diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-30 10:50:57 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-05-01 00:58:27 +0300 |
commit | 1e8697cd8094183a3f356bf8564284a31ffb89fc (patch) | |
tree | 554b1ac7856f3f168c58476ce53d1953beaa760e /source/blender/freestyle/intern/view_map/ViewMapBuilder.h | |
parent | 5ca8ac51d04c6feb9d29d75fb2525168d30fbe74 (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.h | 34 |
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, |