Fixed emphasis in docstrings
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897f20b1ea
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eeeaa70e8b
21 changed files with 31 additions and 31 deletions
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@ -60,7 +60,7 @@ class BASICSSHARED_EXPORT Vector3 {
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Vector3 crossProduct(const Vector3 &other) const;
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Vector3 crossProduct(const Vector3 &other) const;
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/**
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/**
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* Get the mid-point of the segment between *this* point and *other*.
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* Get the mid-point of the segment between 'this' point and 'other'.
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*/
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*/
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Vector3 midPointTo(const Vector3 &other) const;
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Vector3 midPointTo(const Vector3 &other) const;
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@ -69,7 +69,7 @@ class BASICSSHARED_EXPORT Vector3 {
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/**
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/**
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* Produce a random vector in a sphere domain.
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* Produce a random vector in a sphere domain.
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*
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*
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* If *only_surface* is true, produce a vector with *radius* as length.
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* If 'only_surface' is true, produce a vector with 'radius' as length.
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*/
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*/
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static Vector3 randomInSphere(double radius = 1.0, bool only_surface = false,
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static Vector3 randomInSphere(double radius = 1.0, bool only_surface = false,
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RandomGenerator &random = RandomGeneratorDefault);
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RandomGenerator &random = RandomGeneratorDefault);
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@ -69,7 +69,7 @@ class DEFINITIONSHARED_EXPORT DefinitionNode {
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*
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*
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* All internal node modifications should be done using this method, to be reversible.
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* All internal node modifications should be done using this method, to be reversible.
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*
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*
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* If *backward* is true, the diff will be reversed, instead of applied.
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* If 'backward' is true, the diff will be reversed, instead of applied.
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*
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*
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* Return true if the diff could be applied.
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* Return true if the diff could be applied.
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*/
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*/
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@ -87,7 +87,7 @@ class DEFINITIONSHARED_EXPORT DefinitionNode {
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*
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*
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* The watcher will receive DefinitionDiff objects when this node changes.
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* The watcher will receive DefinitionDiff objects when this node changes.
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*
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*
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* If *init_diff* is set to true, a first diff (or several) will be be pushed immediately to initialize the state.
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* If 'init_diff' is set to true, a first diff (or several) will be be pushed immediately to initialize the state.
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*/
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*/
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void addWatcher(DefinitionWatcher *watcher, bool init_diff = false);
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void addWatcher(DefinitionWatcher *watcher, bool init_diff = false);
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@ -114,7 +114,7 @@ class DEFINITIONSHARED_EXPORT DefinitionNode {
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*
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*
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* The manager will take immediate ownership of the diff, handling its freeing.
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* The manager will take immediate ownership of the diff, handling its freeing.
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*
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*
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* The manager will decide if the diff should be committed and will call *applyDiff* if needed.
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* The manager will decide if the diff should be committed and will call 'applyDiff' if needed.
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*/
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*/
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void addDiff(const DefinitionDiff *diff);
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void addDiff(const DefinitionDiff *diff);
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@ -14,7 +14,7 @@ class DEFINITIONSHARED_EXPORT TimeManager {
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TimeManager();
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TimeManager();
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/**
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/**
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* Alter a scenery to simulate the passing of *amount* of time.
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* Alter a scenery to simulate the passing of 'amount' of time.
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*
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*
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* A 1.0 amount is a full day.
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* A 1.0 amount is a full day.
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*/
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*/
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@ -18,7 +18,7 @@ class DEFINITIONSHARED_EXPORT VegetationPresenceDefinition : public DefinitionNo
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/**
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/**
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* Collect instances in a rectangle area.
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* Collect instances in a rectangle area.
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*
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*
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* If *outcomers* is true, the rectangle area will be expanded to included potential instances that does not
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* If 'outcomers' is true, the rectangle area will be expanded to included potential instances that does not
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*originate
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*originate
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* in the area, but may have leaves in it.
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* in the area, but may have leaves in it.
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*
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*
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@ -18,14 +18,14 @@ class BaseModelerTool : public DefinitionWatcher {
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/**
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/**
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* Add an automated two-way binding between a QML int property and a scenery IntNode.
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* Add an automated two-way binding between a QML int property and a scenery IntNode.
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*
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*
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* If *monitor* is true, this tool will also receive the node changes, via the DefinitionWatcher mechanism.
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* If 'monitor' is true, this tool will also receive the node changes, via the DefinitionWatcher mechanism.
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*/
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*/
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void addIntBinding(const string &object, const string &property, const string &path, bool monitor = false);
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void addIntBinding(const string &object, const string &property, const string &path, bool monitor = false);
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/**
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/**
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* Add an automated two-way binding between a QML int property and a scenery IntNode.
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* Add an automated two-way binding between a QML int property and a scenery IntNode.
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*
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*
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* If *monitor* is true, this tool will also receive the node changes, via the DefinitionWatcher mechanism.
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* If 'monitor' is true, this tool will also receive the node changes, via the DefinitionWatcher mechanism.
