Cleanup: use doxy comments
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@ -146,13 +146,13 @@ typedef struct FlyInfo {
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struct Depsgraph *depsgraph;
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Scene *scene;
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wmTimer *timer; /* needed for redraws */
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/** Needed for for updating that isn't triggered by input. */
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wmTimer *timer;
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short state;
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bool redraw;
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bool use_precision;
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/* if the user presses shift they can look about
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* without moving the direction there looking */
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/** If the user presses shift they can look about without moving the direction there looking. */
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bool use_freelook;
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/**
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@ -163,31 +163,43 @@ typedef struct FlyInfo {
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*/
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bool anim_playing;
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int mval[2]; /* latest 2D mouse values */
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int center_mval[2]; /* center mouse values */
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float width, height; /* camera viewport dimensions */
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/** Latest 2D mouse values. */
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int mval[2];
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/** Center mouse values. */
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int center_mval[2];
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/** Camera viewport dimensions. */
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float width, height;
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#ifdef WITH_INPUT_NDOF
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wmNDOFMotionData *ndof; /* latest 3D mouse values */
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/** Latest 3D mouse values. */
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wmNDOFMotionData *ndof;
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#endif
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/* fly state state */
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float speed; /* the speed the view is moving per redraw */
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short axis; /* Axis index to move along by default Z to move along the view */
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bool pan_view; /* when true, pan the view instead of rotating */
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/** The speed the view is moving per redraw. */
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float speed;
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/** Axis index to move along by default Z to move along the view. */
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short axis;
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/** When true, pan the view instead of rotating. */
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bool pan_view;
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eFlyPanState xlock, zlock;
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float xlock_momentum, zlock_momentum; /* nicer dynamics */
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float grid; /* world scale 1.0 default */
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/** Nicer dynamics. */
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float xlock_momentum, zlock_momentum;
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/** World scale 1.0 default. */
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float grid;
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/* compare between last state */
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double time_lastwheel; /* used to accelerate when using the mousewheel a lot */
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double time_lastdraw; /* time between draws */
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/** Used to accelerate when using the mousewheel a lot. */
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double time_lastwheel;
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/** Time between draws. */
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double time_lastdraw;
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void *draw_handle_pixel;
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/* use for some lag */
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float dvec_prev[3]; /* old for some lag */
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/** Keep the previous value to smooth transitions (use lag). */
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float dvec_prev[3];
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struct View3DCameraControl *v3d_camera_control;
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@ -191,7 +191,8 @@ typedef struct WalkInfo {
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struct Depsgraph *depsgraph;
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Scene *scene;
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wmTimer *timer; /* needed for redraws */
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/** Needed for for updating that isn't triggered by input. */
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wmTimer *timer;
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short state;
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bool redraw;
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@ -204,64 +205,75 @@ typedef struct WalkInfo {
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*/
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bool anim_playing;
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int prev_mval[2]; /* previous 2D mouse values */
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int center_mval[2]; /* center mouse values */
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/** Previous 2D mouse values. */
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int prev_mval[2];
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/** Center mouse values. */
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int center_mval[2];
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int moffset[2];
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#ifdef WITH_INPUT_NDOF
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wmNDOFMotionData *ndof; /* latest 3D mouse values */
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/** Latest 3D mouse values. */
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wmNDOFMotionData *ndof;
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#endif
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/* walk state state */
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float base_speed; /* the base speed without run/slow down modifications */
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float speed; /* the speed the view is moving per redraw */
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float grid; /* world scale 1.0 default */
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/** The base speed without run/slow down modifications. */
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float base_speed;
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/** The speed the view is moving per redraw. */
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float speed;
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/** World scale 1.0 default. */
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float grid;
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/* compare between last state */
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double time_lastdraw; /* time between draws */
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/** Time between draws. */
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double time_lastdraw;
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void *draw_handle_pixel;
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/* use for some lag */
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float dvec_prev[3]; /* old for some lag */
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/** Keep the previous value to smooth transitions (use lag). */
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float dvec_prev[3];
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/* walk/fly */
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/** Walk/free movement. */
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eWalkMethod navigation_mode;
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/* teleport */
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WalkTeleport teleport;
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/* look speed factor - user preferences */
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/** Look speed factor - user preferences. */
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float mouse_speed;
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/* speed adjustments */
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/** Speed adjustments. */
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bool is_fast;
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bool is_slow;
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/* mouse reverse */
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/** Mouse reverse. */
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bool is_reversed;
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#ifdef USE_TABLET_SUPPORT
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/* check if we had a cursor event before */
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/** Check if we had a cursor event before. */
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bool is_cursor_first;
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/* tablet devices (we can't relocate the cursor) */
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/** Tablet devices (we can't relocate the cursor). */
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bool is_cursor_absolute;
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#endif
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/* gravity system */
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/** Gravity system. */
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eWalkGravityState gravity_state;
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float gravity;
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/* height to use in walk mode */
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/** Height to use in walk mode. */
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float view_height;
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/* counting system to allow movement to continue if a direction (WASD) key is still pressed */
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/** Counting system to allow movement to continue if a direction (WASD) key is still pressed. */
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int active_directions;
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float speed_jump;
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float jump_height; /* maximum jump height */
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float speed_factor; /* to use for fast/slow speeds */
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/** Maximum jump height. */
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float jump_height;
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/** To use for fast/slow speeds. */
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float speed_factor;
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struct SnapObjectContext *snap_context;
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