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Diffstat (limited to 'source/blender/freestyle/intern/winged_edge/WXEdge.h')
-rw-r--r--source/blender/freestyle/intern/winged_edge/WXEdge.h72
1 files changed, 40 insertions, 32 deletions
diff --git a/source/blender/freestyle/intern/winged_edge/WXEdge.h b/source/blender/freestyle/intern/winged_edge/WXEdge.h
index 01ce9bf2ea5..0f1b8d77c59 100644
--- a/source/blender/freestyle/intern/winged_edge/WXEdge.h
+++ b/source/blender/freestyle/intern/winged_edge/WXEdge.h
@@ -108,8 +108,8 @@ class WXEdge : public WEdge {
WXNature _nature;
// 0: the order doesn't matter. 1: the order is the orginal one. -1: the order is not good
short _order;
- // A front facing edge is an edge for which the bording face which is the nearest from the viewpoint is front.
- // A back facing edge is the opposite.
+ // A front facing edge is an edge for which the bording face which is the nearest from the
+ // viewpoint is front. A back facing edge is the opposite.
bool _front;
public:
@@ -322,13 +322,13 @@ class WXFaceLayer {
public:
void *userdata;
WXFace *_pWXFace;
- // in case of silhouette: the values obtained when computing the normal-view direction dot product. _DotP[i] is
- // this value for the vertex i for that face.
+ // in case of silhouette: the values obtained when computing the normal-view direction dot
+ // product. _DotP[i] is this value for the vertex i for that face.
vector<float> _DotP;
WXSmoothEdge *_pSmoothEdge;
WXNature _Nature;
- //oldtmp values
+ // oldtmp values
// count the number of positive dot products for vertices.
// if this number is != 0 and !=_DotP.size() -> it is a silhouette fac
unsigned _nPosDotP;
@@ -435,14 +435,16 @@ class WXFaceLayer {
}
}
- /*! If one of the face layer vertex has a DotP equal to 0, this method returns the vertex where it happens */
+ /*! If one of the face layer vertex has a DotP equal to 0, this method returns the vertex where
+ * it happens */
unsigned int Get0VertexIndex() const;
- /*! In case one of the edge of the triangle is a smooth edge, this method allows to retrieve the concerned edge */
+ /*! In case one of the edge of the triangle is a smooth edge, this method allows to retrieve the
+ * concerned edge */
unsigned int GetSmoothEdgeIndex() const;
- /*! retrieves the edges of the triangle for which the signs are different (a null value is not considered) for
- * the dotp values at each edge extrimity
+ /*! retrieves the edges of the triangle for which the signs are different (a null value is not
+ * considered) for the dotp values at each edge extrimity
*/
void RetrieveCuspEdgesIndices(vector<int> &oCuspEdges);
@@ -492,8 +494,8 @@ class WXFace : public WFace {
bool _front; // flag to tell whether the face is front facing or back facing
float _dotp; // value obtained when computing the normal-viewpoint dot product
- vector<WXFaceLayer *>
- _SmoothLayers; // The data needed to store one or several smooth edges that traverse the face
+ vector<WXFaceLayer *> _SmoothLayers; // The data needed to store one or several smooth edges
+ // that traverse the face
public:
inline WXFace() : WFace()
@@ -701,8 +703,8 @@ class WXShape : public WShape {
#endif
protected:
- bool
- _computeViewIndependent; // flag to indicate whether the view independent stuff must be computed or not
+ bool _computeViewIndependent; // flag to indicate whether the view independent stuff must be
+ // computed or not
public:
inline WXShape() : WShape()
@@ -742,29 +744,35 @@ class WXShape : public WShape {
return new WXFace;
}
- /*! adds a new face to the shape returns the built face.
- * iVertexList
- * List of face's vertices. These vertices are not added to the WShape vertex list; they are supposed
- * to be already stored when calling MakeFace. The order in which the vertices are stored in the list
- * determines the face's edges orientation and (so) the face orientation.
+ /*!
+ * Adds a new face to the shape returns the built face.
+ * - iVertexList
+ * List of face's vertices.
+ * These vertices are not added to the WShape vertex list; they are
+ * supposed to be already stored when calling MakeFace. The order in which the vertices are
+ * stored in the list determines the face's edges orientation and (so) the face orientation.
*/
virtual WFace *MakeFace(vector<WVertex *> &iVertexList,
vector<bool> &iFaceEdgeMarksList,
unsigned iMaterialIndex);
- /*! adds a new face to the shape. The difference with the previous method is that this one is designed to build
- * a WingedEdge structure for which there are per vertex normals, opposed to per face normals.
- * returns the built face.
- * iVertexList
- * List of face's vertices. These vertices are not added to the WShape vertex list; they are supposed to be
- * already stored when calling MakeFace.
- * The order in which the vertices are stored in the list determines the face's edges orientation and (so) the
- * face orientation.
- * iNormalsList
- * The list of normals, iNormalsList[i] corresponding to the normal of the vertex iVertexList[i] for that face.
- * iTexCoordsList
- * The list of tex coords, iTexCoordsList[i] corresponding to the normal of the vertex iVertexList[i] for
- * that face.
+ /*!
+ * Adds a new face to the shape.
+ * The difference with the previous method is that this one is designed to build a WingedEdge
+ * structure for which there are per vertex normals, opposed to per face normals.
+ * returns the built face.
+ *
+ * - iVertexList:
+ * List of face's vertices. These vertices are not added to the WShape vertex list;
+ * they are supposed to be already stored when calling MakeFace.
+ * The order in which the vertices are stored in the list determines
+ * the face's edges orientation and (so) the face orientation.
+ * - iNormalsList:
+ * The list of normals, iNormalsList[i]
+ * corresponding to the normal of the vertex iVertexList[i] for that face.
+ * - iTexCoordsList:
+ * The list of tex coords, iTexCoordsList[i]
+ * corresponding to the normal of the vertex iVertexList[i] for that face.
*/
virtual WFace *MakeFace(vector<WVertex *> &iVertexList,
vector<Vec3f> &iNormalsList,
@@ -781,7 +789,7 @@ class WXShape : public WShape {
((WXEdge *)(*we))->Reset();
}
- //Reset faces:
+ // Reset faces:
vector<WFace *> &wfaces = GetFaceList();
for (vector<WFace *>::iterator wf = wfaces.begin(), wfend = wfaces.end(); wf != wfend; ++wf) {
((WXFace *)(*wf))->Reset();