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https://github.com/bevyengine/bevy
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Fix a few "repeated word" typos (#13955)
# Objective Stumbled on one of these and went digging for more ## Solution ```diff - word word + word ```
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11 changed files with 12 additions and 11 deletions
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@ -111,7 +111,7 @@ not run in the audio thread, but in the main game loop thread.
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## Communication with the audio thread
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## Communication with the audio thread
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To be able to to anything useful with audio, the thread has to be able to
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To be able to do anything useful with audio, the thread has to be able to
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communicate with the rest of the system, ie. update parameters, send/receive
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communicate with the rest of the system, ie. update parameters, send/receive
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audio data, etc., and all of that needs to be done within the constraints of
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audio data, etc., and all of that needs to be done within the constraints of
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real-time programming, of course.
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real-time programming, of course.
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@ -79,7 +79,7 @@ pub struct BloomSettings {
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/// Somewhat comparable to the Q factor of an equalizer node.
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/// Somewhat comparable to the Q factor of an equalizer node.
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///
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///
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/// Valid range:
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/// Valid range:
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/// * 0.0 - base base intensity and boosted intensity are linearly interpolated
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/// * 0.0 - base intensity and boosted intensity are linearly interpolated
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/// * 1.0 - all frequencies below maximum are at boosted intensity level
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/// * 1.0 - all frequencies below maximum are at boosted intensity level
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pub low_frequency_boost_curvature: f32,
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pub low_frequency_boost_curvature: f32,
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@ -14,7 +14,7 @@ pub const ON_REMOVE: ComponentId = ComponentId::new(2);
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#[derive(Event)]
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#[derive(Event)]
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pub struct OnAdd;
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pub struct OnAdd;
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/// Trigger emitted when a component is inserted on to to an entity.
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/// Trigger emitted when a component is inserted onto an entity.
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#[derive(Event)]
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#[derive(Event)]
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pub struct OnInsert;
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pub struct OnInsert;
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@ -381,7 +381,7 @@ impl<'w> DeferredWorld<'w> {
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/// Gets an [`UnsafeWorldCell`] containing the underlying world.
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/// Gets an [`UnsafeWorldCell`] containing the underlying world.
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///
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///
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/// # Safety
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/// # Safety
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/// - must only be used to to make non-structural ECS changes
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/// - must only be used to make non-structural ECS changes
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#[inline]
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#[inline]
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pub(crate) fn as_unsafe_world_cell(&mut self) -> UnsafeWorldCell {
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pub(crate) fn as_unsafe_world_cell(&mut self) -> UnsafeWorldCell {
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self.world
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self.world
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@ -156,7 +156,7 @@ pub fn keyboard_input_system(
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///
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///
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/// This enum is primarily used to store raw keycodes when Winit doesn't map a given native
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/// This enum is primarily used to store raw keycodes when Winit doesn't map a given native
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/// physical key identifier to a meaningful [`KeyCode`] variant. In the presence of identifiers we
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/// physical key identifier to a meaningful [`KeyCode`] variant. In the presence of identifiers we
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/// haven't mapped for you yet, this lets you use use [`KeyCode`] to:
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/// haven't mapped for you yet, this lets you use [`KeyCode`] to:
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///
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///
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/// - Correctly match key press and release events.
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/// - Correctly match key press and release events.
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/// - On non-web platforms, support assigning keybinds to virtually any key through a UI.
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/// - On non-web platforms, support assigning keybinds to virtually any key through a UI.
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@ -1190,7 +1190,7 @@ impl<P: VectorSpace> RationalCurve<P> {
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}
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}
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}
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}
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/// Returns the length of of the domain of the parametric curve.
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/// Returns the length of the domain of the parametric curve.
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#[inline]
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#[inline]
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pub fn domain(&self) -> f32 {
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pub fn domain(&self) -> f32 {
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self.segments.iter().map(|segment| segment.knot_span).sum()
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self.segments.iter().map(|segment| segment.knot_span).sum()
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@ -90,7 +90,7 @@ pub struct PreprocessPipeline {
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pub bind_group_layout: BindGroupLayout,
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pub bind_group_layout: BindGroupLayout,
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/// The pipeline ID for the compute shader.
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/// The pipeline ID for the compute shader.
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///
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///
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/// This gets filled in in `prepare_preprocess_pipelines`.
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/// This gets filled in `prepare_preprocess_pipelines`.
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pub pipeline_id: Option<CachedComputePipelineId>,
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pub pipeline_id: Option<CachedComputePipelineId>,
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}
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}
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@ -56,7 +56,7 @@ fn parallaxed_uv(
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var texture_depth = sample_depth_map(uv);
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var texture_depth = sample_depth_map(uv);
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// texture_depth > current_layer_depth means the depth map depth is deeper
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// texture_depth > current_layer_depth means the depth map depth is deeper
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// than the depth the ray would be at at this UV offset so the ray has not
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// than the depth the ray would be at this UV offset so the ray has not
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// intersected the surface
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// intersected the surface
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for (var i: i32 = 0; texture_depth > current_layer_depth && i <= i32(layer_count); i++) {
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for (var i: i32 = 0; texture_depth > current_layer_depth && i <= i32(layer_count); i++) {
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current_layer_depth += layer_depth;
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current_layer_depth += layer_depth;
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@ -142,7 +142,7 @@ fn draw(in: VertexOutput, texture_color: vec4<f32>) -> vec4<f32> {
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// Signed distance from the border's internal edge (the signed distance is negative if the point
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// Signed distance from the border's internal edge (the signed distance is negative if the point
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// is inside the rect but not on the border).
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// is inside the rect but not on the border).
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// If the border size is set to zero, this is the same as as the external distance.
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// If the border size is set to zero, this is the same as the external distance.
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let internal_distance = sd_inset_rounded_box(in.point, in.size, in.radius, in.border);
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let internal_distance = sd_inset_rounded_box(in.point, in.size, in.radius, in.border);
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// Signed distance from the border (the intersection of the rect with its border).
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// Signed distance from the border (the intersection of the rect with its border).
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@ -10,7 +10,8 @@ use bevy::render::{
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};
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};
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// Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for
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// Define a "marker" component to mark the custom mesh. Marker components are often used in Bevy for
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// filtering entities in queries with With, they're usually not queried directly since they don't contain information within them.
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// filtering entities in queries with `With`, they're usually not queried directly since they don't
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// contain information within them.
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#[derive(Component)]
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#[derive(Component)]
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struct CustomUV;
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struct CustomUV;
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@ -141,7 +141,7 @@ impl ComputedStates for Tutorial {
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// effective to rely on the already derived states to avoid the logic drifting apart.
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// effective to rely on the already derived states to avoid the logic drifting apart.
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//
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//
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// Notice that you can wrap any of the [`States`] here in [`Option`]s. If you do so,
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// Notice that you can wrap any of the [`States`] here in [`Option`]s. If you do so,
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// the the computation will get called even if the state does not exist.
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// the computation will get called even if the state does not exist.
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type SourceStates = (TutorialState, InGame, Option<IsPaused>);
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type SourceStates = (TutorialState, InGame, Option<IsPaused>);
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// Notice that we aren't using InGame - we're just using it as a source state to
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// Notice that we aren't using InGame - we're just using it as a source state to
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