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authorCampbell Barton <ideasman42@gmail.com>2021-06-24 08:57:33 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-06-24 08:59:34 +0300
commit1f778dbefcaf825dcad1f70a9cc45e503ad74ed5 (patch)
treed192550ac77a0f982fb43440d3c64d972cc2d011 /source/blender/freestyle/intern/view_map/Silhouette.h
parent4b9ff3cd42be427e478743648e9951bf8c189a04 (diff)
Cleanup: use Blender's code style for doxygen commetns in freestyle
Diffstat (limited to 'source/blender/freestyle/intern/view_map/Silhouette.h')
-rw-r--r--source/blender/freestyle/intern/view_map/Silhouette.h246
1 files changed, 123 insertions, 123 deletions
diff --git a/source/blender/freestyle/intern/view_map/Silhouette.h b/source/blender/freestyle/intern/view_map/Silhouette.h
index 28cd140185c..10544f5e883 100644
--- a/source/blender/freestyle/intern/view_map/Silhouette.h
+++ b/source/blender/freestyle/intern/view_map/Silhouette.h
@@ -66,86 +66,86 @@ class FEdge;
class ViewVertex;
class SShape;
-/*! Class to define a vertex of the embedding. */
+/** Class to define a vertex of the embedding. */
class SVertex : public Interface0D {
public: // Implementation of Interface0D
- /*! Returns the string "SVertex". */
+ /** Returns the string "SVertex". */
virtual string getExactTypeName() const
{
return "SVertex";
}
// Data access methods
- /*! Returns the 3D x coordinate of the vertex. */
+ /** Returns the 3D x coordinate of the vertex. */
virtual real getX() const
{
return _Point3D.x();
}
- /*! Returns the 3D y coordinate of the vertex. */
+ /** Returns the 3D y coordinate of the vertex. */
virtual real getY() const
{
return _Point3D.y();
}
- /*! Returns the 3D z coordinate of the vertex. */
+ /** Returns the 3D z coordinate of the vertex. */
virtual real getZ() const
{
return _Point3D.z();
}
- /*! Returns the 3D point. */
+ /** Returns the 3D point. */
virtual Vec3r getPoint3D() const
{
return _Point3D;
}
- /*! Returns the projected 3D x coordinate of the vertex. */
+ /** Returns the projected 3D x coordinate of the vertex. */
virtual real getProjectedX() const
{
return _Point2D.x();
}
- /*! Returns the projected 3D y coordinate of the vertex. */
+ /** Returns the projected 3D y coordinate of the vertex. */
virtual real getProjectedY() const
{
return _Point2D.y();
}
- /*! Returns the projected 3D z coordinate of the vertex. */
+ /** Returns the projected 3D z coordinate of the vertex. */
virtual real getProjectedZ() const
{
return _Point2D.z();
}
- /*! Returns the 2D point. */
+ /** Returns the 2D point. */
virtual Vec2r getPoint2D() const
{
return Vec2r(_Point2D.x(), _Point2D.y());
}
- /*! Returns the FEdge that lies between this Svertex and the Interface0D given as argument. */
+ /** Returns the FEdge that lies between this Svertex and the Interface0D given as argument. */
virtual FEdge *getFEdge(Interface0D &);
- /*! Returns the Id of the vertex. */
+ /** Returns the Id of the vertex. */
virtual Id getId() const
{
return _Id;
}
- /*! Returns the nature of the vertex. */
+ /** Returns the nature of the vertex. */
virtual Nature::VertexNature getNature() const;
- /*! Cast the Interface0D in SVertex if it can be. */
+ /** Cast the Interface0D in SVertex if it can be. */
virtual SVertex *castToSVertex();
- /*! Cast the Interface0D in ViewVertex if it can be. */
+ /** Cast the Interface0D in ViewVertex if it can be. */
virtual ViewVertex *castToViewVertex();
- /*! Cast the Interface0D in NonTVertex if it can be. */
+ /** Cast the Interface0D in NonTVertex if it can be. */
virtual NonTVertex *castToNonTVertex();
- /*! Cast the Interface0D in TVertex if it can be. */
+ /** Cast the Interface0D in TVertex if it can be. */
virtual TVertex *castToTVertex();
public:
@@ -166,12 +166,12 @@ class SVertex : public Interface0D {
CurvatureInfo *_curvature_info;
public:
- /*! A field that can be used by the user to store any data.
