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authorCampbell Barton <ideasman42@gmail.com>2019-01-15 15:15:58 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-01-15 15:30:31 +0300
commit4226ee0b71fec6f08897dacf3d6632526618acca (patch)
tree560c333c5a9458f3dbbb606befd52d558b35503f /source/blender/blenlib/intern/math_geom.c
parent30c3852ffd140b003410aae25b222dea8b76412f (diff)
Cleanup: comment line length (blenlib)
Prevents clang-format wrapping text before comments.
Diffstat (limited to 'source/blender/blenlib/intern/math_geom.c')
-rw-r--r--source/blender/blenlib/intern/math_geom.c21
1 files changed, 14 insertions, 7 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 930c12d3070..d9f4183d8ab 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -2200,7 +2200,8 @@ bool isect_tri_tri_epsilon_v3(
/* ignore collinear lines, they are either an edge shared between 2 tri's
* (which runs along [co_proj, plane_no], but can be safely ignored).
*
- * or a collinear edge placed away from the ray - which we don't intersect with & can ignore. */
+ * or a collinear edge placed away from the ray -
+ * which we don't intersect with & can ignore. */
if (UNLIKELY(edge_fac == -1.0f)) {
/* pass */
}
@@ -3424,7 +3425,8 @@ void transform_point_by_tri_v3(
* axis where its barycentric weights can be calculated in 2D and its Z offset can
* be re-applied. The weights are applied directly to the targets 3D points and the
* z-depth is used to scale the targets normal as an offset.
- * This saves transforming the target into its Z-Up orientation and back (which could also work) */
+ * This saves transforming the target into its Z-Up orientation and back
+ * (which could also work) */
float no_tar[3], no_src[3];
float mat_src[3][3];
float pt_src_xy[3];
@@ -3631,7 +3633,8 @@ void interp_weights_poly_v3(float *w, float v[][3], const int n, const float co[
while (i_next < n) {
/* Mark Mayer et al algorithm that is used here does not operate well if vertex is close
- * to borders of face. In that case, do simple linear interpolation between the two edge vertices */
+ * to borders of face.
+ * In that case, do simple linear interpolation between the two edge vertices */
/* 'd_next.len' is infact 'd_curr.len', just avoid copy to begin with */
if (UNLIKELY(d_next.len < eps)) {
@@ -3704,7 +3707,8 @@ void interp_weights_poly_v2(float *w, float v[][2], const int n, const float co[
while (i_next < n) {
/* Mark Mayer et al algorithm that is used here does not operate well if vertex is close
- * to borders of face. In that case, do simple linear interpolation between the two edge vertices */
+ * to borders of face. In that case,
+ * do simple linear interpolation between the two edge vertices */
/* 'd_next.len' is infact 'd_curr.len', just avoid copy to begin with */
if (UNLIKELY(d_next.len < eps)) {
@@ -3786,7 +3790,8 @@ void interp_cubic_v3(float x[3], float v[3], const float x1[3], const float v1[3
v[2] = 3 * a[2] * t2 + 2 * b[2] * t + v1[2];
}
-/* unfortunately internal calculations have to be done at double precision to achieve correct/stable results. */
+/* unfortunately internal calculations have to be done at double precision
+ * to achieve correct/stable results. */
#define IS_ZERO(x) ((x > (-DBL_EPSILON) && x < DBL_EPSILON) ? 1 : 0)
@@ -4056,7 +4061,8 @@ void perspective_m4(float mat[4][4], const float left, const float right, const
}
-/* translate a matrix created by orthographic_m4 or perspective_m4 in XY coords (used to jitter the view) */
+/* translate a matrix created by orthographic_m4 or perspective_m4 in XY coords
+ * (used to jitter the view) */
void window_translate_m4(float winmat[4][4], float perspmat[4][4], const float x, const float y)
{
if (winmat[2][3] == -1.0f) {
@@ -4550,7 +4556,8 @@ void vcloud_estimate_transform_v3(
if (lloc) copy_v3_v3(lloc, accu_com);
if (rloc) copy_v3_v3(rloc, accu_rcom);
if (lrot || lscale) { /* caller does not want rot nor scale, strange but legal */
- /*so now do some reverse engineering and see if we can split rotation from scale ->Polardecompose*/
+ /* so now do some reverse engineering and see if we can
+ * split rotation from scale -> Polardecompose */
/* build 'projection' matrix */
float m[3][3], mr[3][3], q[3][3], qi[3][3];
float va[3], vb[3], stunt[3];