From 400a0297b0b10dbed6a4f5fe8fddd9cdc58914af Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 7 Mar 2012 00:08:00 +0000 Subject: - simplify rip code not to expand/contract selection. - disable BVH edge visibility test (ifdef'd out. dont think its really needed) --- source/blender/render/intern/include/rayobject.h | 21 ++++++++++----------- 1 file changed, 10 insertions(+), 11 deletions(-) (limited to 'source/blender/render/intern/include') diff --git a/source/blender/render/intern/include/rayobject.h b/source/blender/render/intern/include/rayobject.h index c43712ab95e..ce20ce4ea46 100644 --- a/source/blender/render/intern/include/rayobject.h +++ b/source/blender/render/intern/include/rayobject.h @@ -43,11 +43,10 @@ struct RayHint; struct VlakRen; /* RayObject - - Can be a face/triangle, bvh tree, object instance, etc. This is the - public API used by the renderer, see rayobject_internal.h for the - internal implementation details. */ - + * Can be a face/triangle, bvh tree, object instance, etc. This is the + * public API used by the renderer, see rayobject_internal.h for the + * internal implementation details. + * */ typedef struct RayObject RayObject; /* Intersection, see rayintersection.h */ @@ -74,8 +73,8 @@ void RE_rayobject_free(RayObject *r); void RE_rayobject_set_control(RayObject *r, void *data, int (*test_break)(void *data)); /* RayObject representing faces, all data is locally available instead - of referring to some external data structure, for possibly faster - intersection tests. */ + * of referring to some external data structure, for possibly faster + * intersection tests. */ typedef struct RayFace { float v1[4], v2[4], v3[4], v4[3]; @@ -89,8 +88,8 @@ typedef struct RayFace { RayObject* RE_rayface_from_vlak(RayFace *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr); /* RayObject representing faces directly from a given VlakRen structure. Thus - allowing to save memory, but making code triangle intersection dependent on - render structures. */ + * allowing to save memory, but making code triangle intersection dependent on + * render structures. */ typedef struct VlakPrimitive { struct ObjectInstanceRen *ob; @@ -104,10 +103,10 @@ RayObject* RE_vlakprimitive_from_vlak(VlakPrimitive *face, struct ObjectInstance /* extend min/max coords so that the rayobject is inside them */ void RE_rayobject_merge_bb(RayObject *ob, float *min, float *max); -/* initializes an hint for optiming raycast where it is know that a ray will pass by the given BB often the origin point */ +/* initializes an hint for optimizing raycast where it is know that a ray will pass by the given BB often the origin point */ void RE_rayobject_hint_bb(RayObject *r, struct RayHint *hint, float *min, float *max); -/* initializes an hint for optiming raycast where it is know that a ray will be contained inside the given cone*/ +/* initializes an hint for optimizing raycast where it is know that a ray will be contained inside the given cone*/ /* void RE_rayobject_hint_cone(RayObject *r, struct RayHint *hint, float *); */ /* Internals */ -- cgit v1.2.3