+ /** A field that can be used by the user to store any data.
* This field must be reset afterwards using ResetUserData().
*/
void *userdata;
- /*! Default constructor.*/
+ /** Default constructor.*/
inline SVertex()
{
_Id = 0;
@@ -181,7 +181,7 @@ class SVertex : public Interface0D {
_curvature_info = 0;
}
- /*! Builds a SVertex from 3D coordinates and an Id. */
+ /** Builds a SVertex from 3D coordinates and an Id. */
inline SVertex(const Vec3r &iPoint3D, const Id &id)
{
_Point3D = iPoint3D;
@@ -192,7 +192,7 @@ class SVertex : public Interface0D {
_curvature_info = 0;
}
- /*! Copy constructor. */
+ /** Copy constructor. */
inline SVertex(SVertex &iBrother)
{
_Id = iBrother._Id;
@@ -212,7 +212,7 @@ class SVertex : public Interface0D {
userdata = 0;
}
- /*! Destructor. */
+ /** Destructor. */
virtual ~SVertex()
{
if (_curvature_info) {
@@ -220,14 +220,14 @@ class SVertex : public Interface0D {
}
}
- /*! Cloning method. */
+ /** Cloning method. */
virtual SVertex *duplicate()
{
SVertex *clone = new SVertex(*this);
return clone;
}
- /*! operator == */
+ /** operator == */
virtual bool operator==(const SVertex &iBrother)
{
return ((_Point2D == iBrother._Point2D) && (_Point3D == iBrother._Point3D));
@@ -244,7 +244,7 @@ class SVertex : public Interface0D {
return _Point2D;
}
- /*! Returns the set of normals for this Vertex.
+ /** Returns the set of normals for this Vertex.
* In a smooth surface, a vertex has exactly one normal.
* In a sharp surface, a vertex can have any number of normals.
*/
@@ -253,7 +253,7 @@ class SVertex : public Interface0D {
return _Normals;
}
- /*! Returns the number of different normals for this vertex. */
+ /** Returns the number of different normals for this vertex. */
inline unsigned normalsSize() const
{
return _Normals.size();
@@ -284,7 +284,7 @@ class SVertex : public Interface0D {
return _Point2D[2];
}
- /*! If this SVertex is also a ViewVertex, this method returns a pointer onto this ViewVertex.
+ /** If this SVertex is also a ViewVertex, this method returns a pointer onto this ViewVertex.
* 0 is returned otherwise.
