diff options
author | Jeroen Bakker <jeroen@blender.org> | 2022-10-10 14:28:45 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2022-10-10 14:28:45 +0300 |
commit | 7df5695ce723de700c6ded9c042f9d977ef33f0b (patch) | |
tree | 31c25119c64d9c84a9f1b8a32623139028d4e139 /source/blender/blenkernel | |
parent | 685f576a43bb2d9f3a23eda098091c33ccb5cc24 (diff) |
Updated comments (c-style comments).
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/intern/pbvh_uv_islands.cc | 24 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/pbvh_uv_islands.hh | 2 |
2 files changed, 11 insertions, 15 deletions
diff --git a/source/blender/blenkernel/intern/pbvh_uv_islands.cc b/source/blender/blenkernel/intern/pbvh_uv_islands.cc index a2940a6c46a..7a06de4dad3 100644 --- a/source/blender/blenkernel/intern/pbvh_uv_islands.cc +++ b/source/blender/blenkernel/intern/pbvh_uv_islands.cc @@ -531,7 +531,6 @@ struct InnerEdge { } }; -// TODO: should have InnerEdges and Primitives to reduce complexity in algorithm struct Fan { /* Blades of the fan. */ Vector<InnerEdge> inner_edges; @@ -749,10 +748,6 @@ static void extend_at_vert(UVIsland &island, UVBorderCorner &corner, float min_u } fan.init_uv_coordinates(*uv_vertex); fan.mark_already_added_segments(*uv_vertex); - - // tag them as being 'not fixed in uv space'. count them and determine a position in uv space. - // add UV primitives for them. - // recalc the border. int num_to_add = fan.count_num_to_add(); if (num_to_add == 0) { @@ -760,9 +755,12 @@ static void extend_at_vert(UVIsland &island, UVBorderCorner &corner, float min_u MeshPrimitive *fill_primitive_2 = corner.first->uv_primitive->primitive; MeshPrimitive *fill_primitive = find_fill_border(corner); - // Although the fill_primitive can fill the missing segment it could lead to a squashed - // triangle when the corner angle is near 180 degrees. In order to fix this we will - // always add two segments both using the found fill primitive. + + /* + * Although the fill_primitive can fill the missing segment it could lead to a squashed + * triangle when the corner angle is near 180 degrees. In order to fix this we will + * always add two segments both using the same fill primitive. + */ if (fill_primitive) { fill_primitive_1 = fill_primitive; fill_primitive_2 = fill_primitive; @@ -811,13 +809,13 @@ static void extend_at_vert(UVIsland &island, UVBorderCorner &corner, float min_u float factor = (i + 1.0f) / (num_to_add + 1.0f); float2 new_uv = corner.uv(factor, min_uv_distance); - // Find an segment that contains the 'current edge'. + /* Find an segment that contains the 'current edge'. */ for (InnerEdge &segment : fan.inner_edges) { if (segment.flags.found) { continue; } - // Find primitive that shares the current edge and the segment edge. + /* Find primitive that shares the current edge and the segment edge. */ MeshPrimitive *fill_primitive = find_fill_border( *uv_vertex->vertex, *shared_edge_vertex, @@ -921,8 +919,6 @@ static void reset_extendability_flags(UVIsland &island) void UVIsland::extend_border(const UVIslandsMask &mask, const short island_index) { - // Find sharpest corner that still inside the island mask and can be extended. - // exit when no corner could be found. reset_extendability_flags(*this); int64_t border_index = 0; @@ -938,12 +934,12 @@ void UVIsland::extend_border(const UVIslandsMask &mask, const short island_index UVVertex *uv_vertex = extension_corner->second->get_uv_vertex(0); - /* When outside the mask, the uv should not be considered for extension. */ + /* Found corner is outside the mask, the corner should not be considered for extension. */ const UVIslandsMask::Tile *tile = mask.find_tile(uv_vertex->uv); if (tile && tile->is_masked(island_index, uv_vertex->uv)) { extend_at_vert(*this, *extension_corner, tile->get_pixel_size_in_uv_space() * 2.0f); } - /* Mark that the vert is extended. Unable to extend twice. */ + /* Mark that the vert is extended. */ uv_vertex->flags.is_extended = true; } } diff --git a/source/blender/blenkernel/intern/pbvh_uv_islands.hh b/source/blender/blenkernel/intern/pbvh_uv_islands.hh index 26a2e9785c9..a21afcdc562 100644 --- a/source/blender/blenkernel/intern/pbvh_uv_islands.hh +++ b/source/blender/blenkernel/intern/pbvh_uv_islands.hh @@ -7,7 +7,7 @@ * Island. * * \note Similar to `uvedit_islands.cc`, but optimized for PBVH painting without using BMesh for - * performance reasons. Does not support non-manifold meshes or edges with more than 2 faces. + * performance reasons. Non-manifold meshes only (i.e. edges must have less than 3 faces). * * Polygons (face with more than 3 edges) are supported as they are split up to primitives. * |