Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2021-12-07 09:19:15 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-12-07 09:38:48 +0300
commitffc4c126f5416b04a01653e7a03451797b98aba4 (patch)
treeac63d70d33aae5ab1666c9c2f62058c9c1eebd5c /source/blender/blenkernel/intern/mesh.cc
parentf159d49f56cedccd509ee93f5a5fb51f4f39eeb8 (diff)
Cleanup: move public doc-strings into headers for 'blenkernel'
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
Diffstat (limited to 'source/blender/blenkernel/intern/mesh.cc')
-rw-r--r--source/blender/blenkernel/intern/mesh.cc60
1 files changed, 0 insertions, 60 deletions
diff --git a/source/blender/blenkernel/intern/mesh.cc b/source/blender/blenkernel/intern/mesh.cc
index c367602f037..5f8d4ccb734 100644
--- a/source/blender/blenkernel/intern/mesh.cc
+++ b/source/blender/blenkernel/intern/mesh.cc
@@ -690,12 +690,6 @@ static int customdata_compare(
return 0;
}
-/**
- * Used for unit testing; compares two meshes, checking only
- * differences we care about. should be usable with leaf's
- * testing framework I get RNA work done, will use hackish
- * testing code for now.
- */
const char *BKE_mesh_cmp(Mesh *me1, Mesh *me2, float thresh)
{
int c;
@@ -896,10 +890,6 @@ bool BKE_mesh_has_custom_loop_normals(Mesh *me)
return CustomData_has_layer(&me->ldata, CD_CUSTOMLOOPNORMAL);
}
-/**
- * Free (or release) any data used by this mesh (does not free the mesh itself).
- * Only use for undo, in most cases `BKE_id_free(nullptr, me)` should be used.
- */
void BKE_mesh_free_data_for_undo(Mesh *me)
{
mesh_free_data(&me->id);
@@ -1014,10 +1004,6 @@ Mesh *BKE_mesh_new_nomain(
return mesh;
}
-/**
- * Copy user editable settings that we want to preserve
- * when a new mesh is based on an existing mesh.
- */
void BKE_mesh_copy_parameters(Mesh *me_dst, const Mesh *me_src)
{
/* Copy general settings. */
@@ -1040,12 +1026,6 @@ void BKE_mesh_copy_parameters(Mesh *me_dst, const Mesh *me_src)
me_dst->vertex_group_active_index = me_src->vertex_group_active_index;
}
-/**
- * A version of #BKE_mesh_copy_parameters that is intended for evaluated output
- * (the modifier stack for example).
- *
- * \warning User counts are not handled for ID's.
- */
void BKE_mesh_copy_parameters_for_eval(Mesh *me_dst, const Mesh *me_src)
{
/* User counts aren't handled, don't copy into a mesh from #G_MAIN. */
@@ -1344,10 +1324,6 @@ void BKE_mesh_orco_ensure(Object *ob, Mesh *mesh)
CustomData_add_layer(&mesh->vdata, CD_ORCO, CD_ASSIGN, orcodata, mesh->totvert);
}
-/**
- * Rotates the vertices of a face in case v[2] or v[3] (vertex index) is = 0.
- * this is necessary to make the if #MFace.v4 check for quads work.
- */
int BKE_mesh_mface_index_validate(MFace *mface, CustomData *fdata, int mfindex, int nr)
{
/* first test if the face is legal */
@@ -1551,10 +1527,6 @@ void BKE_mesh_smooth_flag_set(Mesh *me, const bool use_smooth)
}
}
-/**
- * Find the index of the loop in 'poly' which references vertex,
- * returns -1 if not found
- */
int poly_find_loop_from_vert(const MPoly *poly, const MLoop *loopstart, uint vert)
{
for (int j = 0; j < poly->totloop; j++, loopstart++) {
@@ -1566,11 +1538,6 @@ int poly_find_loop_from_vert(const MPoly *poly, const MLoop *loopstart, uint ver
return -1;
}
-/**
- * Fill \a r_adj with the loop indices in \a poly adjacent to the
- * vertex. Returns the index of the loop matching vertex, or -1 if the
- * vertex is not in \a poly
- */
int poly_get_adj_loops_from_vert(const MPoly *poly, const MLoop *mloop, uint vert, uint r_adj[2])
{
int corner = poly_find_loop_from_vert(poly, &mloop[poly->loopstart], vert);
@@ -1584,10 +1551,6 @@ int poly_get_adj_loops_from_vert(const MPoly *poly, const MLoop *mloop, uint ver
return corner;
}
-/**
- * Return the index of the edge vert that is not equal to \a v. If
- * neither edge vertex is equal to \a v, returns -1.
- */
int BKE_mesh_edge_other_vert(const MEdge *e, int v)
{
if (e->v1 == v) {
@@ -1600,9 +1563,6 @@ int BKE_mesh_edge_other_vert(const MEdge *e, int v)
return -1;
}
-/**
- * Sets each output array element to the edge index if it is a real edge, or -1.
- */
void BKE_mesh_looptri_get_real_edges(const Mesh *mesh, const MLoopTri *looptri, int r_edges[3])
{
for (int i = 2, i_next = 0; i_next < 3; i = i_next++) {
@@ -1615,7 +1575,6 @@ void BKE_mesh_looptri_get_real_edges(const Mesh *mesh, const MLoopTri *looptri,
}
}
-/* basic vertex data functions */
bool BKE_mesh_minmax(const Mesh *me, float r_min[3], float r_max[3])
{
int i = me->totvert;
@@ -1797,9 +1756,6 @@ void BKE_mesh_mselect_validate(Mesh *me)
me->mselect = mselect_dst;
}
-/**
- * Return the index within me->mselect, or -1
- */
int BKE_mesh_mselect_find(Mesh *me, int index, int type)
{
BLI_assert(ELEM(type, ME_VSEL, ME_ESEL, ME_FSEL));
@@ -1813,9 +1769,6 @@ int BKE_mesh_mselect_find(Mesh *me, int index, int type)
return -1;
}
-/**
- * Return The index of the active element.
- */
int BKE_mesh_mselect_active_get(Mesh *me, int type)
{
BLI_assert(ELEM(type, ME_VSEL, ME_ESEL, ME_FSEL));
@@ -1916,13 +1869,6 @@ void BKE_mesh_vert_normals_apply(Mesh *mesh, const short (*vert_normals)[3])
mesh->runtime.cd_dirty_vert &= ~CD_MASK_NORMAL;
}
-/**
- * Compute 'split' (aka loop, or per face corner's) normals.
- *
- * \param r_lnors_spacearr: Allows to get computed loop normal space array.
- * That data, among other things, contains 'smooth fan' info, useful e.g.
- * to split geometry along sharp edges...
- */
void BKE_mesh_calc_normals_split_ex(Mesh *mesh, MLoopNorSpaceArray *r_lnors_spacearr)
{
float(*r_loopnors)[3];
@@ -2198,12 +2144,6 @@ static void split_faces_split_new_edges(Mesh *mesh,
}
}
-/* Split faces based on the edge angle and loop normals.
- * Matches behavior of face splitting in render engines.
- *
- * NOTE: Will leave CD_NORMAL loop data layer which is
- * used by render engines to set shading up.
- */
void BKE_mesh_split_faces(Mesh *mesh, bool free_loop_normals)
{
const int num_polys = mesh->totpoly;