*/
inline ViewVertex *viewvertex()
@@ -292,20 +292,20 @@ class SVertex : public Interface0D {
return _pViewVertex;
}
- /*! modifiers */
- /*! Sets the 3D coordinates of the SVertex. */
+ /** modifiers */
+ /** Sets the 3D coordinates of the SVertex. */
inline void setPoint3D(const Vec3r &iPoint3D)
{
_Point3D = iPoint3D;
}
- /*! Sets the 3D projected coordinates of the SVertex. */
+ /** Sets the 3D projected coordinates of the SVertex. */
inline void setPoint2D(const Vec3r &iPoint2D)
{
_Point2D = iPoint2D;
}
- /*! Adds a normal to the Svertex's set of normals. If the same normal is already in the set,
+ /** Adds a normal to the Svertex's set of normals. If the same normal is already in the set,
* nothing changes. */
inline void AddNormal(const Vec3r &iNormal)
{
@@ -348,7 +348,7 @@ class SVertex : public Interface0D {
}
#endif
- /*! Sets the Id */
+ /** Sets the Id */
inline void setId(const Id &id)
{
_Id = id;
@@ -369,13 +369,13 @@ class SVertex : public Interface0D {
_pViewVertex = iViewVertex;
}
- /*! Add an FEdge to the list of edges emanating from this SVertex. */
+ /** Add an FEdge to the list of edges emanating from this SVertex. */
inline void AddFEdge(FEdge *iFEdge)
{
_FEdges.push_back(iFEdge);
}
- /*! Remove an FEdge from the list of edges emanating from this SVertex. */
+ /** Remove an FEdge from the list of edges emanating from this SVertex. */
inline void RemoveFEdge(FEdge *iFEdge)
{
for (vector<FEdge *>::iterator fe = _FEdges.begin(), fend = _FEdges.end(); fe != fend; fe++) {
@@ -447,7 +447,7 @@ class SVertex : public Interface0D {
inline Vec3r orientation2d() const;
inline Vec3r orientation3d() const;
inline Vec3r curvature2d_as_vector() const;
- /*! angle in radians */
+ /** angle in radians */
inline real curvature2d_as_angle() const;
#endif
@@ -466,7 +466,7 @@ class SVertex : public Interface0D {
class ViewEdge;
-/*! Base Class for feature edges.
+/** Base Class for feature edges.
* This FEdge can represent a silhouette, a crease, a ridge/valley, a border or a suggestive
* contour. For silhouettes, the FEdge is oriented such as, the visible face lies on the left of
* the edge. For borders, the FEdge is oriented such as, the face lies on the left of the edge. An
@@ -476,7 +476,7 @@ class ViewEdge;
*/
class FEdge : public Interface1D {
public: // Implementation of Interface0D
- /*! Returns the string "FEdge". */
+ /** Returns the string "FEdge". */
virtual string getExactTypeName() const
{
return "FEdge";
@@ -484,7 +484,7 @@ class FEdge : public Interface1D {
// Data access methods
- /*! Returns the 2D length of the FEdge. */
+ /** Returns the 2D length of the FEdge. */
virtual real getLength2D() const
{
if (!_VertexA || !_VertexB) {
@@ -493,7 +493,7 @@ class FEdge : public Interface1D {
return (_VertexB->getPoint2D() - _VertexA->getPoint2D()).norm();
}
- /*! Returns the Id of the FEdge. */
+ /** Returns the Id of the FEdge. */
virtual Id getId() const
{
return _Id;
@@ -533,12 +533,12 @@ class FEdge : public Interface1D {
bool _isTemporary;
public:
- /*! A field that can be used by the user to store any data.
+ /** A field that can be used by the user to store any data.
* This field must be reset afterwards using ResetUserData().
*/
void *userdata;
- /*! Default constructor */
+ /** Default constructor */
inline FEdge()
{
userdata = NULL;
@@ -555,7 +555,7 @@ class FEdge : public Interface1D {
_isTemporary = false;
}
- /*! Builds an FEdge going from vA to vB. */
+ /** Builds an FEdge going from vA to vB. */
inline FEdge(SVertex *vA, SVertex *vB)
{
userdata = NULL;
@@ -572,7 +572,7 @@ class FEdge : public Interface1D {
_isTemporary = false;
}
- /*! Copy constructor */
+ /** Copy constructor */
inline FEdge(FEdge &iBrother)
{
_VertexA = iBrother.vertexA();
@@ -594,12 +594,12 @@ class FEdge : public Interface1D {
userdata = 0;
}
- /*! Destructor */
+ /** Destructor */
virtual ~FEdge()
{
}
- /*! Cloning method. */
+ /** Cloning method. */
virtual FEdge *duplicate()
{
FEdge *clone = new FEdge(*this);
@@ -607,31 +607,31 @@ class FEdge : public Interface1D {
}
/* accessors */
- /*! Returns the first SVertex. */
+ /** Returns the first SVertex. */
inline SVertex *vertexA()
{
return _VertexA;
}
- /*! Returns the second SVertex. */
+ /** Returns the second SVertex. */
inline SVertex *vertexB()
{
return _VertexB;
}
- /*! Returns the first SVertex if i=0, the second SVertex if i=1. */
+ /** Returns the first SVertex if i=0, the second SVertex if i=1. */
inline SVertex *operator[](const unsigned short int &i) const
{
return (i % 2 == 0) ? _VertexA : _VertexB;
}
- /*! Returns the nature of the FEdge. */
+ /** Returns the nature of the FEdge. */
inline Nature::EdgeNature getNature() const
{
return _Nature;
}
- /*! Returns the FEdge following this one in the ViewEdge.
