diff options
Diffstat (limited to 'source/blender/freestyle/intern/geometry/GeomUtils.h')
-rw-r--r-- | source/blender/freestyle/intern/geometry/GeomUtils.h | 32 |
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 |