From 1f778dbefcaf825dcad1f70a9cc45e503ad74ed5 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 24 Jun 2021 15:57:33 +1000 Subject: Cleanup: use Blender's code style for doxygen commetns in freestyle --- .../freestyle/intern/stroke/BasicStrokeShaders.h | 102 ++++++++++----------- 1 file changed, 51 insertions(+), 51 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 0ac0aa09cf9..fcf661ea72f 100644 --- a/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h +++ b/source/blender/freestyle/intern/stroke/BasicStrokeShaders.h @@ -47,12 +47,12 @@ namespace StrokeShaders { // ////////////////////////////////////////////////////// -/*! [ Thickness Shader ]. +/** [ Thickness Shader ]. * Assigns an absolute constant thickness to every vertices of the Stroke. */ class ConstantThicknessShader : public StrokeShader { public: - /*! Builds the shader. + /** Builds the shader. * \param thickness: * The thickness that must be assigned to the stroke. */ @@ -61,18 +61,18 @@ class ConstantThicknessShader : public StrokeShader { _thickness = thickness; } - /*! Destructor. */ + /** Destructor. */ virtual ~ConstantThicknessShader() { } - /*! Returns the string "ConstantThicknessShader".*/ + /** Returns the string "ConstantThicknessShader".*/ virtual string getName() const { return "ConstantThicknessShader"; } - /*! The shading method. */ + /** The shading method. */ virtual int shade(Stroke &stroke) const; private: @@ -106,7 +106,7 @@ class ConstantExternThicknessShader : public StrokeShader { float _thickness; }; -/*! [ Thickness Shader ]. +/** [ 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 @@ -114,7 +114,7 @@ class ConstantExternThicknessShader : public StrokeShader { */ class IncreasingThicknessShader : public StrokeShader { public: - /*! Builds the shader. + /** Builds the shader. * \param iThicknessMin: * The first thickness value. * \param iThicknessMax: @@ -126,7 +126,7 @@ class IncreasingThicknessShader : public StrokeShader { _ThicknessMax = iThicknessMax; } - /*! Destructor.*/ + /** Destructor.*/ virtual ~IncreasingThicknessShader() { } @@ -136,7 +136,7 @@ class IncreasingThicknessShader : public StrokeShader { return "IncreasingThicknessShader"; } - /*! The shading method. */ + /** The shading method. */ virtual int shade(Stroke &stroke) const; private: @@ -144,7 +144,7 @@ class IncreasingThicknessShader : public StrokeShader { float _ThicknessMax; }; -/*! [ Thickness shader ]. +/** [ 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 */ @@ -155,7 +155,7 @@ class ConstrainedIncreasingThicknessShader : public StrokeShader { float _ratio; public: - /*! Builds the shader. + /** Builds the shader. * \param iThicknessMin: * The first thickness value. * \param iThicknessMax: @@ -171,7 +171,7 @@ class ConstrainedIncreasingThicknessShader : public StrokeShader { _ratio = iRatio; } - /*! Destructor.*/ + /** Destructor.*/ virtual ~ConstrainedIncreasingThicknessShader() { } @@ -181,7 +181,7 @@ class ConstrainedIncreasingThicknessShader : public StrokeShader { return "ConstrainedIncreasingThicknessShader"; } - /*! The shading method. */ + /** The shading method. */ virtual int shade(Stroke &stroke) const; }; @@ -217,7 +217,7 @@ class LengthDependingThicknessShader : public StrokeShader { virtual int shade(Stroke &stroke) const; }; -/*! [ Thickness Shader ]. +/** [ Thickness Shader ]. * Adds some noise to the stroke thickness. * \see \htmlonly noise/noise.html\endhtmlonly */ @@ -229,7 +229,7 @@ class ThicknessNoiseShader : public StrokeShader { public: ThicknessNoiseShader(); - /*! Builds a Thickness Noise Shader + /** Builds a Thickness Noise Shader * \param iAmplitude: * The amplitude of the noise signal * \param iPeriod: @@ -242,7 +242,7 @@ class ThicknessNoiseShader : public StrokeShader { return "ThicknessNoiseShader"; } - /*! The shading method. */ + /** The shading method. */ virtual int shade(Stroke &stroke) const; }; @@ -250,12 +250,12 @@ class ThicknessNoiseShader : public StrokeShader { // Color shaders // ///////////////////////////////////////////////////////// -/*! [ Color Shader ]. +/** [ Color Shader ]. * Assigns a constant color to every vertices of the Stroke. */ class ConstantColorShader : public StrokeShader { public: - /*! Builds the shader from a user-specified color. + /** Builds the shader from a user-specified color. * \param iR: * The red component * \param iG: @@ -278,14 +278,14 @@ class ConstantColorShader : public StrokeShader { return "ConstantColorShader"; } - /*! The shading method. */ + /** The shading method. */ virtual int shade(Stroke &stroke) const; private: float _color[4]; }; -/*! [ Color Shader ]. +/** [ 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. @@ -296,7 +296,7 @@ class IncreasingColorShader : public StrokeShader { float _colorMax[4]; public: - /*! Builds the shader from 2 user-specified colors. + /** Builds the shader from 2 user-specified colors. * \param iRm: * The first color red component * \param iGm: @@ -340,7 +340,7 @@ class IncreasingColorShader : public StrokeShader { return "IncreasingColorShader"; } - /*! The shading method. */ + /** The shading method. */ virtual int shade(Stroke &stroke) const; }; @@ -366,7 +366,7 @@ class MaterialColorShader : public StrokeShader { virtual int shade(Stroke &stroke) const; }; -/*! [ Color Shader ]. +/** [ Color Shader ]. * Shader to add noise to the stroke colors. */ class ColorNoiseShader : public StrokeShader { @@ -377,7 +377,7 @@ class ColorNoiseShader : public StrokeShader { public: ColorNoiseShader(); - /*! Builds a Color Noise Shader + /** Builds a Color Noise Shader * \param iAmplitude: * The amplitude of the noise signal * \param iPeriod: @@ -390,7 +390,7 @@ class ColorNoiseShader : public StrokeShader { return "ColorNoiseShader"; } - /*! The shading method. */ + /** The shading method. */ virtual int shade(Stroke &stroke) const; }; @@ -398,7 +398,7 @@ class ColorNoiseShader : public StrokeShader { // Geometry Shaders // /////////////////////////////////////////////////////////////////////////////// -/*! [ Geometry Shader ]. +/** [ Geometry Shader ]. * Stretches the stroke at its two extremities and following the respective directions: v(1)v(0) * and v(n-1)v(n). */ @@ -407,7 +407,7 @@ class BackboneStretcherShader : public StrokeShader { float _amount; public: - /*! Builds the shader. + /** Builds the shader. * \param iAmount: * The stretching amount value. */ @@ -421,11 +421,11 @@ class BackboneStretcherShader : public StrokeShader { return "BackboneStretcherShader"; } - /*! The shading method */ + /** The shading method */ virtual int shade(Stroke &stroke) const; }; -/*! [ Geometry Shader. ] +/** [ Geometry Shader. ] * Resamples the stroke. * \see Stroke::Resample(float). */ @@ -434,7 +434,7 @@ class SamplingShader : public StrokeShader { float _sampling; public: - /*! Builds the shader. + /** Builds the shader. * \param sampling: * The sampling to use for the stroke resampling */ @@ -448,7 +448,7 @@ class SamplingShader : public StrokeShader { return "SamplingShader"; } - /*! The shading method */ + /** The shading method */ virtual int shade(Stroke &stroke) const; }; @@ -471,7 +471,7 @@ class ExternalContourStretcherShader : public StrokeShader { }; // Bezier curve stroke shader -/*! [ Geometry 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 @@ -481,7 +481,7 @@ class BezierCurveShader : public StrokeShader { float _error; public: - /*! Builds the shader. + /** Builds the shader. * \param error: * The error we're allowing for the approximation. * This error is the max distance allowed between the new curve and the original geometry. @@ -496,11 +496,11 @@ class BezierCurveShader : public StrokeShader { return "BezierCurveShader"; } - /*! The shading method */ + /** The shading method */ virtual int shade(Stroke &stroke) const; }; -/*! [ Geometry Shader ]. +/** [ 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 @@ -511,7 +511,7 @@ class PolygonalizationShader : public StrokeShader { float _error; public: - /*! Builds the shader. + /** 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 original one. @@ -527,11 +527,11 @@ class PolygonalizationShader : public StrokeShader { return "PolygonalizationShader"; } - /*! The shading method */ + /** The shading method */ virtual int shade(Stroke &stroke) const; }; -/*! [ Geometry Shader ]. +/** [ Geometry Shader ]. * Shader to modify the Stroke geometry so that it corresponds to its main direction line. * This shader must be used together with the splitting operator using the curvature criterion. * Indeed, the precision of the approximation will depend on the size of the stroke's pieces. @@ -542,7 +542,7 @@ class GuidingLinesShader : public StrokeShader { float _offset; public: - /*! Builds a Guiding Lines shader + /** 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 @@ -558,27 +558,27 @@ class GuidingLinesShader : public StrokeShader { return "GuidingLinesShader"; } - /*! The shading method */ + /** The shading method */ virtual int shade(Stroke &stroke) const; }; -/*! [ Geometry Shader ]. +/** [ Geometry Shader ]. * Removes the stroke's extremities. */ class TipRemoverShader : public StrokeShader { public: - /*! Builds the shader. + /** Builds the shader. * \param tipLength: * The length of the piece of stroke we want to remove at each extremity. */ TipRemoverShader(real tipLength); - /*! Destructor. */ + /** Destructor. */ virtual ~TipRemoverShader() { } - /*! The shading method */ + /** The shading method */ virtual string getName() const { return "TipRemoverShader"; @@ -590,7 +590,7 @@ class TipRemoverShader : public StrokeShader { real _tipLength; }; -/*! [ Texture Shader ]. +/** [ Texture Shader ]. * Shader to assign texture to the Stroke material. */ @@ -600,7 +600,7 @@ class BlenderTextureShader : public StrokeShader { bNodeTree *_nodeTree; public: - /*! Builds the shader. + /** Builds the shader. * \param mtex: * The blender texture to use. */ @@ -610,7 +610,7 @@ class BlenderTextureShader : public StrokeShader { _nodeTree = NULL; } - /*! Builds the shader. + /** Builds the shader. * \param nodetree: * A node tree (of new shading nodes) to define textures. */ @@ -625,11 +625,11 @@ class BlenderTextureShader : public StrokeShader { return "BlenderTextureShader"; } - /*! The shading method */ + /** The shading method */ virtual int shade(Stroke &stroke) const; }; -/*! [ Texture Shader ]. +/** [ Texture Shader ]. * Shader to assign texture to the Stroke material. */ @@ -638,7 +638,7 @@ class StrokeTextureStepShader : public StrokeShader { float _step; public: - /*! Builds the shader. + /** Builds the shader. * \param id: * The number of the preset to use. */ @@ -652,7 +652,7 @@ class StrokeTextureStepShader : public StrokeShader { return "StrokeTextureStepShader"; } - /*! The shading method */ + /** The shading method */ virtual int shade(Stroke &stroke) const; }; -- cgit v1.2.3