+ /** Returns the FEdge following this one in the ViewEdge.
* If this FEdge is the last of the ViewEdge, 0 is returned.
*/
inline FEdge *nextEdge()
@@ -639,7 +639,7 @@ class FEdge : public Interface1D {
return _NextEdge;
}
- /*! Returns the Edge preceding this one in the ViewEdge.
+ /** Returns the Edge preceding this one in the ViewEdge.
* If this FEdge is the first one of the ViewEdge, 0 is returned.
*/
inline FEdge *previousEdge()
@@ -668,7 +668,7 @@ class FEdge : public Interface1D {
}
#endif
- /*! Returns a pointer to the ViewEdge to which this FEdge belongs to. */
+ /** Returns a pointer to the ViewEdge to which this FEdge belongs to. */
inline ViewEdge *viewedge() const
{
return _ViewEdge;
@@ -716,7 +716,7 @@ class FEdge : public Interface1D {
return _occludeeEmpty;
}
- /*! Returns true if this FEdge is a smooth FEdge. */
+ /** Returns true if this FEdge is a smooth FEdge. */
inline bool isSmooth() const
{
return _isSmooth;
@@ -733,37 +733,37 @@ class FEdge : public Interface1D {
}
/* modifiers */
- /*! Sets the first SVertex. */
+ /** Sets the first SVertex. */
inline void setVertexA(SVertex *vA)
{
_VertexA = vA;
}
- /*! Sets the second SVertex. */
+ /** Sets the second SVertex. */
inline void setVertexB(SVertex *vB)
{
_VertexB = vB;
}
- /*! Sets the FEdge Id . */
+ /** Sets the FEdge Id . */
inline void setId(const Id &id)
{
_Id = id;
}
- /*! Sets the pointer to the next FEdge. */
+ /** Sets the pointer to the next FEdge. */
inline void setNextEdge(FEdge *iEdge)
{
_NextEdge = iEdge;
}
- /*! Sets the pointer to the previous FEdge. */
+ /** Sets the pointer to the previous FEdge. */
inline void setPreviousEdge(FEdge *iEdge)
{
_PreviousEdge = iEdge;
}
- /*! Sets the nature of this FEdge. */
+ /** Sets the nature of this FEdge. */
inline void setNature(Nature::EdgeNature iNature)
{
_Nature = iNature;
@@ -776,7 +776,7 @@ class FEdge : public Interface1D {
}
#endif
- /*! Sets the ViewEdge to which this FEdge belongs to. */
+ /** Sets the ViewEdge to which this FEdge belongs to. */
inline void setViewEdge(ViewEdge *iViewEdge)
{
_ViewEdge = iViewEdge;
@@ -814,7 +814,7 @@ class FEdge : public Interface1D {
_occludeeEmpty = iempty;
}
- /*! Sets the flag telling whether this FEdge is smooth or sharp.
+ /** Sets the flag telling whether this FEdge is smooth or sharp.
* true for Smooth, false for Sharp.
