diff options
Diffstat (limited to 'source/blender/editors/include/ED_view3d.h')
-rw-r--r-- | source/blender/editors/include/ED_view3d.h | 80 |
1 files changed, 40 insertions, 40 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h index 4c68b53d5cd..23321e0e48f 100644 --- a/source/blender/editors/include/ED_view3d.h +++ b/source/blender/editors/include/ED_view3d.h @@ -91,10 +91,10 @@ int initgrabz(struct RegionView3D *rv3d, float x, float y, float z); /** * Calculate a 3d location from 2d window coordinates. - * @param ar The region (used for the window width and height). - * @param depth_pt The reference location used to calculate the Z depth. - * @param mval The area relative location (such as event->mval converted to floats). - * @param out The resulting world-space location. + * \param ar The region (used for the window width and height). + * \param depth_pt The reference location used to calculate the Z depth. + * \param mval The area relative location (such as event->mval converted to floats). + * \param out The resulting world-space location. */ void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]); @@ -102,9 +102,9 @@ void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const floa * Calculate a 3d difference vector from 2d window offset. * note that initgrabz() must be called first to determine * the depth used to calculate the delta. - * @param ar The region (used for the window width and height). - * @param mval The area relative 2d difference (such as event->mval[0] - other_x). - * @param out The resulting world-space delta. + * \param ar The region (used for the window width and height). + * \param mval The area relative 2d difference (such as event->mval[0] - other_x). + * \param out The resulting world-space delta. */ void ED_view3d_win_to_delta(struct ARegion *ar, const float mval[2], float out[3]); @@ -112,9 +112,9 @@ void ED_view3d_win_to_delta(struct ARegion *ar, const float mval[2], float out[3 * Calculate a 3d direction vector from 2d window coordinates. * This direction vector starts and the view in the direction of the 2d window coordinates. * In orthographic view all window coordinates yield the same vector. - * @param ar The region (used for the window width and height). - * @param mval The area relative 2d location (such as event->mval converted to floats). - * @param out The resulting normalized world-space direction vector. + * \param ar The region (used for the window width and height). + * \param mval The area relative 2d location (such as event->mval converted to floats). + * \param out The resulting normalized world-space direction vector. */ void ED_view3d_win_to_vector(struct ARegion *ar, const float mval[2], float out[3]); @@ -124,11 +124,11 @@ void ED_view3d_win_to_vector(struct ARegion *ar, const float mval[2], float out[ * ray_start and ray_end are clipped by the view near and far limits * so points along this line are always in view. * In orthographic view all resulting segments will be parallel. - * @param ar The region (used for the window width and height). - * @param v3d The 3d viewport (used for near and far clipping range). - * @param mval The area relative 2d location (such as event->mval, converted into float[2]). - * @param ray_start The world-space starting point of the segment. - * @param ray_end The world-space end point of the segment. + * \param ar The region (used for the window width and height). + * \param v3d The 3d viewport (used for near and far clipping range). + * \param mval The area relative 2d location (such as event->mval, converted into float[2]). + * \param ray_start The world-space starting point of the segment. + * \param ray_end The world-space end point of the segment. */ void ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]); @@ -137,58 +137,58 @@ void ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const * This ray_start is located at the viewpoint, ray_normal is the direction towards mval. * ray_start is clipped by the view near limit so points in front of it are always in view. * In orthographic view the resulting ray_normal will match the view vector. - * @param ar The region (used for the window width and height). - * @param v3d The 3d viewport (used for near clipping value). - * @param mval The area relative 2d location (such as event->mval, converted into float[2]). - * @param ray_start The world-space starting point of the segment. - * @param ray_normal The normalized world-space direction of towards mval. + * \param ar The region (used for the window width and height). + * \param v3d The 3d viewport (used for near clipping value). + * \param mval The area relative 2d location (such as event->mval, converted into float[2]). + * \param ray_start The world-space starting point of the segment. + * \param ray_normal The normalized world-space direction of towards mval. */ void ED_view3d_win_to_ray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]); /** * Calculate a normalized 3d direction vector from the viewpoint towards a global location. * In orthographic view the resulting vector will match the view vector. - * @param rv3d The region (used for the window width and height). - * @param coord The world-space location. - * @param vec The resulting normalized vector. + * \param rv3d The region (used for the window width and height). + * \param coord The world-space location. + * \param vec The resulting normalized vector. */ void ED_view3d_global_to_vector(struct RegionView3D *rv3d, const float coord[3], float vec[3]); /** * Calculate the view transformation matrix from RegionView3D input. * The resulting matrix is equivalent to RegionView3D.viewinv - * @param mat The view 4x4 transformation matrix to calculate. - * @param ofs The view offset, normally from RegionView3D.ofs. - * @param quat The view rotation, quaternion normally from RegionView3D.viewquat. - * @param dist The view distance from ofs, normally from RegionView3D.dist. + * \param mat The view 4x4 transformation matrix to calculate. + * \param ofs The view offset, normally from RegionView3D.ofs. + * \param quat The view rotation, quaternion normally from RegionView3D.viewquat. + * \param dist The view distance from ofs, normally from RegionView3D.dist. */ void ED_view3d_to_m4(float mat[][4], const float ofs[3], const float quat[4], const float dist); /** * Set the view transformation from a 4x4 matrix. - * @param mat The view 4x4 transformation matrix to assign. - * @param ofs The view offset, normally from RegionView3D.ofs. - * @param quat The view rotation, quaternion normally from RegionView3D.viewquat. - * @param dist The view distance from ofs, normally from RegionView3D.dist. + * \param mat The view 4x4 transformation matrix to assign. + * \param ofs The view offset, normally from RegionView3D.ofs. + * \param quat The view rotation, quaternion normally from RegionView3D.viewquat. + * \param dist The view distance from ofs, normally from RegionView3D.dist. */ void ED_view3d_from_m4(float mat[][4], float ofs[3], float quat[4], float *dist); /** * Set the RegionView3D members from an objects transformation and optionally lens. - * @param ob The object to set the view to. - * @param ofs The view offset to be set, normally from RegionView3D.ofs. - * @param quat The view rotation to be set, quaternion normally from RegionView3D.viewquat. - * @param dist The view distance from ofs to be set, normally from RegionView3D.dist. - * @param lens The view lens angle set for cameras and lamps, normally from View3D.lens. + * \param ob The object to set the view to. + * \param ofs The view offset to be set, normally from RegionView3D.ofs. + * \param quat The view rotation to be set, quaternion normally from RegionView3D.viewquat. + * \param dist The view distance from ofs to be set, normally from RegionView3D.dist. + * \param lens The view lens angle set for cameras and lamps, normally from View3D.lens. */ void ED_view3d_from_object(struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens); /** * Set the object transformation from RegionView3D members. - * @param ob The object which has the transformation assigned. - * @param ofs The view offset, normally from RegionView3D.ofs. - * @param quat The view rotation, quaternion normally from RegionView3D.viewquat. - * @param dist The view distance from ofs, normally from RegionView3D.dist. + * \param ob The object which has the transformation assigned. + * \param ofs The view offset, normally from RegionView3D.ofs. + * \param quat The view rotation, quaternion normally from RegionView3D.viewquat. + * \param dist The view distance from ofs, normally from RegionView3D.dist. */ void ED_view3d_to_object(struct Object *ob, const float ofs[3], const float quat[4], const float dist); |