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authorCampbell Barton <ideasman42@gmail.com>2015-08-31 15:24:34 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-08-31 15:26:05 +0300
commit06b14aa5f9c961d7bdcf6f959bbb5e517633dc4e (patch)
tree312edab5f78eb447e88c17f6a64f71ed553458c8 /source/blender/blenlib
parent6a53e658d31220de0399d1460747307ce4b5d81f (diff)
error in comments
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/intern/math_geom.c9
1 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index e12bebec2e1..328bf55394a 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -1607,7 +1607,8 @@ bool isect_tri_tri_epsilon_v3(
/**
* Implementation note: its simpler to project the triangles onto the intersection plane
* before intersecting their edges with the ray, defined by 'isect_plane_plane_v3'.
- * This way we can use 'line_point_factor_v3_ex' to see if an edge crosses 'co_proj'.
+ * This way we can use 'line_point_factor_v3_ex' to see if an edge crosses 'co_proj',
+ * then use the factor to calculate the world-space point.
*/
struct {
float min, max;
@@ -1621,7 +1622,7 @@ bool isect_tri_tri_epsilon_v3(
closest_to_plane3_normalized_v3(co_proj, plane_no, plane_co);
- /* For both triangles, find the overlap with the line defined by the ray [co_proj, isect_no].
+ /* For both triangles, find the overlap with the line defined by the ray [co_proj, plane_no].
* When the ranges overlap we know the triangles do too. */
for (t = 0; t < 2; t++) {
int j, j_prev;
@@ -1634,9 +1635,9 @@ bool isect_tri_tri_epsilon_v3(
for (j = 0, j_prev = 2; j < 3; j_prev = j++) {
const float edge_fac = line_point_factor_v3_ex(co_proj, tri_proj[j_prev], tri_proj[j], epsilon, -1.0f);
/* ignore collinear lines, they are either an edge shared between 2 tri's
- * (which runs along [co_proj, isect_no], but can be safely ignored).
+ * (which runs along [co_proj, plane_no], but can be safely ignored).
*
- * or an 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 */
}