Commit: 06b14aa5f9c961d7bdcf6f959bbb5e517633dc4e Author: Campbell Barton Date: Mon Aug 31 22:24:34 2015 +1000 Branches: master https://developer.blender.org/rB06b14aa5f9c961d7bdcf6f959bbb5e517633dc4e
error in comments =================================================================== M source/blender/blenlib/intern/math_geom.c =================================================================== diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index e12bebe..328bf55 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -1607,7 +1607,8 @@ bool isect_tri_tri_epsilon_v3( /** * Implementation note: its simpler to project the triangles onto the intersection plane * before intersecting their edges with the ray, defined by 'isect_plane_plane_v3'. - * This way we can use 'line_point_factor_v3_ex' to see if an edge crosses 'co_proj'. + * This way we can use 'line_point_factor_v3_ex' to see if an edge crosses 'co_proj', + * then use the factor to calculate the world-space point. */ struct { float min, max; @@ -1621,7 +1622,7 @@ bool isect_tri_tri_epsilon_v3( closest_to_plane3_normalized_v3(co_proj, plane_no, plane_co); - /* For both triangles, find the overlap with the line defined by the ray [co_proj, isect_no]. + /* For both triangles, find the overlap with the line defined by the ray [co_proj, plane_no]. * When the ranges overlap we know the triangles do too. */ for (t = 0; t < 2; t++) { int j, j_prev; @@ -1634,9 +1635,9 @@ bool isect_tri_tri_epsilon_v3( for (j = 0, j_prev = 2; j < 3; j_prev = j++) { const float edge_fac = line_point_factor_v3_ex(co_proj, tri_proj[j_prev], tri_proj[j], epsilon, -1.0f); /* ignore collinear lines, they are either an edge shared between 2 tri's - * (which runs along [co_proj, isect_no], but can be safely ignored). + * (which runs along [co_proj, plane_no], but can be safely ignored). * - * or an collinear edge placed away from the ray - which we don't intersect with & can ignore. */ + * or a collinear edge placed away from the ray - which we don't intersect with & can ignore. */ if (UNLIKELY(edge_fac == -1.0f)) { /* pass */ } _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs