Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/freestyle/intern/geometry/GeomUtils.h')
-rwxr-xr-xsource/blender/freestyle/intern/geometry/GeomUtils.h20
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/freestyle/intern/geometry/GeomUtils.h b/source/blender/freestyle/intern/geometry/GeomUtils.h
index 787376108e1..bbbf42b5881 100755
--- a/source/blender/freestyle/intern/geometry/GeomUtils.h
+++ b/source/blender/freestyle/intern/geometry/GeomUtils.h
@@ -121,20 +121,20 @@ namespace GeomUtils {
* adapted from Tomas Möller and Ben Trumbore code.
*/
LIB_GEOMETRY_EXPORT
- bool intersectRayTriangle(Vec3r& orig, Vec3r& dir,
- Vec3r& v0, Vec3r& v1, Vec3r& v2,
+ bool intersectRayTriangle(const Vec3r& orig, const Vec3r& dir,
+ const Vec3r& v0, const Vec3r& v1, const Vec3r& v2,
real& t, // I = orig + t * dir
real& u, real& v, // I = (1-u-v)*v0+u*v1+v*v2
- real epsilon = M_EPSILON); // the epsilon to use
+ const real epsilon = M_EPSILON); // the epsilon to use
/*! Intersection between plane and ray
* adapted from Graphics Gems, Didier Badouel
*/
LIB_GEOMETRY_EXPORT
- intersection_test intersectRayPlane(Vec3r& orig, Vec3r& dir, // ray origin and direction
- Vec3r& norm, real d, // plane's normal and offset (plane = { P / P.N + d = 0 })
+ intersection_test intersectRayPlane(const Vec3r& orig, const Vec3r& dir, // ray origin and direction
+ const Vec3r& norm, const real d, // plane's normal and offset (plane = { P / P.N + d = 0 })
real& t, // I = orig + t * dir
- real epsilon = M_EPSILON); // the epsilon to use
+ const real epsilon = M_EPSILON); // the epsilon to use
/*! Intersection Ray-Bounding box (axis aligned).
* Adapted from Williams et al, "An Efficient Robust Ray-Box Intersection Algorithm",
@@ -151,10 +151,10 @@ namespace GeomUtils {
/*! Checks whether 3D point P lies inside or outside of the triangle ABC */
LIB_GEOMETRY_EXPORT
- bool includePointTriangle(Vec3r& P,
- Vec3r& A,
- Vec3r& B,
- Vec3r& C);
+ bool includePointTriangle(const Vec3r& P,
+ const Vec3r& A,
+ const Vec3r& B,
+ const Vec3r& C);
LIB_GEOMETRY_EXPORT
void transformVertex(const Vec3r& vert,