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@@ -1607,7 +1607,8 @@ bool isect_tri_tri_epsilon_v3(
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/**
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* Implementation note: its simpler to project the triangles onto the intersection plane
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* before intersecting their edges with the ray, defined by 'isect_plane_plane_v3'.
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* This way we can use 'line_point_factor_v3_ex' to see if an edge crosses 'co_proj'.
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* This way we can use 'line_point_factor_v3_ex' to see if an edge crosses 'co_proj',
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* then use the factor to calculate the world-space point.
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*/
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struct {
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float min, max;
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@@ -1621,7 +1622,7 @@ bool isect_tri_tri_epsilon_v3(
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closest_to_plane3_normalized_v3(co_proj, plane_no, plane_co);
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/* For both triangles, find the overlap with the line defined by the ray [co_proj, isect_no].
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/* For both triangles, find the overlap with the line defined by the ray [co_proj, plane_no].
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* When the ranges overlap we know the triangles do too. */
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for (t = 0; t < 2; t++) {
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int j, j_prev;
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@@ -1634,9 +1635,9 @@ bool isect_tri_tri_epsilon_v3(
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for (j = 0, j_prev = 2; j < 3; j_prev = j++) {
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const float edge_fac = line_point_factor_v3_ex(co_proj, tri_proj[j_prev], tri_proj[j], epsilon, -1.0f);
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/* ignore collinear lines, they are either an edge shared between 2 tri's
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* (which runs along [co_proj, isect_no], but can be safely ignored).
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* (which runs along [co_proj, plane_no], but can be safely ignored).
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*
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* or an collinear edge placed away from the ray - which we don't intersect with & can ignore. */
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* or a collinear edge placed away from the ray - which we don't intersect with & can ignore. */
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if (UNLIKELY(edge_fac == -1.0f)) {
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/* pass */
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}
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