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-rw-r--r--source/blender/editors/space_view3d/drawobject.c6
-rw-r--r--source/blender/editors/space_view3d/view3d_camera_control.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_project.c78
-rw-r--r--source/blender/editors/space_view3d/view3d_utils.c42
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_walk.c8
7 files changed, 70 insertions, 70 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index c10f8f0ce16..dd174c7fd7a 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -411,7 +411,7 @@ static const float cosval[CIRCLE_RESOL] = {
};
/**
- * \param viewmat_local_unit is typically the 'rv3d->viewmatob'
+ * \param viewmat_local_unit: is typically the 'rv3d->viewmatob'
* copied into a 3x3 matrix and normalized.
*/
static void draw_xyz_wire(const float viewmat_local_unit[3][3], const float c[3], float size, int axis)
@@ -4337,7 +4337,7 @@ static bool draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3
/**
- * \param dl_type_mask Only draw types matching this mask.
+ * \param dl_type_mask: Only draw types matching this mask.
* \return true when nothing was drawn
*/
static bool drawDispListwire_ex(ListBase *dlbase, unsigned int dl_type_mask)
@@ -7455,7 +7455,7 @@ static void draw_rigidbody_shape(Object *ob)
/**
* main object drawing function, draws in selection
- * \param dflag (draw flag) can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET
+ * \param dflag: (draw flag) can be DRAW_PICKING and/or DRAW_CONSTCOLOR, DRAW_SCENESET
*/
void draw_object(Main *bmain, Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short dflag)
{
diff --git a/source/blender/editors/space_view3d/view3d_camera_control.c b/source/blender/editors/space_view3d/view3d_camera_control.c
index 31956ee5f86..5c544ed24df 100644
--- a/source/blender/editors/space_view3d/view3d_camera_control.c
+++ b/source/blender/editors/space_view3d/view3d_camera_control.c
@@ -281,7 +281,7 @@ void ED_view3d_cameracontrol_update(
/**
* Release view control.
*
- * \param restore Sets the view state to the values that were set
+ * \param restore: Sets the view state to the values that were set
* before #ED_view3d_control_acquire was called.
*/
void ED_view3d_cameracontrol_release(
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index 679498ab16d..23c445ebc3e 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -1033,7 +1033,7 @@ static float view3d_ndof_pan_speed_calc(RegionView3D *rv3d)
/**
* Zoom and pan in the same function since sometimes zoom is interpreted as dolly (pan forward).
*
- * \param has_zoom zoom, otherwise dolly, often `!rv3d->is_persp` since it doesn't make sense to dolly in ortho.
+ * \param has_zoom: zoom, otherwise dolly, often `!rv3d->is_persp` since it doesn't make sense to dolly in ortho.
*/
static void view3d_ndof_pan_zoom(
const struct wmNDOFMotionData *ndof, ScrArea *sa, ARegion *ar,
diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c
index 3cc0857c8a7..20f3feb28ac 100644
--- a/source/blender/editors/space_view3d/view3d_project.c
+++ b/source/blender/editors/space_view3d/view3d_project.c
@@ -361,13 +361,13 @@ bool ED_view3d_clip_segment(const RegionView3D *rv3d, float ray_start[3], float
* In orthographic view the resulting ray_normal will match the view vector.
* This version also returns the ray_co point of the ray on window plane, useful to fix precision
* issues esp. with ortho view, where default ray_start is set rather far away.
- * \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 r_ray_co The world-space point where the ray intersects the window plane.
- * \param r_ray_normal The normalized world-space direction of towards mval.
- * \param r_ray_start The world-space starting point of the ray.
- * \param do_clip_planes Optionally clip the start of the ray by the view clipping planes.
+ * \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 r_ray_co: The world-space point where the ray intersects the window plane.
+ * \param r_ray_normal: The normalized world-space direction of towards mval.
+ * \param r_ray_start: The world-space starting point of the ray.
+ * \param do_clip_planes: Optionally clip the start of the ray by the view clipping planes.
* \return success, false if the ray is totally clipped.
*/
bool ED_view3d_win_to_ray_clipped_ex(
@@ -391,12 +391,12 @@ bool ED_view3d_win_to_ray_clipped_ex(
* 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 r_ray_start The world-space point where the ray intersects the window plane.
- * \param r_ray_normal The normalized world-space direction of towards mval.
- * \param do_clip_planes Optionally clip the start of the ray by the view clipping planes.
+ * \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 r_ray_start: The world-space point where the ray intersects the window plane.
+ * \param r_ray_normal: The normalized world-space direction of towards mval.
+ * \param do_clip_planes: Optionally clip the start of the ray by the view clipping planes.
* \return success, false if the ray is totally clipped.
*/
bool ED_view3d_win_to_ray_clipped(
@@ -409,10 +409,10 @@ bool ED_view3d_win_to_ray_clipped(
/**
* Calculate a 3d viewpoint and direction vector from 2d window coordinates.
* This ray_start is located at the viewpoint, ray_normal is the direction towards mval.
- * \param ar The region (used for the window width and height).
- * \param mval The area relative 2d location (such as event->mval, converted into float[2]).
- * \param r_ray_start The world-space point where the ray intersects the window plane.
- * \param r_ray_normal The normalized world-space direction of towards mval.
+ * \param ar: The region (used for the window width and height).
+ * \param mval: The area relative 2d location (such as event->mval, converted into float[2]).
+ * \param r_ray_start: The world-space point where the ray intersects the window plane.
+ * \param r_ray_normal: The normalized world-space direction of towards mval.
*
* \note Ignores view near/far clipping, to take this into account use #ED_view3d_win_to_ray_clipped.
