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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/bmesh/tools/bmesh_bevel.c
parent3b1c7a6d6f2dfc4a72a1b33217366db6173d8d71 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/bmesh/tools/bmesh_bevel.c')
-rw-r--r--source/blender/bmesh/tools/bmesh_bevel.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/bmesh/tools/bmesh_bevel.c b/source/blender/bmesh/tools/bmesh_bevel.c
index 920307b42a2..0de909b5556 100644
--- a/source/blender/bmesh/tools/bmesh_bevel.c
+++ b/source/blender/bmesh/tools/bmesh_bevel.c
@@ -235,7 +235,7 @@ typedef struct BoundVert {
/** Is this boundvert the side of the custom profile's start. */
bool is_profile_start;
char _pad[3];
- /** Length of seam starting from current boundvert to next boundvert with ccw ordering. */
+ /** Length of seam starting from current boundvert to next boundvert with CCW ordering. */
int seam_len;
/** Same as seam_len but defines length of sharp edges. */
int sharp_len;
@@ -1961,7 +1961,7 @@ static bool make_unit_square_map(const float va[3],
/**
* Like make_unit_square_map, but this one makes a matrix that transforms the
* (1,1,1) corner of a unit cube into an arbitrary corner with corner vert d
- * and verts around it a, b, c (in ccw order, viewed from d normal dir).
+ * and verts around it a, b, c (in CCW order, viewed from d normal dir).
* The matrix mat is calculated to map:
* (1,0,0) -> va
* (0,1,0) -> vb
@@ -1969,9 +1969,9 @@ static bool make_unit_square_map(const float va[3],
* (1,1,1) -> vd
* We want M to make M*A=B where A has the left side above, as columns
* and B has the right side as columns - both extended into homogeneous coords.
- * So M = B*(Ainverse). Doing Ainverse by hand gives the code below.
- * The cols of M are 1/2{va-vb+vc-vd}, 1/2{-va+vb-vc+vd}, 1/2{-va-vb+vc+vd},
- * and 1/2{va+vb+vc-vd}
+ * So `M = B*(Ainverse)`. Doing `Ainverse` by hand gives the code below.
+ * The cols of M are `1/2{va-vb+vc-vd}`, `1/2{-va+vb-vc+vd}`, `1/2{-va-vb+vc+vd}`,
+ * and `1/2{va+vb+vc-vd}`
* and Blender matrices have cols at m[i][*].
*/
static void make_unit_cube_map(
@@ -6378,7 +6378,7 @@ static bool bev_rebuild_polygon(BMesh *bm, BevelParams *bp, BMFace *f)
go_ccw = (e->fnext != f);
}
else {
- go_ccw = true; /* Going ccw around bv to trace this corner. */
+ go_ccw = true; /* Going CCW around bv to trace this corner. */
}
}
else if (eprev->prev == e) {
@@ -7230,17 +7230,17 @@ static void set_profile_spacing(BevelParams *bp, ProfileSpacing *pro_spacing, bo
* B
* </pre>
*
- * where edges are A, B, and C, following a face around vertices a, b, c, d.
- * th1 is angle abc and th2 is angle bcd;
+ * where edges are A, B, and C, following a face around vertices `a, b, c, d`.
+ * `th1` is angle `abc` and th2 is angle `bcd`;
* and the argument `EdgeHalf eb` is B, going from b to c.
* In general case, edge offset specs for A, B, C have
- * the form ka*t, kb*t, kc*t where ka, kb, kc are some factors
+ * the form `ka*t`, `kb*t`, `kc*t` where `ka`, `kb`, `kc` are some factors
* (may be 0) and t is the current bp->offset.
* We want to calculate t at which the clone of B parallel
* to it collapses. This can be calculated using trig.
* Another case of geometry collision that can happen is
* When B slides along A because A is un-beveled.
- * Then it might collide with a. Similarly for B sliding along C.
+ * Then it might collide with a. Similarly for B sliding along C.
*/
static float geometry_collide_offset(BevelParams *bp, EdgeHalf *eb)
{