From 17e1e2bfd8dfbd6f6fc42cc305e93393342020f7 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 5 Feb 2021 16:23:34 +1100 Subject: Cleanup: correct spelling in comments --- .../editors/sculpt_paint/paint_image_proj.c | 56 +++++++++++----------- 1 file changed, 28 insertions(+), 28 deletions(-) (limited to 'source/blender/editors/sculpt_paint/paint_image_proj.c') diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c index 27726b8370e..5330e85c732 100644 --- a/source/blender/editors/sculpt_paint/paint_image_proj.c +++ b/source/blender/editors/sculpt_paint/paint_image_proj.c @@ -138,7 +138,7 @@ BLI_INLINE uchar f_to_char(const float val) #ifndef PROJ_DEBUG_NOSEAMBLEED /* projectFaceSeamFlags options */ -//#define PROJ_FACE_IGNORE (1<<0) /* When the face is hidden, backfacing or occluded */ +//#define PROJ_FACE_IGNORE (1<<0) /* When the face is hidden, back-facing or occluded. */ //#define PROJ_FACE_INIT (1<<1) /* When we have initialized the faces data */ /* If this face has a seam on any of its edges. */ @@ -150,7 +150,7 @@ BLI_INLINE uchar f_to_char(const float val) # define PROJ_FACE_NOSEAM1 (1 << 5) # define PROJ_FACE_NOSEAM2 (1 << 6) -/* If the seam is completely initialized, including adjecent seams. */ +/* If the seam is completely initialized, including adjacent seams. */ # define PROJ_FACE_SEAM_INIT0 (1 << 8) # define PROJ_FACE_SEAM_INIT1 (1 << 9) # define PROJ_FACE_SEAM_INIT2 (1 << 10) @@ -294,7 +294,7 @@ typedef struct ProjPaintState { /** verts projected into floating point screen space. */ float (*screenCoords)[4]; - /** 2D bounds for mesh verts on the screen's plane (screenspace). */ + /** 2D bounds for mesh verts on the screen's plane (screen-space). */ float screenMin[2]; float screenMax[2]; /** Calculated from screenMin & screenMax. */ @@ -310,10 +310,10 @@ typedef struct ProjPaintState { bool do_stencil_brush; bool do_material_slots; - /** Use raytraced occlusion? - ortherwise will paint right through to the back. */ + /** Use ray-traced occlusion? - otherwise will paint right through to the back. */ bool do_occlude; /** ignore faces with normals pointing away, - * skips a lot of raycasts if your normals are correctly flipped. */ + * skips a lot of ray-casts if your normals are correctly flipped. */ bool do_backfacecull; /** mask out pixels based on their normals. */ bool do_mask_normal; @@ -579,7 +579,7 @@ static Image *project_paint_face_clone_image(const ProjPaintState *ps, int tri_i /* fast projection bucket array lookup, use the safe version for bound checking */ static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2]) { - /* If we were not dealing with screenspace 2D coords we could simple do... + /* If we were not dealing with screen-space 2D coords we could simple do... * ps->bucketRect[x + (y*ps->buckets_y)] */ /* please explain? @@ -887,8 +887,8 @@ static int project_paint_occlude_ptv_clip(const float pt[3], return -1; } -/* Check if a screenspace location is occluded by any other faces - * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison +/* Check if a screen-space location is occluded by any other faces + * check, pixelScreenCo must be in screen-space, its Z-Depth only needs to be used for comparison * and doesn't need to be correct in relation to X and Y coords * (this is the case in perspective view) */ static bool project_bucket_point_occluded(const ProjPaintState *ps, @@ -1514,10 +1514,10 @@ static void project_face_seams_init(const ProjPaintState *ps, } #endif // PROJ_DEBUG_NOSEAMBLEED -/* Converts a UV location to a 3D screenspace location +/* Converts a UV location to a 3D screen-space location * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo * - * This is used for finding a pixels location in screenspace for painting */ + * This is used for finding a pixels location in screen-space for painting */ static void screen_px_from_ortho(const float uv[2], const float v1co[3], const float v2co[3], @@ -1537,7 +1537,7 @@ static void screen_px_from_ortho(const float uv[2], static void screen_px_from_persp(const float uv[2], const float v1co[4], const float v2co[4], - const float v3co[4], /* screenspace coords */ + const float v3co[4], /* screen-space coords */ const float uv1co[2], const float uv2co[2], const float uv3co[2], @@ -1923,7 +1923,7 @@ static ProjPixel *project_paint_uvpixel_init(const ProjPaintState *ps, projPixel->newColor.uint = 0; } - /* screenspace unclamped, we could keep its z and w values but don't need them at the moment */ + /* Screen-space unclamped, we could keep its z and w values but don't need them at the moment. */ if (ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D) { copy_v3_v3(projPixel->worldCoSS, world_spaceCo); } @@ -2304,14 +2304,14 @@ static bool project_bucket_isect_circle(const float cent[2], return false; } -/* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp() +/* Note for #rect_to_uvspace_ortho() and #rect_to_uvspace_persp() * in ortho view this function gives good results when bucket_bounds are outside the triangle * however in some cases, perspective view will mess up with faces - * that have minimal screenspace area (viewed from the side). + * that have minimal screen-space area (viewed from the side). * * for this reason its not reliable in this case so we'll use the Simple Barycentric' - * funcs that only account for points inside the triangle. - * however switching back to this for ortho is always an option */ + * functions that only account for points inside the triangle. + * however switching back to this for ortho is always an option. */ static void rect_to_uvspace_ortho(const rctf *bucket_bounds, const float *v1coSS, @@ -2517,8 +2517,8 @@ static void project_bucket_clip_face(const bool is_ortho, flip = (((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != is_flip_object) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f)); - /* all screenspace points are inside the bucket bounding box, - * this means we don't need to clip and can simply return the UVs */ + /* All screen-space points are inside the bucket bounding box, + * this means we don't need to clip and can simply return the UVs. */ if (flip) { /* facing the back? */ copy_v2_v2(bucket_bounds_uv[0], uv3co); copy_v2_v2(bucket_bounds_uv[1], uv2co); @@ -2635,7 +2635,7 @@ static void project_bucket_clip_face(const bool is_ortho, (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f)); if (inside_face_flag == ISECT_ALL4) { - /* bucket is totally inside the screenspace face, we can safely use weights */ + /* Bucket is totally inside the screen-space face, we can safely use weights. */ if (is_ortho) { rect_to_uvspace_ortho( @@ -2656,7 +2656,7 @@ static void project_bucket_clip_face(const bool is_ortho, * The 2 cases above are where the face is inside the bucket * or the bucket is inside the face. * - * we need to make a convex polyline from the intersection between the screenspace face + * we need to make a convex poly-line from the intersection between the screen-space face * and the bucket bounds. * * There are a number of ways this could be done, currently it just collects all @@ -2997,7 +2997,7 @@ static void project_paint_face_init(const ProjPaintState *ps, /* vert co screen-space, these will be assigned to lt_vtri[0-2] */ const float *v1coSS, *v2coSS, *v3coSS; - /* vertex screenspace coords */ + /* Vertex screen-space coords. */ const float *vCo[3]; float w[3], wco[3]; @@ -3007,9 +3007,9 @@ static void project_paint_face_init(const ProjPaintState *ps, float pixelScreenCo[4]; bool do_3d_mapping = ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D; - /* ispace bounds */ + /* Image-space bounds. */ rcti bounds_px; - /* vars for getting uvspace bounds */ + /* Variables for getting UV-space bounds. */ /* bucket bounds in UV space so we can init pixels only for this face, */ float lt_uv_pxoffset[3][2]; @@ -3207,10 +3207,10 @@ static void project_paint_face_init(const ProjPaintState *ps, /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in perspective view */ float insetCos[3][3]; - /* vertex screenspace coords */ + /* Vertex screen-space coords. */ const float *vCoSS[3]; - /* Store the screenspace coords of the face, + /* Store the screen-space coords of the face, * clipped by the bucket's screen aligned rectangle. */ float bucket_clip_edges[2][2]; float edge_verts_inset_clip[2][3]; @@ -3419,7 +3419,7 @@ static void project_paint_face_init(const ProjPaintState *ps, } /** - * Takes floating point screenspace min/max and + * Takes floating point screen-space min/max and * returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */ static void project_paint_bucket_bounds(const ProjPaintState *ps, @@ -3888,7 +3888,7 @@ static void proj_paint_state_cavity_init(ProjPaintState *ps) float no[3]; mul_v3_fl(edges[a], 1.0f / counter[a]); normal_short_to_float_v3(no, mv->no); - /* augment the diffe*/ + /* Augment the difference. */ cavities[a] = saacos(10.0f * dot_v3v3(no, edges[a])) * (float)M_1_PI; } else { @@ -4308,7 +4308,7 @@ static void project_paint_prepare_all_faces(ProjPaintState *ps, slot_last = slot; } - /* don't allow using the same inage for painting and stencilling */ + /* Don't allow using the same image for painting and stenciling. */ if (slot->ima == ps->stencil_ima) { /* Delay continuing the loop until after loop_uvs and bleed faces are initialized. * While this shouldn't be used, face-winding reads all polys. -- cgit v1.2.3