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authorCampbell Barton <ideasman42@gmail.com>2019-04-30 10:50:57 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-05-01 00:58:27 +0300
commit1e8697cd8094183a3f356bf8564284a31ffb89fc (patch)
tree554b1ac7856f3f168c58476ce53d1953beaa760e /source/blender/freestyle/intern/view_map/ViewMapBuilder.h
parent5ca8ac51d04c6feb9d29d75fb2525168d30fbe74 (diff)
Cleanup: comments (long lines) in freestyle
Diffstat (limited to 'source/blender/freestyle/intern/view_map/ViewMapBuilder.h')
-rw-r--r--source/blender/freestyle/intern/view_map/ViewMapBuilder.h34
1 files changed, 15 insertions, 19 deletions
diff --git a/source/blender/freestyle/intern/view_map/ViewMapBuilder.h b/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
index 0e3dbf9148e..eac5b348555 100644
--- a/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
+++ b/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
@@ -57,7 +57,7 @@ using namespace Geometry;
class ViewMapBuilder {
private:
ViewMap *_ViewMap; // result
- //SilhouetteGeomEngine _GeomEngine;
+ // SilhouetteGeomEngine _GeomEngine;
ProgressBar *_pProgressBar;
RenderMonitor *_pRenderMonitor;
Vec3r _viewpoint;
@@ -117,8 +117,8 @@ class ViewMapBuilder {
/*! Compute Cusps */
void computeCusps(ViewMap *ioViewMap);
- /*! Detects cusps (for a single ViewEdge) among SVertices and builds a ViewVertex on top of each cusp SVertex
- * We use a hysteresis approach to avoid noise.
+ /*! Detects cusps (for a single ViewEdge) among SVertices and builds a ViewVertex on top of each
+ * cusp SVertex We use a hysteresis approach to avoid noise.
*/
void DetectCusps(ViewEdge *ioEdge);
@@ -174,10 +174,9 @@ class ViewMapBuilder {
* ioViewMap
* The view map. It is modified by the method.
* The list of all features edges of the scene.
- * Each time an intersection is found, the 2 intersecting edges are splitted (creating 2 new vertices)
- * At the end, this list is updated with the adding of all new created edges (resulting from splitting).
- * iAlgo
- * The algo to use for computing the intersections
+ * Each time an intersection is found, the 2 intersecting edges are splitted (creating 2 new
+ * vertices) At the end, this list is updated with the adding of all new created edges (resulting
+ * from splitting). iAlgo The algo to use for computing the intersections
*/
void ComputeIntersections(ViewMap *ioViewMap,
intersection_algo iAlgo = sweep_line,
@@ -221,14 +220,11 @@ class ViewMapBuilder {
/*! Computes intersections on all edges of the scene using a sweep line algorithm */
void ComputeSweepLineIntersections(ViewMap *ioViewMap, real epsilon = 1.0e-6);
- /*! Computes the 2D scene silhouette edges visibility using a ray casting. On each edge, a ray is cast
- * to check its quantitative invisibility. The list of occluders are each time stored in the tested edge.
- * ioViewMap
- * The view map.
- * The 2D scene silhouette edges as FEdges.
- * These edges have already been splitted at their intersections points.
- * Thus, these edges do not intersect anymore.
- * The visibility corresponding to each edge of ioScene is set is this edge.
+ /*! Computes the 2D scene silhouette edges visibility using a ray casting. On each edge, a ray is
+ * cast to check its quantitative invisibility. The list of occluders are each time stored in the
+ * tested edge. ioViewMap The view map. The 2D scene silhouette edges as FEdges. These edges have
+ * already been splitted at their intersections points. Thus, these edges do not intersect
+ * anymore. The visibility corresponding to each edge of ioScene is set is this edge.
*/
void ComputeRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
void ComputeFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
@@ -257,10 +253,10 @@ class ViewMapBuilder {
* The epsilon used for computation
* oShapeId
* fe is the border (in 2D) between 2 2D spaces.
- * if fe is a silhouette, One of these 2D spaces is occupied by the shape to which fe belongs (on its left)
- * and the other one is either occupied by another shape or empty or occupied by the same shape.
- * We use this ray csating operation to determine which shape lies on fe's right.
- * The result is the shape id stored in oShapeId
+ * if fe is a silhouette, One of these 2D spaces is occupied by the shape to which fe
+ * belongs (on its left) and the other one is either occupied by another shape or empty or
+ * occupied by the same shape. We use this ray csating operation to determine which shape lies on
+ * fe's right. The result is the shape id stored in oShapeId
*/
int ComputeRayCastingVisibility(FEdge *fe,
Grid *iGrid,