diff options
Diffstat (limited to 'source/blender/freestyle/intern/winged_edge/WXEdge.h')
-rw-r--r-- | source/blender/freestyle/intern/winged_edge/WXEdge.h | 72 |
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(); |