*/
inline void setSmooth(bool iFlag)
@@ -946,13 +946,13 @@ class FEdge : public Interface1D {
#endif
// Iterator access (Interface1D)
- /*! Returns an iterator over the 2 (!) SVertex pointing to the first SVertex. */
+ /** Returns an iterator over the 2 (!) SVertex pointing to the first SVertex. */
virtual inline Interface0DIterator verticesBegin();
- /*! Returns an iterator over the 2 (!) SVertex pointing after the last SVertex. */
+ /** Returns an iterator over the 2 (!) SVertex pointing after the last SVertex. */
virtual inline Interface0DIterator verticesEnd();
- /*! Returns an iterator over the FEdge points, pointing to the first point. The difference with
+ /** Returns an iterator over the FEdge points, pointing to the first point. The difference with
* verticesBegin() is that here we can iterate over points of the FEdge at a any given sampling.
* Indeed, for each iteration, a virtual point is created.
* \param t:
@@ -960,7 +960,7 @@ class FEdge : public Interface1D {
*/
virtual inline Interface0DIterator pointsBegin(float t = 0.0f);
- /*! Returns an iterator over the FEdge points, pointing after the last point. The difference with
+ /** Returns an iterator over the FEdge points, pointing after the last point. The difference with
* verticesEnd() is that here we can iterate over points of the FEdge at a any given sampling.
* Indeed, for each iteration, a virtual point is created.
* \param t:
@@ -1138,7 +1138,7 @@ Interface0DIterator FEdge::pointsEnd(float /*t*/)
return verticesEnd();
}
-/*! Class defining a sharp FEdge. A Sharp FEdge corresponds to an initial edge of the input mesh.
+/** Class defining a sharp FEdge. A Sharp FEdge corresponds to an initial edge of the input mesh.
* It can be a silhouette, a crease or a border. If it is a crease edge, then it is bordered
* by two faces of the mesh. Face a lies on its right whereas Face b lies on its left.
* If it is a border edge, then it doesn't have any face on its right, and thus Face a = 0.
@@ -1153,27 +1153,27 @@ class FEdgeSharp : public FEdge {
bool _bFaceMark;
public:
- /*! Returns the string "FEdgeSharp" . */
+ /** Returns the string "FEdgeSharp" . */
virtual string getExactTypeName() const
{
return "FEdgeSharp";
}
- /*! Default constructor. */
+ /** Default constructor. */
inline FEdgeSharp() : FEdge()
{
_aFrsMaterialIndex = _bFrsMaterialIndex = 0;
_aFaceMark = _bFaceMark = false;
}
- /*! Builds an FEdgeSharp going from vA to vB. */
+ /** Builds an FEdgeSharp going from vA to vB. */
inline FEdgeSharp(SVertex *vA, SVertex *vB) : FEdge(vA, vB)
{
_aFrsMaterialIndex = _bFrsMaterialIndex = 0;
_aFaceMark = _bFaceMark = false;
}
- /*! Copy constructor. */
+ /** Copy constructor. */
inline FEdgeSharp(FEdgeSharp &iBrother) : FEdge(iBrother)
{
_aNormal = iBrother._aNormal;
@@ -1184,19 +1184,19 @@ class FEdgeSharp : public FEdge {
_bFaceMark = iBrother._bFaceMark;
}
- /*! Destructor. */
+ /** Destructor. */
virtual ~FEdgeSharp()
{
}
- /*! Cloning method. */
+ /** Cloning method. */
virtual FEdge *duplicate()
{
FEdge *clone = new FEdgeSharp(*this);
return clone;
}
- /*! Returns the normal to the face lying on the right of the FEdge. If this FEdge is a border,
+ /** Returns the normal to the face lying on the right of the FEdge. If this FEdge is a border,
* it has no Face on its right and therefore, no normal.
