docs for more info
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let _transaction_lock = {
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let mut infos = self.data.asset_infos.write().await;
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@ -228,7 +228,7 @@ use derive_more::derive::{Display, Error};
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///
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/// In general, this shouldn't happen often, but when it does the algorithm is simple and predictable:
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/// 1. Use all of the constructors (including default constructors) directly defined in the spawned component's require list
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/// 2. In the order the requires are defined in `#[require()]`, recursively visit the require list of each of the components in the list (this is a depth Depth First Search). When a constructor is found, it will only be used if one has not already been found.
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/// 2. In the order the requires are defined in `#[require()]`, recursively visit the require list of each of the components in the list (this is a Depth First Search). When a constructor is found, it will only be used if one has not already been found.
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///
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/// From a user perspective, just think about this as the following:
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/// 1. Specifying a required component constructor for Foo directly on a spawned component Bar will result in that constructor being used (and overriding existing constructors lower in the inheritance tree). This is the classic "inheritance override" behavior people expect.
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@ -19,7 +19,7 @@ impl ReflectMapEntities {
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/// A general method for remapping entities in a reflected value via an [`EntityMapper`].
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///
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/// # Panics
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/// Panics if the the type of the reflected value doesn't match.
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/// Panics if the type of the reflected value doesn't match.
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pub fn map_entities(&self, reflected: &mut dyn PartialReflect, mapper: &mut dyn EntityMapper) {
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(self.map_entities)(reflected, mapper);
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}
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@ -1665,7 +1665,7 @@ pub struct EntityEntryCommands<'a, T> {
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}
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impl<'a, T: Component> EntityEntryCommands<'a, T> {
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/// Modify the component `T` if it exists, using the the function `modify`.
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/// Modify the component `T` if it exists, using the function `modify`.
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pub fn and_modify(&mut self, modify: impl FnOnce(Mut<T>) + Send + Sync + 'static) -> &mut Self {
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self.entity_commands
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.queue(move |mut entity: EntityWorldMut| {
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@ -74,7 +74,7 @@ impl SystemMeta {
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&self.name
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}
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/// Sets the name of of this system.
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/// Sets the name of this system.
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///
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/// Useful to give closure systems more readable and unique names for debugging and tracing.
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#[inline]
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@ -332,10 +332,10 @@ where
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}
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impl<T> UnevenSampleAutoCurve<T> {
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/// Create a new [`UnevenSampleAutoCurve`] from a given set of timed samples, interpolated
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/// using the The samples are filtered to finite times and
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/// sorted internally; if there are not at least 2 valid timed samples, an error will be
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/// returned.
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/// Create a new [`UnevenSampleAutoCurve`] from a given set of timed samples.
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///
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/// The samples are filtered to finite times and sorted internally; if there are not
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/// at least 2 valid timed samples, an error will be returned.
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pub fn new(timed_samples: impl IntoIterator<Item = (f32, T)>) -> Result<Self, UnevenCoreError> {
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Ok(Self {
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core: UnevenCore::new(timed_samples)?,
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@ -70,11 +70,11 @@ pub struct Meshlet {
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pub triangle_count: u8,
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/// Unused.
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pub padding: u16,
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/// Number of bits used to to store the X channel of vertex positions within this meshlet.
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/// Number of bits used to store the X channel of vertex positions within this meshlet.
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pub bits_per_vertex_position_channel_x: u8,
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/// Number of bits used to to store the Y channel of vertex positions within this meshlet.
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/// Number of bits used to store the Y channel of vertex positions within this meshlet.
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pub bits_per_vertex_position_channel_y: u8,
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/// Number of bits used to to store the Z channel of vertex positions within this meshlet.
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/// Number of bits used to store the Z channel of vertex positions within this meshlet.
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pub bits_per_vertex_position_channel_z: u8,
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/// Power of 2 factor used to quantize vertex positions within this meshlet.
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pub vertex_position_quantization_factor: u8,
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@ -42,7 +42,7 @@ impl MeshletMesh {
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///
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/// # Vertex precision
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///
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/// `vertex_position_quantization_factor` is the amount of precision to to use when quantizing vertex positions.
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/// `vertex_position_quantization_factor` is the amount of precision to use when quantizing vertex positions.
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///
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/// Vertices are snapped to the nearest (1/2^x)th of a centimeter, where x = `vertex_position_quantization_factor`.
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/// E.g. if x = 4, then vertices are snapped to the nearest 1/2^4 = 1/16th of a centimeter.
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@ -254,7 +254,7 @@ pub struct DragEntry {
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pub struct PointerState {
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/// Stores the press location and start time for each button currently being pressed by the pointer.
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pub pressing: HashMap<Entity, (Location, Instant, HitData)>,
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/// Stores the the starting and current locations for each entity currently being dragged by the pointer.
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/// Stores the starting and current locations for each entity currently being dragged by the pointer.
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pub dragging: HashMap<Entity, DragEntry>,
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/// Stores the hit data for each entity currently being dragged over by the pointer.
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pub dragging_over: HashMap<Entity, HitData>,
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@ -144,7 +144,7 @@
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//! a pointer hovers or clicks an entity. These simple events are then used to generate more complex
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//! events for dragging and dropping.
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//!
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//! Because it is completely agnostic to the the earlier stages of the pipeline, you can easily
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//! Because it is completely agnostic to the earlier stages of the pipeline, you can easily
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//! extend the plugin with arbitrary backends and input methods, yet still use all the high level
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//! features.
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@ -964,7 +964,7 @@ mod tests {
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}
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}
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/// These tests just verify that that the [`assert_scene_eq`] function is working properly for our tests.
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/// These tests just verify that the [`assert_scene_eq`] function is working properly for our tests.
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mod assert_scene_eq_tests {
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use super::*;
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@ -21,14 +21,14 @@ struct UiVertexOutput {
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// w = distance of the bottom horizontal dividing line
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@location(2) @interpolate(flat) texture_slices: vec4<f32>,
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// Defines the dividing line that are used to split the render target into into corner, side and center slices
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// Defines the dividing line that are used to split the render target into corner, side and center slices
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// The distances are normalized and from the top left corner of the render target
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// x = distance of left vertical dividing line
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// y = distance of top horizontal dividing line
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// z = distance of right vertical dividing line
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// w = distance of bottom horizontal dividing line
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@location(3) @interpolate(flat) target_slices: vec4<f32>,
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// The number of times the side or center texture slices should be repeated when mapping them to the border slices
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// x = number of times to repeat along the horizontal axis for the side textures
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// y = number of times to repeat along the vertical axis for the side textures
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@ -28,7 +28,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let slicer = TextureSlicer {
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// `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square.
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border: BorderRect::square(16.),
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// With `SliceScaleMode::Tile` the side and center slices are tiled to to fill the side and center sections of the target.
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// With `SliceScaleMode::Tile` the side and center slices are tiled to fill the side and center sections of the target.
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// And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image.
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center_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
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sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
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