From f5179830a7acbea85e10dfaabbf0deffef799cd2 Mon Sep 17 00:00:00 2001 From: Hans Goudey Date: Mon, 9 Jan 2023 08:59:34 -0500 Subject: [PATCH] Cleanup: BLI Vector comment formatting, grammar --- source/blender/blenlib/BLI_math_vector.hh | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/source/blender/blenlib/BLI_math_vector.hh b/source/blender/blenlib/BLI_math_vector.hh index 9bba55663bd..1e8f5a3f42a 100644 --- a/source/blender/blenlib/BLI_math_vector.hh +++ b/source/blender/blenlib/BLI_math_vector.hh @@ -263,7 +263,7 @@ template * Dot product between two vectors. * Equivalent to component wise multiplication followed by summation of the result. * Equivalent to the cosine of the angle between the two vectors if the vectors are normalized. - * /note prefer using `length_manhattan(a)` than `dot(a, vec(1))` to get the sum of all components. + * \note prefer using `length_manhattan(a)` than `dot(a, vec(1))` to get the sum of all components. */ template [[nodiscard]] inline T dot(const VecBase &a, const VecBase &b) @@ -297,7 +297,7 @@ template [[nodiscard]] inline T length(const VecBase [[nodiscard]] inline bool is_unit_scale(const VecBase &v) { /* Checks are flipped so NAN doesn't assert because we're making sure the value was @@ -410,9 +410,9 @@ template } /** - * @param poly List of points around a polygon. They don't have to be co-planar. - * @return Best fit plane normal for the given polygon loop or, zero vector if point - * loop is too short. Not normalized. + * \param poly: Array of points around a polygon. They don't have to be co-planar. + * \return Best fit plane normal for the given polygon loop or zero vector if point + * array is too short. Not normalized. */ template [[nodiscard]] inline VecBase cross_poly(Span> poly) { @@ -439,8 +439,8 @@ template [[nodiscard]] inline VecBase cross_poly(Span [[nodiscard]] inline VecBase interpolate(const VecBase &a, @@ -451,7 +451,7 @@ template } /** - * @return Point halfway between \a a and \a b. + * \return Point halfway between \a a and \a b. */ template [[nodiscard]] inline VecBase midpoint(const VecBase &a, @@ -472,7 +472,7 @@ template } /** - * @return Index of the component with the greatest magnitude. + * \return Index of the component with the greatest magnitude. */ template [[nodiscard]] inline int dominant_axis(const VecBase &a) {