diff --git a/extra/adsoda/adsoda-docs.factor b/extra/adsoda/adsoda-docs.factor index 9ab874d370..89fbbd5b26 100755 --- a/extra/adsoda/adsoda-docs.factor +++ b/extra/adsoda/adsoda-docs.factor @@ -1,23 +1,19 @@ ! Copyright (C) 2008 Jeff Bigot ! See http://factorcode.org/license.txt for BSD license. -USING: help.markup help.syntax ; - +USING: help.markup help.syntax multiline ; IN: adsoda - - ! -------------------------------------------------------------- ! faces ! -------------------------------------------------------------- ARTICLE: "face-page" "Face in ADSODA" "explanation of faces" $nl -"link to functions" -"what is an halfspace" -"halfspace touching-corners adjacent-faces" -"touching-corners list of pointers to the corners which touch this face\n" - -"adjacent-faces list of pointers to the faces which touch this face\n" +"link to functions" $nl +"what is an halfspace" $nl +"halfspace touching-corners adjacent-faces" $nl +"touching-corners list of pointers to the corners which touch this face" $nl +"adjacent-faces list of pointers to the faces which touch this face" { $subsection face } { $subsection } "test relative position" @@ -244,31 +240,27 @@ $nl ; ARTICLE: { "adsoda" "light" } "ADSODA : lights" -"! HELP: light position color" -"! ( -- tuple ) light new ;" - -"! light est un vecteur avec 3 variables pour les couleurs\n" - -" void Light::Apply(Vector& normal, double &cRed, double &cGreen, double &cBlue)\n" -" { \n" -" // Dot the light direction with the normalized normal of Face." -" register double intensity = -(normal * (*this));" - -" // Face is a backface, from light's perspective" -" if (intensity < 0)" -" return;" -" " -" // Add the intensity componentwise" -" cRed += red * intensity;" -" cGreen += green * intensity;" -" cBlue += blue * intensity;" - -" // Clip to unit range" -" if (cRed > 1.0) cRed = 1.0;" -" if (cGreen > 1.0) cGreen = 1.0;" -" if (cBlue > 1.0) cBlue = 1.0;" - - +{ $code <" +! HELP: light position color +! ( -- tuple ) light new ; +! light est un vecteur avec 3 variables pour les couleurs\n + void Light::Apply(Vector& normal, double &cRed, double &cGreen, double &cBlue)\n + { \n + // Dot the light direction with the normalized normal of Face. + register double intensity = -(normal * (*this)); + // Face is a backface, from light's perspective + if (intensity < 0) + return; + + // Add the intensity componentwise + cRed += red * intensity; + cGreen += green * intensity; + cBlue += blue * intensity; + // Clip to unit range + if (cRed > 1.0) cRed = 1.0; + if (cGreen > 1.0) cGreen = 1.0; + if (cBlue > 1.0) cBlue = 1.0; +"> } ;