diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-21 17:54:27 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-21 23:30:08 +0300 |
commit | cda4cd0705f92dd0aac760071a4f71b98935d19f (patch) | |
tree | 25c60c32bbb85f695bbdf8a1acd8e1addc62c684 /source/blender/blenlib/intern/math_geom.c | |
parent | 0ac990d088d553c27f5360f62e142e99f087890a (diff) |
Cleanup: comments (long lines) in blenlib
Diffstat (limited to 'source/blender/blenlib/intern/math_geom.c')
-rw-r--r-- | source/blender/blenlib/intern/math_geom.c | 31 |
1 files changed, 21 insertions, 10 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index 668308581e7..fa018cca642 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -599,7 +599,8 @@ float dist_squared_to_ray_v3_normalized(const float ray_origin[3], /** * Find the closest point in a seg to a ray and return the distance squared. - * \param r_point: Is the point on segment closest to ray (or to ray_origin if the ray and the segment are parallel). + * \param r_point: Is the point on segment closest to ray + * (or to ray_origin if the ray and the segment are parallel). * \param r_depth: the distance of r_point projection on ray to the ray_origin. */ float dist_squared_ray_to_seg_v3(const float ray_origin[3], @@ -2868,7 +2869,8 @@ bool isect_ray_aabb_v3(const struct IsectRayAABB_Precalc *data, * Test a bounding box (AABB) for ray intersection. * Assumes the ray is already local to the boundbox space. * - * \note: \a direction should be normalized if you intend to use the \a tmin or \a tmax distance results! + * \note: \a direction should be normalized + * if you intend to use the \a tmin or \a tmax distance results! */ bool isect_ray_aabb_v3_simple(const float orig[3], const float dir[3], @@ -3131,7 +3133,8 @@ bool isect_point_tri_prism_v3(const float p[3], /** * \param r_isect_co: The point \a p projected onto the triangle. * \return True when \a p is inside the triangle. - * \note Its up to the caller to check the distance between \a p and \a r_vi against an error margin. + * \note Its up to the caller to check the distance between \a p and \a r_vi + * against an error margin. */ bool isect_point_tri_v3( const float p[3], const float v1[3], const float v2[3], const float v3[3], float r_isect_co[3]) @@ -3408,7 +3411,12 @@ void interp_weights_quad_v3(float w[4], } } -/* return 1 of point is inside triangle, 2 if it's on the edge, 0 if point is outside of triangle */ +/** + * \return + * - 0 if the point is outside of triangle. + * - 1 if the point is inside triangle. + * - 2 if it's on the edge. + * */ int barycentric_inside_triangle_v2(const float w[3]) { if (IN_RANGE(w[0], 0.0f, 1.0f) && IN_RANGE(w[1], 0.0f, 1.0f) && IN_RANGE(w[2], 0.0f, 1.0f)) { @@ -3469,7 +3477,8 @@ void barycentric_weights_v2( /** * A version of #barycentric_weights_v2 that doesn't allow negative weights. - * Useful when negative values cause problems and points are only ever slightly outside of the triangle. + * Useful when negative values cause problems and points are only + * ever slightly outside of the triangle. */ void barycentric_weights_v2_clamped( const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3]) @@ -3524,9 +3533,9 @@ void barycentric_weights_v2_quad(const float v1[2], float w[4]) { /* note: fabsf() here is not needed for convex quads (and not used in interp_weights_poly_v2). - * but in the case of concave/bow-tie quads for the mask rasterizer it gives unreliable results - * without adding absf(). If this becomes an issue for more general usage we could have - * this optional or use a different function - Campbell */ + * but in the case of concave/bow-tie quads for the mask rasterizer it gives unreliable results + * without adding absf(). If this becomes an issue for more general usage we could have + * this optional or use a different function - Campbell */ #define MEAN_VALUE_HALF_TAN_V2(_area, i1, i2) \ ((_area = cross_v2v2(dirs[i1], dirs[i2])) != 0.0f ? \ fabsf(((lens[i1] * lens[i2]) - dot_v2v2(dirs[i1], dirs[i2])) / _area) : \ @@ -4338,7 +4347,8 @@ void window_translate_m4(float winmat[4][4], float perspmat[4][4], const float x } /** - * Frustum planes extraction from a projection matrix (homogeneous 4d vector representations of planes). + * Frustum planes extraction from a projection matrix + * (homogeneous 4d vector representations of planes). * * plane parameters can be NULL if you do not need them. */ @@ -4814,7 +4824,8 @@ void tangent_from_uv_v3(const float uv1[2], * \param pos: current pos array of 'new' positions * \param weight: current weight array of 'new'weights (may be NULL pointer if you have no weights) * \param rpos: Reference rpos array of 'old' positions - * \param rweight: Reference rweight array of 'old'weights (may be NULL pointer if you have no weights). + * \param rweight: Reference rweight array of 'old'weights + * (may be NULL pointer if you have no weights). * * output * |