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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/bmesh/tools | |
parent | 3b1c7a6d6f2dfc4a72a1b33217366db6173d8d71 (diff) |
Cleanup: spelling
Diffstat (limited to 'source/blender/bmesh/tools')
-rw-r--r-- | source/blender/bmesh/tools/bmesh_bevel.c | 20 |
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) { |