From 1e8697cd8094183a3f356bf8564284a31ffb89fc Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 30 Apr 2019 17:50:57 +1000 Subject: Cleanup: comments (long lines) in freestyle --- .../freestyle/intern/stroke/BasicStrokeShaders.h | 50 ++++++++++++---------- 1 file changed, 27 insertions(+), 23 deletions(-) (limited to 'source/blender/freestyle/intern/stroke/BasicStrokeShaders.h') diff --git a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h index e128817ffa5..db5738449e6 100644 --- a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h +++ b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h @@ -81,9 +81,9 @@ class ConstantThicknessShader : public StrokeShader { }; /* [ Thickness Shader ]. - * Assigns an absolute constant external thickness to every vertices of the Stroke. The external thickness of a point - * is its thickness from the point to the strip border in the direction pointing outside the object the - * Stroke delimitates. + * Assigns an absolute constant external thickness to every vertices of the Stroke. The external + * thickness of a point is its thickness from the point to the strip border in the direction + * pointing outside the object the Stroke delimitates. */ class ConstantExternThicknessShader : public StrokeShader { public: @@ -108,10 +108,10 @@ class ConstantExternThicknessShader : public StrokeShader { }; /*! [ Thickness Shader ]. - * Assigns thicknesses values such as the thickness increases from a thickness value A to a thickness value B between - * the first vertex to the midpoint vertex and then decreases from B to a A between this midpoint vertex - * and the last vertex. - * The thickness is linearly interpolated from A to B. + * Assigns thicknesses values such as the thickness increases from a thickness value A to a + * thickness value B between the first vertex to the midpoint vertex and then decreases from B to a + * A between this midpoint vertex and the last vertex. The thickness is linearly interpolated from + * A to B. */ class IncreasingThicknessShader : public StrokeShader { public: @@ -146,8 +146,8 @@ class IncreasingThicknessShader : public StrokeShader { }; /*! [ Thickness shader ]. - * Same as previous but here we allow the user to control the ratio thickness/length so that we don't get - * fat short lines + * Same as previous but here we allow the user to control the ratio thickness/length so that we + * don't get fat short lines */ class ConstrainedIncreasingThicknessShader : public StrokeShader { private: @@ -288,8 +288,8 @@ class ConstantColorShader : public StrokeShader { /*! [ Color Shader ]. * Assigns a varying color to the stroke. - * The user specifies 2 colors A and B. The stroke color will change linearly from A to B between the - * first and the last vertex. + * The user specifies 2 colors A and B. The stroke color will change linearly from A to B between + * the first and the last vertex. */ class IncreasingColorShader : public StrokeShader { private: @@ -346,7 +346,8 @@ class IncreasingColorShader : public StrokeShader { }; /* [ Color Shader ]. - * Assigns a color to the stroke depending on the material of the shape to which ot belongs to. (Disney shader) + * Assigns a color to the stroke depending on the material of the shape to which ot belongs to. + * (Disney shader) */ class MaterialColorShader : public StrokeShader { private: @@ -399,7 +400,8 @@ class ColorNoiseShader : public StrokeShader { // /////////////////////////////////////////////////////////////////////////////// /*! [ Geometry Shader ]. - * Stretches the stroke at its two extremities and following the respective directions: v(1)v(0) and v(n-1)v(n). + * Stretches the stroke at its two extremities and following the respective directions: v(1)v(0) + * and v(n-1)v(n). */ class BackboneStretcherShader : public StrokeShader { private: @@ -471,9 +473,9 @@ class ExternalContourStretcherShader : public StrokeShader { // Bezier curve stroke shader /*! [ Geometry Shader ]. - * Transforms the stroke backbone geometry so that it corresponds to a Bezier Curve approximation of the - * original backbone geometry. - * \see \htmlonly bezier/bezier.html \endhtmlonly + * Transforms the stroke backbone geometry so that it corresponds to a Bezier Curve approximation + * of the original backbone geometry. \see \htmlonly bezier/bezier.html \endhtmlonly */ class BezierCurveShader : public StrokeShader { private: @@ -501,8 +503,9 @@ class BezierCurveShader : public StrokeShader { /*! [ Geometry Shader ]. * Shader to modify the Stroke geometry so that it looks more "polygonal". - * The basic idea is to start from the minimal stroke approximation consisting in a line joining the first vertex - * to the last one and to subdivide using the original stroke vertices until a certain error is reached. + * The basic idea is to start from the minimal stroke approximation consisting in a line joining + * the first vertex to the last one and to subdivide using the original stroke vertices until a + * certain error is reached. */ class PolygonalizationShader : public StrokeShader { private: @@ -511,9 +514,9 @@ class PolygonalizationShader : public StrokeShader { public: /*! Builds the shader. * \param iError: - * The error we want our polygonal approximation to have with respect to the original geometry. - * The smaller, the closer the new stroke to the orinal one. - * This error corresponds to the maximum distance between the new stroke and the old one. + * The error we want our polygonal approximation to have with respect to the original + * geometry. The smaller, the closer the new stroke to the orinal one. This error corresponds to + * the maximum distance between the new stroke and the old one. */ PolygonalizationShader(float iError) : StrokeShader() { @@ -542,8 +545,9 @@ class GuidingLinesShader : public StrokeShader { public: /*! Builds a Guiding Lines shader * \param iOffset: - * The line that replaces the stroke is initially in the middle of the initial stroke "bbox". - * iOffset is the value of the displacement which is applied to this line along its normal. + * The line that replaces the stroke is initially in the middle of the initial stroke + * "bbox". iOffset is the value of the displacement which is applied to this line along its + * normal. */ GuidingLinesShader(float iOffset) : StrokeShader() { -- cgit v1.2.3