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*/
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*/
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void addFloatBinding(const string &object, const string &property, const string &path, bool monitor = false);
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void addFloatBinding(const string &object, const string &property, const string &path, bool monitor = false);
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@ -37,7 +37,7 @@ class ModelerCameras : public QObject, public DefinitionWatcher {
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/**
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/**
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* Start a sun tool, the camera will follow the sun.
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* Start a sun tool, the camera will follow the sun.
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*
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*
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* *duration* is the duration in milliseconds before calling endTool() automatically (0 to disable to wait for
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* 'duration' is the duration in milliseconds before calling endTool() automatically (0 to disable to wait for
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*manual call).
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*manual call).
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*/
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*/
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void startSunTool(unsigned long duration = 0);
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void startSunTool(unsigned long duration = 0);
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@ -48,7 +48,7 @@ class OPENGLSHARED_EXPORT OpenGLRenderer : public SoftwareRenderer {
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/**
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/**
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* Check for errors in OpenGL context.
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* Check for errors in OpenGL context.
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*
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*
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* Will write the error on standard error output, with the *domain* specified.
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* Will write the error on standard error output, with the 'domain' specified.
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*/
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*/
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void checkForErrors(const string &domain);
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void checkForErrors(const string &domain);
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@ -31,7 +31,7 @@ class OPENGLSHARED_EXPORT OpenGLShaderProgram {
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* This will bind the program (compile it if needed), set the uniform variables, and
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* This will bind the program (compile it if needed), set the uniform variables, and
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* ask the array object to bind its VAO and render itself.
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* ask the array object to bind its VAO and render itself.
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*
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*
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* *state* is optional and may add ponctual variables to the global state.
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* 'state' is optional and may add ponctual variables to the global state.
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*/
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*/
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void draw(OpenGLVertexArray *vertices, OpenGLSharedState *state = NULL, int start = 0, int count = -1);
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void draw(OpenGLVertexArray *vertices, OpenGLSharedState *state = NULL, int start = 0, int count = -1);
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@ -177,7 +177,7 @@ void OpenGLTerrainChunk::render(OpenGLShaderProgram *program) {
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}
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}
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_lock_data->release();
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_lock_data->release();
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// FIXME Should update *vertices* inside lock
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// FIXME Should update 'vertices' inside lock
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program->draw(vertices, glstate);
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program->draw(vertices, glstate);
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}
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}
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@ -39,24 +39,24 @@ class OPENGLSHARED_EXPORT OpenGLTerrainChunk {
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void destroy(OpenGLFunctions *functions);
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void destroy(OpenGLFunctions *functions);
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/**
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/**
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* Fill *vertices* with a quick initial set of vertices, that can be augmented later using *augmentVertices*.
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* Fill 'vertices' with a quick initial set of vertices, that can be augmented later using 'augmentVertices'.
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*/
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*/
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void setFirstStepVertices();
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void setFirstStepVertices();
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/**
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/**
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* Improve the level of detail of tessellated vertices in *vertices*.
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* Improve the level of detail of tessellated vertices in 'vertices'.
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*
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*
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* This will double the existing resolution.
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* This will double the existing resolution.
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*/
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*/
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void augmentVertices();
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void augmentVertices();
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/**
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/**
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* Update *vertices* using *source*.
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* Update 'vertices' using 'source'.
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*/
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*/
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void updateVertices(const OpenGLVertexArray &source, int vertice_level);
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void updateVertices(const OpenGLVertexArray &source, int vertice_level);
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/**
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/**
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* Set a square (two triangles) in *vertices_next*.
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* Set a square (two triangles) in 'vertices_next'.
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*/
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*/
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void fillVerticesFromSquare(OpenGLVertexArray *array, int index_offset, double x, double z, double size);
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void fillVerticesFromSquare(OpenGLVertexArray *array, int index_offset, double x, double z, double size);
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@ -21,7 +21,7 @@ class OpenGLVariable final {
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/**
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/**
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* Apply the variable to the bound shader program.
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* Apply the variable to the bound shader program.
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*
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*
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* *texture_unit* will be used and updated accordingly.
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* 'texture_unit' will be used and updated accordingly.
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*
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*
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* This must be called from the rendering thread, with the shader program bound.
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* This must be called from the rendering thread, with the shader program bound.
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*/
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*/
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@ -69,7 +69,7 @@ class OPENGLSHARED_EXPORT OpenGLVegetation : public OpenGLPart, public Definitio
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void setEnabled(bool enabled);
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void setEnabled(bool enabled);
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/**
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/**
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* Update the *layers* member from the scenery.
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* Update the 'layers' member from the scenery.
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*
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*
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* This will create missing layers, and mark extraneous ones for deletion.
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* This will create missing layers, and mark extraneous ones for deletion.
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* This will not update existing layers (they should update themselves by watching their definition).
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* This will not update existing layers (they should update themselves by watching their definition).
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@ -21,7 +21,7 @@ class OPENGLSHARED_EXPORT OpenGLVegetationLayer {
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}
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}
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/**
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/**
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* Collect instances in a given area, and add them to the array *instances*.
