Cleanup: use doxy sections in view3d iterators

This commit is contained in:
Campbell Barton 2021-06-21 18:16:10 +10:00
parent 4d91808710
commit 002d563bbb
1 changed files with 51 additions and 9 deletions

View File

@ -99,6 +99,10 @@ static int content_planes_from_clip_flag(const ARegion *region,
/** \} */
/* -------------------------------------------------------------------- */
/** \name Private User Data Structures
* \{ */
typedef struct foreachScreenObjectVert_userData {
void (*func)(void *userData, MVert *mv, const float screen_co_b[2], int index);
void *userData;
@ -148,7 +152,11 @@ typedef struct foreachScreenFace_userData {
* use the object matrix in the usual way.
*/
/* ------------------------------------------------------------------------ */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-Mesh: For Each Screen Vertex
* \{ */
static void meshobject_foreachScreenVert__mapFunc(void *userData,
int index,
@ -247,7 +255,11 @@ void mesh_foreachScreenVert(
BKE_mesh_foreach_mapped_vert(me, mesh_foreachScreenVert__mapFunc, &data, MESH_FOREACH_NOP);
}
/* ------------------------------------------------------------------------ */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-Mesh: For Each Screen Mesh Edge
* \{ */
/**
* Edge projection is more involved since part of the edge may be behind the view
@ -389,7 +401,11 @@ void mesh_foreachScreenEdge(ViewContext *vc,
BKE_mesh_foreach_mapped_edge(me, mesh_foreachScreenEdge__mapFunc, &data);
}
/* ------------------------------------------------------------------------ */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-Mesh: For Each Screen Edge (Bounding Box Clipped)
* \{ */
/**
* Only call for bound-box clipping.
@ -479,7 +495,11 @@ void mesh_foreachScreenEdge_clip_bb_segment(ViewContext *vc,
}
}
/* ------------------------------------------------------------------------ */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-Mesh: For Each Screen Face Center
* \{ */
static void mesh_foreachScreenFace__mapFunc(void *userData,
int index,
@ -531,7 +551,11 @@ void mesh_foreachScreenFace(
}
}
/* ------------------------------------------------------------------------ */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-Nurbs: For Each Screen Vertex
* \{ */
void nurbs_foreachScreenVert(ViewContext *vc,
void (*func)(void *userData,
@ -619,7 +643,11 @@ void nurbs_foreachScreenVert(ViewContext *vc,
}
}
/* ------------------------------------------------------------------------ */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-Meta: For Each Screen Meta-Element
* \{ */
/* ED_view3d_init_mats_rv3d must be called first */
void mball_foreachScreenElem(struct ViewContext *vc,
@ -643,7 +671,11 @@ void mball_foreachScreenElem(struct ViewContext *vc,
}
}
/* ------------------------------------------------------------------------ */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-Lattice: For Each Screen Vertex
* \{ */
void lattice_foreachScreenVert(ViewContext *vc,
void (*func)(void *userData, BPoint *bp, const float screen_co[2]),
@ -676,7 +708,11 @@ void lattice_foreachScreenVert(ViewContext *vc,
}
}
/* ------------------------------------------------------------------------ */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edit-Armature: For Each Screen Bone
* \{ */
/* ED_view3d_init_mats_rv3d must be called first */
void armature_foreachScreenBone(struct ViewContext *vc,
@ -724,7 +760,11 @@ void armature_foreachScreenBone(struct ViewContext *vc,
}
}
/* ------------------------------------------------------------------------ */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Pose: For Each Screen Bone
* \{ */
/* ED_view3d_init_mats_rv3d must be called first */
/* almost _exact_ copy of #armature_foreachScreenBone */
@ -775,3 +815,5 @@ void pose_foreachScreenBone(struct ViewContext *vc,
}
}
}
/** \} */