diff --git a/include/line2d.h b/include/line2d.h index 4fd8b13b..037f5974 100644 --- a/include/line2d.h +++ b/include/line2d.h @@ -133,7 +133,7 @@ class line2d } //! Check if the given point is a member of the line - /** \return Returns true if point is between start and end, else false. */ + /** \return True if point is between start and end, else false. */ bool isPointOnLine(const vector2d& point) const { T d = getPointOrientation(point); diff --git a/include/line3d.h b/include/line3d.h index a9f894be..6aff4f6f 100644 --- a/include/line3d.h +++ b/include/line3d.h @@ -73,7 +73,7 @@ class line3d return end - start; } - //! Returns if the given point is between start and end of the line. + //! Check if the given point is between start and end of the line. /** Assumes that the point is already somewhere on the line. \param point The point to test. \return True if point is on the line between start and end, else false. @@ -83,7 +83,7 @@ class line3d return point.isBetweenPoints(start, end); } - //! Returns the closest point on this line to a point + //! Get the closest point on this line to a point /** \param point The point to compare to. \return The nearest point which is part of the line. */ vector3d getClosestPoint(const vector3d& point) const @@ -103,11 +103,11 @@ class line3d return start + v; } - //! Returns if the line intersects with a shpere + //! Check if the line intersects with a shpere /** \param sorigin: Origin of the shpere. \param sradius: Radius of the sphere. \param outdistance: The distance to the first intersection point. - \return Returns true if there is an intersection. + \return True if there is an intersection. If there is one, the distance to the first intersection point is stored in outdistance. */ bool getIntersectionWithSphere(vector3d sorigin, T sradius, f64& outdistance) const diff --git a/include/plane3d.h b/include/plane3d.h index 6ee59195..6a3c98ba 100644 --- a/include/plane3d.h +++ b/include/plane3d.h @@ -66,7 +66,7 @@ class plane3d } - //! Returns an intersection with a 3d line. + //! Get an intersection with a 3d line. /** \param lineVect Vector of the line to intersect with. \param linePoint Point of the line to intersect with. \param outIntersection Place to store the intersection point, if there is one. @@ -86,7 +86,7 @@ class plane3d return true; } - //! Returns where on a line between two points an intersection with this plane happened. + //! Get percentage of line between two points where an intersection with this plane happens. /** Only useful if known that there is an intersection. \param linePoint1 Point1 of the line to intersect with. \param linePoint2 Point2 of the line to intersect with. @@ -101,7 +101,7 @@ class plane3d return (f32)-((Normal.dotProduct(linePoint1) + D) / t2); } - //! Returns an intersection with a 3d line, limited between two 3d points. + //! Get an intersection with a 3d line, limited between two 3d points. /** \param linePoint1 Point 1 of the line. \param linePoint2 Point 2 of the line. \param outIntersection Place to store the intersection point, if there is one. @@ -180,7 +180,7 @@ class plane3d return true; } - //! Returns the intersection point with two other planes if there is one. + //! Get the intersection point with two other planes if there is one. bool getIntersectionWithPlanes(const plane3d& o1, const plane3d& o2, vector3d& outPoint) const { @@ -198,7 +198,7 @@ class plane3d Note that this only works if the normal is Normalized. Do not use this method with points as it will give wrong results! \param lookDirection: Look direction. - \return Returns true if the plane is front facing and + \return True if the plane is front facing and false if it is backfacing. */ bool isFrontFacing(const vector3d& lookDirection) const { @@ -206,7 +206,7 @@ class plane3d return F32_LOWER_EQUAL_0 ( d ); } - //! Returns the distance to a point. + //! Get the distance to a point. /** Note that this only works if the normal is normalized. */ T getDistanceTo(const vector3d& point) const { diff --git a/include/triangle3d.h b/include/triangle3d.h index cd836298..9559383a 100644 --- a/include/triangle3d.h +++ b/include/triangle3d.h @@ -39,9 +39,8 @@ namespace core } //! Determines if the triangle is totally inside a bounding box. - //! \param box: Box to check. - //! \return Returns true if the triangle is within the box, - //! and false otherwise. + /** \param box Box to check. + \return True if triangle is within the box, otherwise false. */ bool isTotalInsideBox(const aabbox3d& box) const { return (box.isPointInside(pointA) && @@ -50,8 +49,8 @@ namespace core } //! Get the closest point on a triangle to a point on the same plane. - //! \param p: Point which must be on the same plane as the triangle. - //! \return The closest point of the triangle + /** \param p Point which must be on the same plane as the triangle. + \return The closest point of the triangle */ core::vector3d closestPointOnTriangle(const core::vector3d& p) const { const core::vector3d rab = line3d(pointA, pointB).getClosestPoint(p); @@ -69,9 +68,9 @@ namespace core } //! Check if a point is inside the triangle - //! \param p: Point to test. Assumes that this point is already on the plane - //! of the triangle. - //! \return Returns true if the point is inside the triangle, otherwise false. + /** \param p Point to test. Assumes that this point is already + on the plane of the