*/
@@ -427,9 +427,9 @@ void ED_view3d_win_to_ray(
/**
* 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(const RegionView3D *rv3d, const float coord[3], float vec[3])
{
@@ -489,10 +489,10 @@ bool view3d_get_view_aligned_coordinate(ARegion *ar, float fp[3], const int mval
/**
* 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 r_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 r_out: The resulting world-space location.
*/
void ED_view3d_win_to_3d(
const View3D *v3d, const ARegion *ar,
@@ -584,9 +584,9 @@ bool ED_view3d_win_to_3d_on_plane_int(
* Calculate a 3d difference vector from 2d window offset.
* note that ED_view3d_calc_zfac() 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(const ARegion *ar, const float mval[2], float out[3], const float zfac)
{
@@ -607,9 +607,9 @@ void ED_view3d_win_to_delta(const ARegion *ar, const float mval[2], float out[3]
* Since far clip can be a very large value resulting in numeric precision issues,
* the origin in this case is close to zero coordinate.
*
- * \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_origin(const ARegion *ar, const float mval[2], float out[3])
{
@@ -641,9 +641,9 @@ void ED_view3d_win_to_origin(const ARegion *ar, const float mval[2], float out[3
* for perspective view, get the vector direction to
* the mouse cursor as a normalized 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(const ARegion *ar, const float mval[2], float out[3])
{
@@ -668,12 +668,12 @@ void ED_view3d_win_to_vector(const ARegion *ar, const float mval[2], float out[3
* 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 r_ray_start The world-space starting point of the segment.
- * \param r_ray_end The world-space end point of the segment.
- * \param do_clip_planes Optionally clip the ray by the view clipping planes.
+ * \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 r_ray_start: The world-space starting point of the segment.
+ * \param r_ray_end: The world-space end point of the segment.
+ * \param do_clip_planes: Optionally clip the ray by the view clipping planes.
* \return success, false if the segment is totally clipped.
*/
bool ED_view3d_win_to_segment_clipped(
diff --git a/source/blender/editors/space_view3d/view3d_utils.c b/source/blender/editors/space_view3d/view3d_utils.c
index 68582644f34..90da960ada8 100644
--- a/source/blender/editors/space_view3d/view3d_utils.c
+++ b/source/blender/editors/space_view3d/view3d_utils.c
@@ -1059,10 +1059,10 @@ float ED_view3d_radius_to_dist_ortho(const float lens, const float radius)
* +
* </pre>
*
- * \param ar Can be NULL if \a use_aspect is false.
- * \param persp Allow the caller to tell what kind of perspective to use (ortho/view/camera)
- * \param use_aspect Increase the distance to account for non 1:1 view aspect.
- * \param radius The radius will be fitted exactly, typically pre-scaled by a margin (#VIEW3D_MARGIN).
+ * \param ar: Can be NULL if \a use_aspect is false.
+ * \param persp: Allow the caller to tell what kind of perspective to use (ortho/view/camera)
+ * \param use_aspect: Increase the distance to account for non 1:1 view aspect.
+ * \param radius: The radius will be fitted exactly, typically pre-scaled by a margin (#VIEW3D_MARGIN).
*/
float ED_view3d_radius_to_dist(
const View3D *v3d, const ARegion *ar,
@@ -1271,10 +1271,10 @@ bool ED_view3d_lock(RegionView3D *rv3d)
/**
* 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][4], float ofs[3], float quat[4], float *dist)
{
@@ -1304,10 +1304,10 @@ void ED_view3d_from_m4(float mat[4][4], float ofs[3], float quat[4], float *dist
/**
* 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][4], const float ofs[3], const float quat[4], const float dist)
{
@@ -1321,11 +1321,11 @@ void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], c
/**
* 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(Object *ob, float ofs[3], float quat[4], float *dist, float *lens)
{
@@ -1342,10 +1342,10 @@ void ED_view3d_from_object(Object *ob, float ofs[3], float quat[4], float *dist,
/**
* 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(Object *ob, const float ofs[3], const float quat[4], const float dist)
{
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 92f226f72de..cfd506caf6e 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -687,7 +687,7 @@ void VIEW3D_OT_object_as_camera(wmOperatorType *ot)
* \{ */
/**
- * \param rect optional for picking (can be NULL).
+ * \param rect: optional for picking (can be NULL).
*/
void view3d_winmatrix_set(ARegion *ar, const View3D *v3d, const rcti *rect)
{
diff --git a/source/blender/editors/space_view3d/view3d_walk.c b/source/blender/editors/space_view3d/view3d_walk.c
index b81d84a1436..b2846a630d2 100644
--- a/source/blender/editors/space_view3d/view3d_walk.c
+++ b/source/blender/editors/space_view3d/view3d_walk.c
@@ -407,7 +407,7 @@ static void walk_navigation_mode_set(bContext *C, wmOperator *op, WalkInfo *walk
}
/**
- * \param r_distance Distance to the hit point
+ * \param r_distance: Distance to the hit point
*/
static bool walk_floor_distance_get(
RegionView3D *rv3d, WalkInfo *walk, const float dvec[3],
@@ -441,9 +441,9 @@ static bool walk_floor_distance_get(
}
/**
- * \param ray_distance Distance to the hit point
- * \param r_location Location of the hit point
- * \param r_normal Normal of the hit surface, transformed to always face the camera
+ * \param ray_distance: Distance to the hit point
+ * \param r_location: Location of the hit point
+ * \param r_normal: Normal of the hit surface, transformed to always face the camera
*/
static bool walk_ray_cast(
RegionView3D *rv3d, WalkInfo *walk,