Cleanup: spelling in comments
Also move notes about where noise functions come from into the function body as it's not relavant to the public doc-string.
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@ -333,8 +333,8 @@ double closest_to_line_v2_db(double r_close[2],
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const double l1[2],
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const double l2[2]);
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/**
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* Find closest point to p on line through (l1, l2) and return lambda,
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* where (0 <= lambda <= 1) when cp is in the line segment (l1, l2).
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* Find closest point to p on line through (`l1`, `l2`) and return lambda,
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* where (0 <= lambda <= 1) when `p` is in the line segment (`l1`, `l2`).
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*/
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float closest_to_line_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3]);
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/**
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@ -245,8 +245,6 @@ float musgrave_hybrid_multi_fractal(const float4 co,
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* \param H: fractal increment parameter.
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* \param lacunarity: gap between successive frequencies.
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* \param octaves: number of frequencies in the fBm.
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*
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* \param from "Texturing and Modelling: A procedural approach".
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*/
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float musgrave_fBm(const float co, const float H, const float lacunarity, const float octaves);
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@ -256,8 +254,6 @@ float musgrave_fBm(const float co, const float H, const float lacunarity, const
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* \param H: fractal increment parameter.
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* \param lacunarity: gap between successive frequencies.
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* \param octaves: number of frequencies in the fBm.
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*
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* \param from "Texturing and Modelling: A procedural approach".
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*/
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float musgrave_fBm(const float2 co, const float H, const float lacunarity, const float octaves);
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/**
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@ -266,8 +262,6 @@ float musgrave_fBm(const float2 co, const float H, const float lacunarity, const
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* \param H: fractal increment parameter.
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* \param lacunarity: gap between successive frequencies.
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* \param octaves: number of frequencies in the fBm.
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*
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* \param from "Texturing and Modelling: A procedural approach".
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*/
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float musgrave_fBm(const float3 co, const float H, const float lacunarity, const float octaves);
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/**
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@ -276,8 +270,6 @@ float musgrave_fBm(const float3 co, const float H, const float lacunarity, const
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* \param H: fractal increment parameter.
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* \param lacunarity: gap between successive frequencies.
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* \param octaves: number of frequencies in the fBm.
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*
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* \param from "Texturing and Modelling: A procedural approach".
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*/
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float musgrave_fBm(const float4 co, const float H, const float lacunarity, const float octaves);
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@ -768,6 +768,8 @@ float musgrave_fBm(const float co,
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const float lacunarity,
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const float octaves_unclamped)
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{
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/* From "Texturing and Modelling: A procedural approach". */
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float p = co;
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float value = 0.0f;
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float pwr = 1.0f;
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@ -917,6 +919,8 @@ float musgrave_fBm(const float2 co,
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const float lacunarity,
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const float octaves_unclamped)
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{
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/* From "Texturing and Modelling: A procedural approach". */
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float2 p = co;
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float value = 0.0f;
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float pwr = 1.0f;
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@ -1067,6 +1071,8 @@ float musgrave_fBm(const float3 co,
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const float lacunarity,
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const float octaves_unclamped)
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{
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/* From "Texturing and Modelling: A procedural approach". */
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float3 p = co;
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float value = 0.0f;
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float pwr = 1.0f;
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@ -1219,6 +1225,8 @@ float musgrave_fBm(const float4 co,
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const float lacunarity,
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const float octaves_unclamped)
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{
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/* From "Texturing and Modelling: A procedural approach". */
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float4 p = co;
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float value = 0.0f;
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float pwr = 1.0f;
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@ -229,7 +229,7 @@ void EDBM_select_mirrored(struct BMEditMesh *em,
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* actual distance.
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* \param use_select_bias:
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* - When true, selected vertices are given a 5 pixel bias
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* to make them further than unselect verts.
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* to make them further than unselected vertices.
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* - When false, unselected vertices are given the bias.
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* \param use_cycle: Cycle over elements within #FIND_NEAR_CYCLE_THRESHOLD_MIN in order of index.
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*/
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@ -570,7 +570,7 @@ bool ED_mesh_uv_texture_remove_active(struct Mesh *me);
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bool ED_mesh_uv_texture_remove_named(struct Mesh *me, const char *name);
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void ED_mesh_uv_loop_reset(struct bContext *C, struct Mesh *me);
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/**
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* Without bContext, called in uvedit.
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* Without a #bContext, called when UV-editing.
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*/
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void ED_mesh_uv_loop_reset_ex(struct Mesh *me, const int layernum);
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bool ED_mesh_color_ensure(struct Mesh *me, const char *name);
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@ -1161,7 +1161,7 @@ float ED_view3d_offset_distance(const float mat[4][4],
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/**
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* Set the dist without moving the view (compensate with #RegionView3D.ofs)
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*
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* \note take care that viewinv is up to date, #ED_view3d_update_viewmat first.
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* \note take care that #RegionView3d.viewinv is up to date, #ED_view3d_update_viewmat first.
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*/
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void ED_view3d_distance_set(struct RegionView3D *rv3d, const float dist);
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/**
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@ -90,7 +90,7 @@ void screen_draw_split_preview(struct ScrArea *area, const eScreenAxis dir_axis,
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/* screen_edit.c */
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/**
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* Empty screen, with 1 dummy area without spacedata. Uses window size.
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* Empty screen, with 1 dummy area without space-data. Uses window size.
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*/
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bScreen *screen_add(struct Main *bmain, const char *name, const rcti *rect);
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void screen_data_copy(bScreen *to, bScreen *from);
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@ -682,8 +682,8 @@ class VariableState : NonCopyable, NonMovable {
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/**
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* Destruct the masked elements in this variable.
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* \return True when all elements of this variable are unitialized and the variable state can be
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* released.
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* \return True when all elements of this variable are initialized and the variable state can be
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* released.
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*/
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bool destruct(IndexMask mask,
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IndexMask full_mask,
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@ -405,7 +405,7 @@ enum {
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#define _VA_IS_EVENT_MOD4(v, a, b, c) (_VA_IS_EVENT_MOD3(v, a, b) || ((v)->c))
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#define _VA_IS_EVENT_MOD5(v, a, b, c, d) (_VA_IS_EVENT_MOD4(v, a, b, c) || ((v)->d))
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/* reusable IS_EVENT_MOD(event, shift, ctrl, alt, oskey), macro */
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/** Reusable `IS_EVENT_MOD(event, shift, ctrl, alt, oskey)` macro. */
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#define IS_EVENT_MOD(...) VA_NARGS_CALL_OVERLOAD(_VA_IS_EVENT_MOD, __VA_ARGS__)
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enum eEventType_Mask {
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