triangle. + \return True if the point is inside the triangle, otherwise false. */ bool isPointInside(const vector3d& p) const { return (isOnSameSide(p, pointA, pointB, pointC) && @@ -79,13 +78,13 @@ namespace core isOnSameSide(p, pointC, pointA, pointB)); } - //! Check if a point is inside the triangle. This method is an - //! implementation of the example used in a paper by Kasper - //! Fauerby original written by Keidy from Mr-Gamemaker. - //! \param p: Point to test. Assumes that this point is already - //! on the plane of the triangle. - //! \return Returns true if the point is inside the triangle, - //! otherwise false. + //! Check if a point is inside the triangle. + /** This method is an implementation of the example used in a + paper by Kasper Fauerby original written by Keidy from + Mr-Gamemaker. + \param p Point to test. Assumes that this point is already + on the plane of the triangle. + \return True if point is inside the triangle, otherwise false. */ bool isPointInsideFast(const vector3d& p) const { const vector3d f = pointB - pointA; @@ -110,9 +109,9 @@ namespace core //! Get an intersection with a 3d line. - //! \param line: Line to intersect with. - //! \param outIntersection: Place to store the intersection point, if there is one. - //! \return Returns true if there was an intersection, false if not. + /** \param line Line to intersect with. + \param outIntersection Place to store the intersection point, if there is one. + \return True if there was an intersection, false if not. */ bool getIntersectionWithLimitedLine(const line3d& line, vector3d& outIntersection) const { @@ -122,15 +121,15 @@ namespace core } - //! Returns an intersection with a 3d line. - //! Please note that also points are returned as intersection which - //! are on the line, but not between the start and end point of the line. - //! If you want the returned point be between start and end - //! use getIntersectionWithLimitedLine(). - //! \param linePoint: Point of the line to intersect with. - //! \param lineVect: Vector of the line to intersect with. - //! \param outIntersection: Place to store the intersection point, if there is one. - //! \return Returns true if there was an intersection, false if there was not. + //! Get an intersection with a 3d line. + /** Please note that also points are returned as intersection which + are on the line, but not between the start and end point of the line. + If you want the returned point be between start and end + use getIntersectionWithLimitedLine(). + \param linePoint Point of the line to intersect with. + \param lineVect Vector of the line to intersect with. + \param outIntersection Place to store the intersection point, if there is one. + \return True if there was an intersection, false if there was not. */ bool getIntersectionWithLine(const vector3d& linePoint, const vector3d& lineVect, vector3d& outIntersection) const { @@ -141,12 +140,11 @@ namespace core } - //! Calculates the intersection between a 3d line and - //! the plane the triangle is on. - //! \param lineVect: Vector of the line to intersect with. - //! \param linePoint: Point of the line to intersect with. - //! \param outIntersection: Place to store the intersection point, if there is one. - //! \return Returns true if there was an intersection, false if there was not. + //! Calculates the intersection between a 3d line and the plane the triangle is on. + /** \param lineVect Vector of the line to intersect with. + \param linePoint Point of the line to intersect with. + \param outIntersection Place to store the intersection point, if there is one. + \return True if there was an intersection, else false. */ bool getIntersectionOfPlaneWithLine(const vector3d& linePoint, const vector3d& lineVect, vector3d& outIntersection) const { @@ -163,21 +161,19 @@ namespace core } - //! Returns the normal of the triangle. - //! Please note: The normal is not normalized. + //! Get the normal of the triangle. + /** Please note: The normal is not always normalized. */ vector3d getNormal() const { return (pointB - pointA).crossProduct(pointC - pointA); } - //! Test if the triangle would be front or backfacing from any - //! point. Thus, this method assumes a camera position from - //! which the triangle is definitely visible when looking into - //! the given direction. - //! Do not use this method with points as it will give wrong results! - //! \param lookDirection: Look direction. - //! \return Returns true if the plane is front facing and - //! false if it is backfacing. + //! Test if the triangle would be front or backfacing from any point. + /** Thus, this method assumes a camera position from which the + triangle is definitely visible when looking at the given direction. + Do not use this method with points as it will give wrong results! + \param lookDirection Look direction. + \return True if the plane is front facing and false if it is backfacing. */ bool isFrontFacing(const vector3d& lookDirection) const { const vector3d n = getNormal().normalize(); @@ -185,13 +181,13 @@ namespace core return F32_LOWER_EQUAL_0(d); } - //! Returns the plane of this triangle. + //! Get the plane of this triangle. plane3d getPlane() const { return plane3d(pointA, pointB, pointC); } - //! Returns the area of the triangle + //! Get the area of the triangle T getArea() const { return (pointB - pointA).crossProduct(pointC - pointA).getLength() * 0.5;