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Diffstat (limited to 'source/blender/freestyle/intern/geometry/GeomUtils.h')
-rw-r--r--source/blender/freestyle/intern/geometry/GeomUtils.h32
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/freestyle/intern/geometry/GeomUtils.h b/source/blender/freestyle/intern/geometry/GeomUtils.h
index 62d57f01264..a3ef88115f2 100644
--- a/source/blender/freestyle/intern/geometry/GeomUtils.h
+++ b/source/blender/freestyle/intern/geometry/GeomUtils.h
@@ -40,7 +40,7 @@ namespace GeomUtils {
//
/////////////////////////////////////////////////////////////////////////////
-/*! Computes the distance from a point P to a segment AB */
+/** Computes the distance from a point P to a segment AB */
template<class T> real distPointSegment(const T &P, const T &A, const T &B)
{
T AB, AP, BP;
@@ -97,16 +97,16 @@ intersection_test intersect2dSeg2dSegParametric(const Vec2r &p1,
real &u, // I = P3 + u * P3P4
real epsilon = M_EPSILON);
-/*! check whether a 2D segment intersect a 2D region or not */
+/** check whether a 2D segment intersect a 2D region or not */
bool intersect2dSeg2dArea(const Vec2r &min, const Vec2r &max, const Vec2r &A, const Vec2r &B);
-/*! check whether a 2D segment is included in a 2D region or not */
+/** check whether a 2D segment is included in a 2D region or not */
bool include2dSeg2dArea(const Vec2r &min, const Vec2r &max, const Vec2r &A, const Vec2r &B);
-/*! Box-triangle overlap test, adapted from Tomas Akenine-Möller code */
+/** Box-triangle overlap test, adapted from Tomas Akenine-Möller code */
bool overlapTriangleBox(Vec3r &boxcenter, Vec3r &boxhalfsize, Vec3r triverts[3]);
-/*! Fast, Minimum Storage Ray-Triangle Intersection, adapted from Tomas Möller and Ben Trumbore
+/** Fast, Minimum Storage Ray-Triangle Intersection, adapted from Tomas Möller and Ben Trumbore
* code. */
bool intersectRayTriangle(const Vec3r &orig,
const Vec3r &dir,
@@ -118,7 +118,7 @@ bool intersectRayTriangle(const Vec3r &orig,
real &v, // I = (1 - u - v) * v0 + u * v1 + v * v2
const real epsilon = M_EPSILON); // the epsilon to use
-/*! Intersection between plane and ray adapted from Graphics Gems, Didier Badouel */
+/** Intersection between plane and ray adapted from Graphics Gems, Didier Badouel */
intersection_test intersectRayPlane(const Vec3r &orig,
const Vec3r &dir, // ray origin and direction
// plane's normal and offset (plane = { P / P.N + d = 0 })
@@ -127,7 +127,7 @@ intersection_test intersectRayPlane(const Vec3r &orig,
real &t, // I = orig + t * dir
const real epsilon = M_EPSILON); // the epsilon to use
-/*! Intersection Ray-Bounding box (axis aligned).
+/** Intersection Ray-Bounding box (axis aligned).
* Adapted from Williams et al, "An Efficient Robust Ray-Box Intersection Algorithm", JGT 10:1
* (2005), pp. 49-54.
*/
@@ -142,7 +142,7 @@ bool intersectRayBBox(const Vec3r &orig,
real &tmax, // Imax = orig + tmax * dir is the second intersection
real epsilon = M_EPSILON); // the epsilon to use
-/*! Checks whether 3D point P lies inside or outside of the triangle ABC */
+/** Checks whether 3D point P lies inside or outside of the triangle ABC */
bool includePointTriangle(const Vec3r &P, const Vec3r &A, const Vec3r &B, const Vec3r &C);
void transformVertex(const Vec3r &vert, const Matrix44r &matrix, Vec3r &res);
@@ -156,7 +156,7 @@ Vec3r rotateVector(const Matrix44r &mat, const Vec3r &v);
//
/////////////////////////////////////////////////////////////////////////////
-/*! From world to image
+/** From world to image
* p
* point's coordinates expressed in world coordinates system
* q
@@ -176,7 +176,7 @@ void fromWorldToImage(const Vec3r &p,
const real projection_matrix[4][4],
const int viewport[4]);
-/*! From world to image
+/** From world to image
* p
* point's coordinates expressed in world coordinates system
* q
@@ -189,7 +189,7 @@ void fromWorldToImage(const Vec3r &p,
*/
void fromWorldToImage(const Vec3r &p, Vec3r &q, const real transform[4][4], const int viewport[4]);
-/*! Projects from world coordinates to camera coordinates
+/** Projects from world coordinates to camera coordinates
* Returns the point's coordinates expressed in the camera's
* coordinates system.
* p
@@ -202,7 +202,7 @@ void fromWorldToImage(const Vec3r &p, Vec3r &q, const real transform[4][4], cons
*/
void fromWorldToCamera(const Vec3r &p, Vec3r &q, const real model_view_matrix[4][4]);
-/*! Projects from World Coordinates to retina coordinates
+/** Projects from World Coordinates to retina coordinates
* Returns the point's coordinates expressed in Retina system.
* p
* point's coordinates expressed in camera system
@@ -214,7 +214,7 @@ void fromWorldToCamera(const Vec3r &p, Vec3r &q, const real model_view_matrix[4]
*/
void fromCameraToRetina(const Vec3r &p, Vec3r &q, const real projection_matrix[4][4]);
-/*! From retina to image.
+/** From retina to image.
* Returns the coordinates expressed in Image coordinates system.
* p
* point's coordinates expressed in retina system
@@ -225,7 +225,7 @@ void fromCameraToRetina(const Vec3r &p, Vec3r &q, const real projection_matrix[4
*/
void fromRetinaToImage(const Vec3r &p, Vec3r &q, const int viewport[4]);
-/*! From image to retina
+/** From image to retina
* p
* point's coordinates expressed in image system
* q
@@ -235,7 +235,7 @@ void fromRetinaToImage(const Vec3r &p, Vec3r &q, const int viewport[4]);
*/
void fromImageToRetina(const Vec3r &p, Vec3r &q, const int viewport[4]);
-/*! computes the coordinates of q in the camera coordinates system,
+/** computes the coordinates of q in the camera coordinates system,
* using the known z coordinates of the 3D point.
* That means that this method does not inverse any matrices,
* it only computes X and Y from x,y and Z)
@@ -249,7 +249,7 @@ void fromImageToRetina(const Vec3r &p, Vec3r &q, const int viewport[4]);
*/
void fromRetinaToCamera(const Vec3r &p, Vec3r &q, real focal, const real projection_matrix[4][4]);
-/*! Projects from camera coordinates to world coordinates
+/** Projects from camera coordinates to world coordinates
* Returns the point's coordinates expressed in the world's
* coordinates system.
* p