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authorCampbell Barton <ideasman42@gmail.com>2019-04-30 10:50:57 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-05-01 00:58:27 +0300
commit1e8697cd8094183a3f356bf8564284a31ffb89fc (patch)
tree554b1ac7856f3f168c58476ce53d1953beaa760e /source/blender/freestyle/intern/stroke/BasicStrokeShaders.h
parent5ca8ac51d04c6feb9d29d75fb2525168d30fbe74 (diff)
Cleanup: comments (long lines) in freestyle
Diffstat (limited to 'source/blender/freestyle/intern/stroke/BasicStrokeShaders.h')
-rw-r--r--source/blender/freestyle/intern/stroke/BasicStrokeShaders.h50
1 files changed, 27 insertions, 23 deletions
diff --git a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h
index e128817ffa5..db5738449e6 100644
--- a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h
+++ b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h
@@ -81,9 +81,9 @@ class ConstantThicknessShader : public StrokeShader {
};
/* [ Thickness Shader ].
- * Assigns an absolute constant external thickness to every vertices of the Stroke. The external thickness of a point
- * is its thickness from the point to the strip border in the direction pointing outside the object the
- * Stroke delimitates.
+ * Assigns an absolute constant external thickness to every vertices of the Stroke. The external
+ * thickness of a point is its thickness from the point to the strip border in the direction
+ * pointing outside the object the Stroke delimitates.
*/
class ConstantExternThicknessShader : public StrokeShader {
public:
@@ -108,10 +108,10 @@ class ConstantExternThicknessShader : public StrokeShader {
};
/*! [ Thickness Shader ].
- * Assigns thicknesses values such as the thickness increases from a thickness value A to a thickness value B between
- * the first vertex to the midpoint vertex and then decreases from B to a A between this midpoint vertex
- * and the last vertex.
- * The thickness is linearly interpolated from A to B.
+ * Assigns thicknesses values such as the thickness increases from a thickness value A to a
+ * thickness value B between the first vertex to the midpoint vertex and then decreases from B to a
+ * A between this midpoint vertex and the last vertex. The thickness is linearly interpolated from
+ * A to B.
*/
class IncreasingThicknessShader : public StrokeShader {
public:
@@ -146,8 +146,8 @@ class IncreasingThicknessShader : public StrokeShader {
};
/*! [ Thickness shader ].
- * Same as previous but here we allow the user to control the ratio thickness/length so that we don't get
- * fat short lines
+ * Same as previous but here we allow the user to control the ratio thickness/length so that we
+ * don't get fat short lines
*/
class ConstrainedIncreasingThicknessShader : public StrokeShader {
private:
@@ -288,8 +288,8 @@ class ConstantColorShader : public StrokeShader {
/*! [ Color Shader ].
* Assigns a varying color to the stroke.
- * The user specifies 2 colors A and B. The stroke color will change linearly from A to B between the
- * first and the last vertex.
+ * The user specifies 2 colors A and B. The stroke color will change linearly from A to B between
+ * the first and the last vertex.
*/
class IncreasingColorShader : public StrokeShader {
private:
@@ -346,7 +346,8 @@ class IncreasingColorShader : public StrokeShader {
};
/* [ Color Shader ].
- * Assigns a color to the stroke depending on the material of the shape to which ot belongs to. (Disney shader)
+ * Assigns a color to the stroke depending on the material of the shape to which ot belongs to.
+ * (Disney shader)
*/
class MaterialColorShader : public StrokeShader {
private:
@@ -399,7 +400,8 @@ class ColorNoiseShader : public StrokeShader {
//
///////////////////////////////////////////////////////////////////////////////
/*! [ Geometry Shader ].
- * Stretches the stroke at its two extremities and following the respective directions: v(1)v(0) and v(n-1)v(n).
+ * Stretches the stroke at its two extremities and following the respective directions: v(1)v(0)
+ * and v(n-1)v(n).
*/
class BackboneStretcherShader : public StrokeShader {
private:
@@ -471,9 +473,9 @@ class ExternalContourStretcherShader : public StrokeShader {
// Bezier curve stroke shader
/*! [ Geometry Shader ].
- * Transforms the stroke backbone geometry so that it corresponds to a Bezier Curve approximation of the
- * original backbone geometry.
- * \see \htmlonly <a href=bezier/bezier.html>bezier/bezier.html</a> \endhtmlonly
+ * Transforms the stroke backbone geometry so that it corresponds to a Bezier Curve approximation
+ * of the original backbone geometry. \see \htmlonly <a
+ * href=bezier/bezier.html>bezier/bezier.html</a> \endhtmlonly
*/
class BezierCurveShader : public StrokeShader {
private:
@@ -501,8 +503,9 @@ class BezierCurveShader : public StrokeShader {
/*! [ Geometry Shader ].
* Shader to modify the Stroke geometry so that it looks more "polygonal".
- * The basic idea is to start from the minimal stroke approximation consisting in a line joining the first vertex
- * to the last one and to subdivide using the original stroke vertices until a certain error is reached.
+ * The basic idea is to start from the minimal stroke approximation consisting in a line joining
+ * the first vertex to the last one and to subdivide using the original stroke vertices until a
+ * certain error is reached.
*/
class PolygonalizationShader : public StrokeShader {
private:
@@ -511,9 +514,9 @@ class PolygonalizationShader : public StrokeShader {
public:
/*! Builds the shader.
* \param iError:
- * The error we want our polygonal approximation to have with respect to the original geometry.
- * The smaller, the closer the new stroke to the orinal one.
- * This error corresponds to the maximum distance between the new stroke and the old one.
+ * The error we want our polygonal approximation to have with respect to the original
+ * geometry. The smaller, the closer the new stroke to the orinal one. This error corresponds to
+ * the maximum distance between the new stroke and the old one.
*/
PolygonalizationShader(float iError) : StrokeShader()
{
@@ -542,8 +545,9 @@ class GuidingLinesShader : public StrokeShader {
public:
/*! Builds a Guiding Lines shader
* \param iOffset:
- * The line that replaces the stroke is initially in the middle of the initial stroke "bbox".
- * iOffset is the value of the displacement which is applied to this line along its normal.
+ * The line that replaces the stroke is initially in the middle of the initial stroke
+ * "bbox". iOffset is the value of the displacement which is applied to this line along its
+ * normal.
*/
GuidingLinesShader(float iOffset) : StrokeShader()
{