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authorCampbell Barton <ideasman42@gmail.com>2012-03-07 04:08:00 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-07 04:08:00 +0400
commit400a0297b0b10dbed6a4f5fe8fddd9cdc58914af (patch)
tree0bdfbce0cabc2f01d98363626b834c7736d90528 /source/blender/render/intern/include/rayobject.h
parentbf9de9d934ded10a990607913fbf5c106d33bf16 (diff)
- simplify rip code not to expand/contract selection.
- disable BVH edge visibility test (ifdef'd out. dont think its really needed)
Diffstat (limited to 'source/blender/render/intern/include/rayobject.h')
-rw-r--r--source/blender/render/intern/include/rayobject.h21
1 files changed, 10 insertions, 11 deletions
diff --git a/source/blender/render/intern/include/rayobject.h b/source/blender/render/intern/include/rayobject.h
index c43712ab95e..ce20ce4ea46 100644
--- a/source/blender/render/intern/include/rayobject.h
+++ b/source/blender/render/intern/include/rayobject.h
@@ -43,11 +43,10 @@ struct RayHint;
struct VlakRen;
/* RayObject
-
- Can be a face/triangle, bvh tree, object instance, etc. This is the
- public API used by the renderer, see rayobject_internal.h for the
- internal implementation details. */
-
+ * Can be a face/triangle, bvh tree, object instance, etc. This is the
+ * public API used by the renderer, see rayobject_internal.h for the
+ * internal implementation details.
+ * */
typedef struct RayObject RayObject;
/* Intersection, see rayintersection.h */
@@ -74,8 +73,8 @@ void RE_rayobject_free(RayObject *r);
void RE_rayobject_set_control(RayObject *r, void *data, int (*test_break)(void *data));
/* RayObject representing faces, all data is locally available instead
- of referring to some external data structure, for possibly faster
- intersection tests. */
+ * of referring to some external data structure, for possibly faster
+ * intersection tests. */
typedef struct RayFace {
float v1[4], v2[4], v3[4], v4[3];
@@ -89,8 +88,8 @@ typedef struct RayFace {
RayObject* RE_rayface_from_vlak(RayFace *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr);
/* RayObject representing faces directly from a given VlakRen structure. Thus
- allowing to save memory, but making code triangle intersection dependent on
- render structures. */
+ * allowing to save memory, but making code triangle intersection dependent on
+ * render structures. */
typedef struct VlakPrimitive {
struct ObjectInstanceRen *ob;
@@ -104,10 +103,10 @@ RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstance
/* extend min/max coords so that the rayobject is inside them */
void RE_rayobject_merge_bb(RayObject *ob, float *min, float *max);
-/* initializes an hint for optiming raycast where it is know that a ray will pass by the given BB often the origin point */
+/* initializes an hint for optimizing raycast where it is know that a ray will pass by the given BB often the origin point */
void RE_rayobject_hint_bb(RayObject *r, struct RayHint *hint, float *min, float *max);
-/* initializes an hint for optiming raycast where it is know that a ray will be contained inside the given cone*/
+/* initializes an hint for optimizing raycast where it is know that a ray will be contained inside the given cone*/
/* void RE_rayobject_hint_cone(RayObject *r, struct RayHint *hint, float *); */
/* Internals */