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* Collect instances in a given area, and add them to the array 'instances'.
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*
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*
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* The array is not checked for already present instances.
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* The array is not checked for already present instances.
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*/
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*/
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@ -38,7 +38,7 @@ class SOFTWARESHARED_EXPORT FluidMediumManager {
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void registerMedium(FluidMediumInterface *medium);
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void registerMedium(FluidMediumInterface *medium);
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/**
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/**
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* Apply complete medium traversal between *location* and *eye*, to the base *color*.
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* Apply complete medium traversal between 'location' and 'eye', to the base 'color'.
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*
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*
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* Returns the light received by eye, transformed by medium traversal.
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* Returns the light received by eye, transformed by medium traversal.
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*/
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*/
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@ -94,8 +94,8 @@ class SOFTWARESHARED_EXPORT GodRaysSampler {
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/**
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/**
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* Apply the god rays effect to a location.
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* Apply the god rays effect to a location.
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*
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*
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* *raw* is the shaded color, without atmospheric effects.
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* 'raw' is the shaded color, without atmospheric effects.
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* *atmosphered* is the shaded color, with atmospheric effects applied.
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* 'atmosphered' is the shaded color, with atmospheric effects applied.
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*/
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*/
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Color apply(const Color &raw, const Color &atmosphered, const Vector3 &location);
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Color apply(const Color &raw, const Color &atmosphered, const Vector3 &location);
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@ -18,7 +18,7 @@ class SOFTWARESHARED_EXPORT LightSource {
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/**
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/**
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* Get the list of raw lights that may be applied at a given location.
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* Get the list of raw lights that may be applied at a given location.
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*
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*
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* Returns true if lights were added to *result*.
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* Returns true if lights were added to 'result'.
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*/
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*/
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virtual bool getLightsAt(vector<LightComponent> &result, const Vector3 &location) const = 0;
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virtual bool getLightsAt(vector<LightComponent> &result, const Vector3 &location) const = 0;
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};
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};
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@ -24,7 +24,7 @@ class SOFTWARESHARED_EXPORT NightSky : public LightSource {
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/**
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/**
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* Get the color of the night sky at a given direction.
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* Get the color of the night sky at a given direction.
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*
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*
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* *altitude* is above water level, in coordinate units (not kilometers).
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* 'altitude' is above water level, in coordinate units (not kilometers).
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*/
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*/
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virtual const Color getColor(double altitude, const Vector3 &direction);
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virtual const Color getColor(double altitude, const Vector3 &direction);
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@ -57,7 +57,7 @@ class SOFTWARESHARED_EXPORT TerrainRasterizer : public Rasterizer {
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*
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*
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* Return the number of quads that has been pushed.
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* Return the number of quads that has been pushed.
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*
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*
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* *canvas* may be NULL to only simulate the tessellation.
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* 'canvas' may be NULL to only simulate the tessellation.
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*/
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*/
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int performTessellation(CanvasPortion *canvas, bool displaced);
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int performTessellation(CanvasPortion *canvas, bool displaced);
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@ -25,9 +25,9 @@ class SOFTWARESHARED_EXPORT VegetationRenderer : public LightFilter {
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/**
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/**
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* Perform ray casting on a single instance.
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* Perform ray casting on a single instance.
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*
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*
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* If *only_hit* is true, only care about hitting or not, do not compute the color.
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* If 'only_hit' is true, only care about hitting or not, do not compute the color.
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*
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*
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* If *displaced* is true, *instance* is considered on already displaced terrain, else, terrain displacement is
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* If 'displaced' is true, 'instance' is considered on already displaced terrain, else, terrain displacement is
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*applied.
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*applied.
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*/
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*/
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RayCastingResult renderInstance(const SpaceSegment &segment, const VegetationInstance &instance,
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RayCastingResult renderInstance(const SpaceSegment &segment, const VegetationInstance &instance,
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*
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*
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* The other stream must not have been bound to a file (still a memory buffer).
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* The other stream must not have been bound to a file (still a memory buffer).
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*
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*
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* If *prepend_size* is true, an integer will be written on front with the number of bytes written.
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* If 'prepend_size' is true, an integer will be written on front with the number of bytes written.
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*/
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*/
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void writeFromBuffer(const PackStream &other, bool prepend_size = false);
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void writeFromBuffer(const PackStream &other, bool prepend_size = false);
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@ -19,8 +19,8 @@ class SYSTEMSHARED_EXPORT Thread : private QThread {
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*
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*
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* The thread is not started automatically. A call to method start() needs to be done.
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* The thread is not started automatically. A call to method start() needs to be done.
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*
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*
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* Either the *function* argument should be provided (with the function to call from the
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* Either the 'function' argument should be provided (with the function to call from the
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* thread), or the *run* method overridden.
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* thread), or the 'run' method overridden.
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*/
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*/
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Thread(ThreadFunction function = 0);
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Thread(ThreadFunction function = 0);
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