diff --git a/Surface_mesh_shortest_path/include/CGAL/Surface_mesh_shortest_path/Surface_mesh_shortest_path.h b/Surface_mesh_shortest_path/include/CGAL/Surface_mesh_shortest_path/Surface_mesh_shortest_path.h index de2dfe6ac55..f116f933c2e 100644 --- a/Surface_mesh_shortest_path/include/CGAL/Surface_mesh_shortest_path/Surface_mesh_shortest_path.h +++ b/Surface_mesh_shortest_path/include/CGAL/Surface_mesh_shortest_path/Surface_mesh_shortest_path.h @@ -833,24 +833,25 @@ private: node_created(); m_rootNodes.emplace_back(edgeRoot, sourcePointIt); - // If v0v1 is not a border edge: - // - // v2 - // / \ - // / \ - // / \ - // v0 - S - v1 - // \ / - // \ / - // \ / - // v3 - // The source S must reach all Vi, so for each side of the edge, there are two windwows being spawned: - // - v0v1 targetting v2 propagating only on the left (v0v2) - // - v2v0 targetting v1 propagating only on the left (v2v1) - // - v1v0 targetting v3 propagating only on the left (v1v3) - // - v3v1 targetting v0 propagating only on the left (v3v0) - // - // If v0v1 is a border edge, spawn 3 children in the face, and none on the other side + /* If v0v1 is not a border edge: + * + * v2 + * / \ + * / \ + * / \ + * v0 - S - v1 + * \ / + * \ / + * \ / + * v3 + * The source S must reach all Vi, so for each side of the edge, there are two windwows being spawned: + * - v0v1 targetting v2 propagating only on the left (v0v2) + * - v2v0 targetting v1 propagating only on the left (v2v1) + * - v1v0 targetting v3 propagating only on the left (v1v3) + * - v3v1 targetting v0 propagating only on the left (v3v0) + * + * If v0v1 is a border edge, spawn 3 children in the face, and none on the other side + */ if(is_border_edge(baseEdge, m_graph)) {