From e757c4a3bec8b0e8d198531a28327332af00a9ba Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 12 Dec 2018 12:50:58 +1100 Subject: Cleanup: use colon separator after parameter Helps separate variable names from descriptive text. Was already used in some parts of the code, double space and dashes were used elsewhere. --- .../blender/editors/space_view3d/view3d_project.c | 78 +++++++++++----------- 1 file changed, 39 insertions(+), 39 deletions(-) (limited to 'source/blender/editors/space_view3d/view3d_project.c') 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( -- cgit v1.2.3