*/
inline const Vec3r &normalA()
@@ -1204,13 +1204,13 @@ class FEdgeSharp : public FEdge {
return _aNormal;
}
- /*! Returns the normal to the face lying on the left of the FEdge. */
+ /** Returns the normal to the face lying on the left of the FEdge. */
inline const Vec3r &normalB()
{
return _bNormal;
}
- /*! Returns the index of the material of the face lying on the
+ /** Returns the index of the material of the face lying on the
* right of the FEdge. If this FEdge is a border,
* it has no Face on its right and therefore, no material.
*/
@@ -1219,21 +1219,21 @@ class FEdgeSharp : public FEdge {
return _aFrsMaterialIndex;
}
- /*! Returns the material of the face lying on the right of the FEdge. If this FEdge is a border,
+ /** Returns the material of the face lying on the right of the FEdge. If this FEdge is a border,
* it has no Face on its right and therefore, no material.
*/
const FrsMaterial &aFrsMaterial() const;
- /*! Returns the index of the material of the face lying on the left of the FEdge. */
+ /** Returns the index of the material of the face lying on the left of the FEdge. */
inline unsigned bFrsMaterialIndex() const
{
return _bFrsMaterialIndex;
}
- /*! Returns the material of the face lying on the left of the FEdge. */
+ /** Returns the material of the face lying on the left of the FEdge. */
const FrsMaterial &bFrsMaterial() const;
- /*! Returns the face mark of the face lying on the right of the FEdge.
+ /** Returns the face mark of the face lying on the right of the FEdge.
* If this FEdge is a border, it has no Face on its right and thus false is returned.
*/
inline bool aFaceMark() const
@@ -1241,43 +1241,43 @@ class FEdgeSharp : public FEdge {
return _aFaceMark;
}
- /*! Returns the face mark of the face lying on the left of the FEdge. */
+ /** Returns the face mark of the face lying on the left of the FEdge. */
inline bool bFaceMark() const
{
return _bFaceMark;
}
- /*! Sets the normal to the face lying on the right of the FEdge. */
+ /** Sets the normal to the face lying on the right of the FEdge. */
inline void setNormalA(const Vec3r &iNormal)
{
_aNormal = iNormal;
}
- /*! Sets the normal to the face lying on the left of the FEdge. */
+ /** Sets the normal to the face lying on the left of the FEdge. */
inline void setNormalB(const Vec3r &iNormal)
{
_bNormal = iNormal;
}
- /*! Sets the index of the material lying on the right of the FEdge.*/
+ /** Sets the index of the material lying on the right of the FEdge.*/
inline void setaFrsMaterialIndex(unsigned i)
{
_aFrsMaterialIndex = i;
}
- /*! Sets the index of the material lying on the left of the FEdge.*/
+ /** Sets the index of the material lying on the left of the FEdge.*/
inline void setbFrsMaterialIndex(unsigned i)
{
_bFrsMaterialIndex = i;
}
- /*! Sets the face mark of the face lying on the right of the FEdge. */
+ /** Sets the face mark of the face lying on the right of the FEdge. */
inline void setaFaceMark(bool iFaceMark)
{
_aFaceMark = iFaceMark;
}
- /*! Sets the face mark of the face lying on the left of the FEdge. */
+ /** Sets the face mark of the face lying on the left of the FEdge. */
inline void setbFaceMark(bool iFaceMark)
{
_bFaceMark = iFaceMark;
@@ -1288,7 +1288,7 @@ class FEdgeSharp : public FEdge {
#endif
};
-/*! Class defining a smooth edge. This kind of edge typically runs across a face of the input mesh.
+/** Class defining a smooth edge. This kind of edge typically runs across a face of the input mesh.
* It can be a silhouette, a ridge or valley, a suggestive contour.
