Cleanup: move public doc-strings into headers for 'blenlib'
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
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@@ -164,7 +164,6 @@ MINLINE void madd_sh_shfl(float r[9], const float sh[9], const float f)
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add_sh_shsh(r, r, tmp);
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}
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/* get the 2 dominant axis values, 0==X, 1==Y, 2==Z */
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MINLINE void axis_dominant_v3(int *r_axis_a, int *r_axis_b, const float axis[3])
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{
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const float xn = fabsf(axis[0]);
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@@ -185,7 +184,6 @@ MINLINE void axis_dominant_v3(int *r_axis_a, int *r_axis_b, const float axis[3])
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}
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}
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/* same as axis_dominant_v3 but return the max value */
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MINLINE float axis_dominant_v3_max(int *r_axis_a, int *r_axis_b, const float axis[3])
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{
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const float xn = fabsf(axis[0]);
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@@ -209,7 +207,6 @@ MINLINE float axis_dominant_v3_max(int *r_axis_a, int *r_axis_b, const float axi
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}
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}
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/* get the single dominant axis value, 0==X, 1==Y, 2==Z */
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MINLINE int axis_dominant_v3_single(const float vec[3])
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{
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const float x = fabsf(vec[0]);
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@@ -218,7 +215,6 @@ MINLINE int axis_dominant_v3_single(const float vec[3])
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return ((x > y) ? ((x > z) ? 0 : 2) : ((y > z) ? 1 : 2));
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}
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/* the dominant axis of an orthogonal vector */
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MINLINE int axis_dominant_v3_ortho_single(const float vec[3])
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{
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const float x = fabsf(vec[0]);
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@@ -243,15 +239,6 @@ MINLINE int min_axis_v3(const float vec[3])
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return ((x < y) ? ((x < z) ? 0 : 2) : ((y < z) ? 1 : 2));
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}
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/**
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* Simple function to either:
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* - Calculate how many triangles needed from the total number of polygons + loops.
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* - Calculate the first triangle index from the polygon index & that polygons loop-start.
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*
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* \param poly_count: The number of polygons or polygon-index
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* (3+ sided faces, 1-2 sided give incorrect results).
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* \param corner_count: The number of corners (also called loop-index).
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*/
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MINLINE int poly_to_tri_count(const int poly_count, const int corner_count)
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{
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BLI_assert(!poly_count || corner_count > poly_count * 2);
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@@ -263,17 +250,10 @@ MINLINE float plane_point_side_v3(const float plane[4], const float co[3])
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return dot_v3v3(co, plane) + plane[3];
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}
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/* useful to calculate an even width shell, by taking the angle between 2 planes.
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* The return value is a scale on the offset.
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* no angle between planes is 1.0, as the angle between the 2 planes approaches 180d
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* the distance gets very high, 180d would be inf, but this case isn't valid */
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MINLINE float shell_angle_to_dist(const float angle)
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{
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return (UNLIKELY(angle < SMALL_NUMBER)) ? 1.0f : fabsf(1.0f / cosf(angle));
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}
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/**
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* Equivalent to `shell_angle_to_dist(angle_normalized_v3v3(a, b))`.
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*/
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MINLINE float shell_v3v3_normalized_to_dist(const float a[3], const float b[3])
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{
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const float angle_cos = fabsf(dot_v3v3(a, b));
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@@ -281,9 +261,6 @@ MINLINE float shell_v3v3_normalized_to_dist(const float a[3], const float b[3])
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BLI_ASSERT_UNIT_V3(b);
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return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
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}
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/**
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* Equivalent to `shell_angle_to_dist(angle_normalized_v2v2(a, b))`.
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*/
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MINLINE float shell_v2v2_normalized_to_dist(const float a[2], const float b[2])
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{
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const float angle_cos = fabsf(dot_v2v2(a, b));
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@@ -292,9 +269,6 @@ MINLINE float shell_v2v2_normalized_to_dist(const float a[2], const float b[2])
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return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
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}
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/**
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* Equivalent to `shell_angle_to_dist(angle_normalized_v3v3(a, b) / 2)`.
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*/
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MINLINE float shell_v3v3_mid_normalized_to_dist(const float a[3], const float b[3])
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{
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float angle_cos;
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@@ -306,9 +280,6 @@ MINLINE float shell_v3v3_mid_normalized_to_dist(const float a[3], const float b[
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return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
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}
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/**
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* Equivalent to `shell_angle_to_dist(angle_normalized_v2v2(a, b) / 2)`.
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*/
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MINLINE float shell_v2v2_mid_normalized_to_dist(const float a[2], const float b[2])
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{
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float angle_cos;
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