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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_project.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_project.c8
1 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c
index f50f6f81087..b81b7e0109e 100644
--- a/source/blender/editors/space_view3d/view3d_project.c
+++ b/source/blender/editors/space_view3d/view3d_project.c
@@ -455,7 +455,8 @@ bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph,
* \param r_ray_start: The world-space point where the ray intersects the window plane.
* \param r_ray_normal: The normalized world-space direction of towards mval.
*
- * \note Ignores view near/far clipping, to take this into account use #ED_view3d_win_to_ray_clipped.
+ * \note Ignores view near/far clipping,
+ * to take this into account use #ED_view3d_win_to_ray_clipped.
*/
void ED_view3d_win_to_ray(const ARegion *ar,
const float mval[2],
@@ -556,8 +557,9 @@ void ED_view3d_win_to_3d(const View3D *v3d,
copy_v3_v3(ray_origin, rv3d->viewinv[3]);
ED_view3d_win_to_vector(ar, mval, ray_direction);
- /* note, we could use isect_line_plane_v3() however we want the intersection to be infront of the
- * view no matter what, so apply the unsigned factor instead */
+ /* note, we could use isect_line_plane_v3()
+ * however we want the intersection to be infront of the view no matter what,
+ * so apply the unsigned factor instead */
plane_from_point_normal_v3(plane, depth_pt, rv3d->viewinv[2]);
isect_ray_plane_v3(ray_origin, ray_direction, plane, &lambda, false);