*/
class FEdgeSmooth : public FEdge {
@@ -1305,13 +1305,13 @@ class FEdgeSmooth : public FEdge {
bool _FaceMark;
public:
- /*! Returns the string "FEdgeSmooth" . */
+ /** Returns the string "FEdgeSmooth" . */
virtual string getExactTypeName() const
{
return "FEdgeSmooth";
}
- /*! Default constructor. */
+ /** Default constructor. */
inline FEdgeSmooth() : FEdge()
{
_Face = NULL;
@@ -1320,7 +1320,7 @@ class FEdgeSmooth : public FEdge {
_isSmooth = true;
}
- /*! Builds an FEdgeSmooth going from vA to vB. */
+ /** Builds an FEdgeSmooth going from vA to vB. */
inline FEdgeSmooth(SVertex *vA, SVertex *vB) : FEdge(vA, vB)
{
_Face = NULL;
@@ -1329,7 +1329,7 @@ class FEdgeSmooth : public FEdge {
_isSmooth = true;
}
- /*! Copy constructor. */
+ /** Copy constructor. */
inline FEdgeSmooth(FEdgeSmooth &iBrother) : FEdge(iBrother)
{
_Normal = iBrother._Normal;
@@ -1339,12 +1339,12 @@ class FEdgeSmooth : public FEdge {
_isSmooth = true;
}
- /*! Destructor. */
+ /** Destructor. */
virtual ~FEdgeSmooth()
{
}
- /*! Cloning method. */
+ /** Cloning method. */
virtual FEdge *duplicate()
{
FEdge *clone = new FEdgeSmooth(*this);
@@ -1356,25 +1356,25 @@ class FEdgeSmooth : public FEdge {
return _Face;
}
- /*! Returns the face mark of the face it is running across. */
+ /** Returns the face mark of the face it is running across. */
inline bool faceMark() const
{
return _FaceMark;
}
- /*! Returns the normal to the Face it is running across. */
+ /** Returns the normal to the Face it is running across. */
inline const Vec3r &normal()
{
return _Normal;
}
- /*! Returns the index of the material of the face it is running across. */
+ /** Returns the index of the material of the face it is running across. */
inline unsigned frs_materialIndex() const
{
return _FrsMaterialIndex;
}
- /*! Returns the material of the face it is running across. */
+ /** Returns the material of the face it is running across. */
const FrsMaterial &frs_material() const;
inline void setFace(void *iFace)
@@ -1382,19 +1382,19 @@ class FEdgeSmooth : public FEdge {
_Face = iFace;
}
- /*! Sets the face mark of the face it is running across. */
+ /** Sets the face mark of the face it is running across. */
inline void setFaceMark(bool iFaceMark)
{
_FaceMark = iFaceMark;
}
- /*! Sets the normal to the Face it is running across. */
+ /** Sets the normal to the Face it is running across. */
inline void setNormal(const Vec3r &iNormal)
{
_Normal = iNormal;
}
- /*! Sets the index of the material of the face it is running across. */
+ /** Sets the index of the material of the face it is running across. */
inline void setFrsMaterialIndex(unsigned i)
{
_FrsMaterialIndex = i;
@@ -1413,7 +1413,7 @@ class FEdgeSmooth : public FEdge {
/* */
/**********************************/
-/*! Class to define a feature shape. It is the gathering of feature elements from an identified
+/** Class to define a feature shape. It is the gathering of feature elements from an identified
* input shape */
class SShape {
private:
@@ -1431,12 +1431,12 @@ class SShape {
ViewShape *_ViewShape;
public:
- /*! A field that can be used by the user to store any data.
+ /** A field that can be used by the user to store any data.
* This field must be reset afterwards using ResetUserData().
*/
void *userdata; // added by E.T.
