Cleanup: Fix various typos in source/blender/geometry
Fixes various non-user-facing typos. Pull Request: https://projects.blender.org/blender/blender/pulls/145794
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@@ -1248,7 +1248,7 @@ static void merge_out_faces(Vector<OutFace> &faces)
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}
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}
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/** Return true if the ponts p0, p1, p2 are approximately in a straight line. */
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/** Return true if the points p0, p1, p2 are approximately in a straight line. */
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static inline bool approx_in_line(const float3 &p0, const float3 &p1, const float3 &p2)
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{
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float cos_ang = math::dot(math::normalize(p1 - p0), math::normalize(p2 - p1));
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@@ -1782,7 +1782,7 @@ static int64_t pack_island_xatlas(const Span<std::unique_ptr<UVAABBIsland>> isla
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* \param margin: Add `margin` units around islands before packing.
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* \param params: Additional parameters. Scale and margin information is ignored.
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* \param r_phis: Island layout information will be written here.
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* \return Size of square covering the resulting packed UVs. The maximum `u` or `v` co-ordinate.
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* \return Size of square covering the resulting packed UVs. The maximum `u` or `v` coordinate.
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*/
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static float pack_islands_scale_margin(const Span<PackIsland *> islands,
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const float scale,
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@@ -4271,7 +4271,7 @@ void uv_parametrizer_average(ParamHandle *phandle, bool ignore_pinned, bool scal
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s[0][1] = va->uv[1] - vc->uv[1];
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s[1][0] = vb->uv[0] - vc->uv[0];
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s[1][1] = vb->uv[1] - vc->uv[1];
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/* Find the "U" axis and "V" axis in triangle co-ordinates. Normally this would require
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/* Find the "U" axis and "V" axis in triangle coordinates. Normally this would require
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* SVD, but in 2D we can use a cheaper matrix inversion instead. */
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if (!invert_m2_m2(m, s)) {
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continue;
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