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Diffstat (limited to 'source/blender/editors/include/ED_view3d.h')
-rw-r--r--source/blender/editors/include/ED_view3d.h80
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);