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authorCampbell Barton <ideasman42@gmail.com>2021-02-09 02:42:00 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-02-09 02:42:00 +0300
commiteab9165c2512581b918d8bfca40ec98ded08a84a (patch)
tree7eaef1101f8db4d8745763081a7214d287a36bae /source/blender/blenlib/intern/mesh_boolean.cc
parent3b1c7a6d6f2dfc4a72a1b33217366db6173d8d71 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/blenlib/intern/mesh_boolean.cc')
-rw-r--r--source/blender/blenlib/intern/mesh_boolean.cc10
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;