- /*! Default constructor */
+ /** Default constructor */
inline SShape()
{
userdata = NULL;
@@ -1444,7 +1444,7 @@ class SShape {
_ViewShape = NULL;
}
- /*! Copy constructor */
+ /** Copy constructor */
inline SShape(SShape &iBrother)
{
userdata = NULL;
@@ -1528,14 +1528,14 @@ class SShape {
}
}
- /*! Cloning method. */
+ /** Cloning method. */
virtual SShape *duplicate()
{
SShape *clone = new SShape(*this);
return clone;
}
- /*! Destructor. */
+ /** Destructor. */
virtual inline ~SShape()
{
vector<SVertex *>::iterator sv, svend;
@@ -1561,13 +1561,13 @@ class SShape {
}
}
- /*! Adds a FEdge to the list of FEdges. */
+ /** Adds a FEdge to the list of FEdges. */
inline void AddEdge(FEdge *iEdge)
{
_edgesList.push_back(iEdge);
}
- /*! Adds a SVertex to the list of SVertex of this Shape.
+ /** Adds a SVertex to the list of SVertex of this Shape.
* The SShape attribute of the SVertex is also set to 'this'.
*/
inline void AddNewVertex(SVertex *iv)
@@ -1589,7 +1589,7 @@ class SShape {
return Ia;
}
- /*! Splits an edge into several edges.
+ /** Splits an edge into several edges.
* The edge's vertices are passed rather than the edge itself. This way, all feature edges
* (SILHOUETTE, CREASE, BORDER) are split in the same time. The processed edges are flagged as
* done (using the user-data flag).One single new vertex is created whereas several split edges
@@ -1773,13 +1773,13 @@ class SShape {
return newEdge;
}
- /*! Sets the Bounding Box of the Shape */
+ /** Sets the Bounding Box of the Shape */
inline void setBBox(const BBox<Vec3r> &iBBox)
{
_BBox = iBBox;
}
- /*! Compute the bbox of the sshape */
+ /** Compute the bbox of the sshape */
inline void ComputeBBox()
{
if (0 == _verticesList.size()) {
@@ -1853,13 +1853,13 @@ class SShape {
}
/* accessors */
- /*! Returns the list of SVertex of the Shape. */
+ /** Returns the list of SVertex of the Shape. */
inline vector<SVertex *> &getVertexList()
{
return _verticesList;
}
- /*! Returns the list of FEdges of the Shape. */
+ /** Returns the list of FEdges of the Shape. */
inline vector<FEdge *> &getEdgeList()
{
return _edgesList;
@@ -1870,19 +1870,19 @@ class SShape {
return _chains;
}
- /*! Returns the bounding box of the shape. */
+ /** Returns the bounding box of the shape. */
inline const BBox<Vec3r> &bbox()
{
return _BBox;
}
- /*! Returns the ith material of the shape. */
+ /** Returns the ith material of the shape. */
inline const FrsMaterial &frs_material(unsigned i) const
{
return _FrsMaterials[i];
}
- /*! Returns the list of materials of the Shape. */
+ /** Returns the list of materials of the Shape. */
inline const vector<FrsMaterial> &frs_materials() const
{
return _FrsMaterials;
@@ -1898,44 +1898,44 @@ class SShape {
return _importance;
}
- /*! Returns the Id of the Shape. */
+ /** Returns the Id of the Shape. */
inline Id getId() const
{
return _Id;
}
- /*! Returns the name of the Shape. */
+ /** Returns the name of the Shape. */
inline const string &getName() const
{
return _Name;
}
- /*! Returns the library path of the Shape. */
+ /** Returns the library path of the Shape. */
inline const string &getLibraryPath() const
{
return _LibraryPath;
}
/* Modififers */
- /*! Sets the Id of the shape.*/
+ /** Sets the Id of the shape.*/
inline void setId(Id id)
{
_Id = id;
}
- /*! Sets the name of the shape.*/
+ /** Sets the name of the shape.*/
inline void setName(const string &name)
{
_Name = name;
}
- /*! Sets the library path of the shape.*/
+ /** Sets the library path of the shape.*/
inline void setLibraryPath(const string &path)
{
_LibraryPath = path;
}
- /*! Sets the list of materials for the shape */
+ /** Sets the list of materials for the shape */
inline void setFrsMaterials(const vector<FrsMaterial> &iMaterials)
{
_FrsMaterials = iMaterials;