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author | Campbell Barton <ideasman42@gmail.com> | 2021-02-09 02:42:00 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-02-09 02:42:00 +0300 |
commit | eab9165c2512581b918d8bfca40ec98ded08a84a (patch) | |
tree | 7eaef1101f8db4d8745763081a7214d287a36bae /source/blender/blenlib/intern/mesh_boolean.cc | |
parent | 3b1c7a6d6f2dfc4a72a1b33217366db6173d8d71 (diff) |
Cleanup: spelling
Diffstat (limited to 'source/blender/blenlib/intern/mesh_boolean.cc')
-rw-r--r-- | source/blender/blenlib/intern/mesh_boolean.cc | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenlib/intern/mesh_boolean.cc b/source/blender/blenlib/intern/mesh_boolean.cc index 09b6ffc1fd9..6ca5be743f0 100644 --- a/source/blender/blenlib/intern/mesh_boolean.cc +++ b/source/blender/blenlib/intern/mesh_boolean.cc @@ -2403,8 +2403,8 @@ static void inside_shape_callback(void *userdata, * how likely we think it is that it is inside. * This is done by casting some rays from just on the positive side of a test * face in various directions and summing the parity of crossing faces of each face. - * The BVHtree \a tree contains all the triangles of \a tm and can be used for - * fast raycasting. + * + * \param tree: Contains all the triangles of \a tm and can be used for fast ray-casting. */ static void test_tri_inside_shapes(const IMesh &tm, std::function<int(int)> shape_fn, @@ -2424,7 +2424,7 @@ static void test_tri_inside_shapes(const IMesh &tm, return; } double3 test_point = calc_point_inside_tri_db(tri_test); - /* Offset the test point a tiny bit in the tri_test normal direcction. */ + /* Offset the test point a tiny bit in the tri_test normal direction. */ tri_test.populate_plane(false); double3 norm = tri_test.plane->norm.normalized(); const double offset_amount = 1e-5; @@ -2436,8 +2436,8 @@ static void test_tri_inside_shapes(const IMesh &tm, } /* Try six test rays almost along orthogonal axes. * Perturb their directions slightly to make it less likely to hit a seam. - * Raycast assumes they have unit length, so use r1 near 1 and - * ra near 0.5, and rb near .01, but normalized so sqrt(r1^2 + ra^2 + rb^2) == 1. */ + * Ray-cast assumes they have unit length, so use r1 near 1 and + * ra near 0.5, and rb near .01, but normalized so `sqrt(r1^2 + ra^2 + rb^2) == 1`. */ constexpr int num_rays = 6; constexpr float r1 = 0.9987025295199663f; constexpr float ra = 0.04993512647599832f; |