Cleanup: spelling
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796683db8e
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@ -170,7 +170,7 @@ void BKE_shrinkwrap_snap_point_to_surface(const struct ShrinkwrapTreeData *tree,
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float r_point_co[3]);
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/*
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* NULL initializers to local data
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* NULL initializes to local data
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*/
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#define NULL_ShrinkwrapCalcData \
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{ \
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@ -1008,12 +1008,12 @@ void BKE_pchan_bbone_handles_compute(const BBoneSplineParameters *param,
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* - These properties allow users to hand-animate the
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* bone curve/shape, without having to resort to using
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* extra bones
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* - The "bone" level offsets are for defining the restpose
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* - The "bone" level offsets are for defining the rest-pose
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* shape of the bone (e.g. for curved eyebrows for example).
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* -> In the viewport, it's needed to define what the rest pose
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* looks like
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* -> For "rest == 0", we also still need to have it present
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* so that we can "cancel out" this restpose when it comes
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* so that we can "cancel out" this rest-pose when it comes
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* time to deform some geometry, it won't cause double transforms.
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* - The "pchan" level offsets are the ones that animators actually
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* end up animating
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@ -2741,7 +2741,7 @@ static void update_flowsfluids(struct Depsgraph *depsgraph,
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}
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/* Optimization: Static liquid flow objects don't need emission computation after first
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* frame.
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* TODO (sebbas): Also do not use static mode if inital velocities are enabled. */
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* TODO (sebbas): Also do not use static mode if initial velocities are enabled. */
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if (mfs->type == FLUID_FLOW_TYPE_LIQUID && is_static && !is_first_frame && !use_velocity) {
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continue;
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}
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@ -2961,7 +2961,7 @@ static void update_flowsfluids(struct Depsgraph *depsgraph,
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if (is_liquid && !is_first_frame) {
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/* Skip static liquid objects that are not on the first frame.
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* TODO (sebbas): Also do not use static mode if inital velocities are enabled. */
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* TODO (sebbas): Also do not use static mode if initial velocities are enabled. */
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if (is_static && !use_velocity) {
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continue;
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}
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@ -3222,7 +3222,7 @@ static Mesh *create_liquid_geometry(FluidDomainSettings *mds, Mesh *orgmesh, Obj
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float cell_size_scaled[3];
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/* Assign material + flags to new mesh.
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* If there are no faces in original mesj, keep materials and flags unchanged. */
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* If there are no faces in original mesh, keep materials and flags unchanged. */
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MPoly *mpoly;
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MPoly mp_example = {0};
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mpoly = orgmesh->mpoly;
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@ -1953,8 +1953,8 @@ static bool foreach_object_ptcache(
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if (!foreach_object_modifier_ptcache(object, callback, callback_user_data)) {
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return false;
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}
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/* Consider all object in dupli groups to be part of the same object,
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* for baking with linking dupligroups. Once we have better overrides
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/* Consider all object in dupli-groups to be part of the same object,
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* for baking with linking dupli-groups. Once we have better overrides
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* this can be revisited so users select the local objects directly. */
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if (scene != NULL && (duplis-- > 0) && (object->instance_collection != NULL)) {
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FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (object->instance_collection, current_object) {
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@ -621,7 +621,7 @@ MovieTrackingTrack *BKE_tracking_track_duplicate(MovieTrackingTrack *track)
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new_track->markers = MEM_dupallocN(new_track->markers);
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/* Orevent duplicate from being used for 2D stabilization.
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/* Prevent duplicate from being used for 2D stabilization.
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* If necessary, it shall be added explicitly.
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*/
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new_track->flag &= ~TRACK_USE_2D_STAB;
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@ -61,7 +61,7 @@ GPENCIL_tObject *gpencil_object_cache_add(GPENCIL_PrivateData *pd, Object *ob)
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/* TODO: This does not work quite well if you use
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* strokes not aligned with the object axes. Maybe we could try to
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* compute the minimum axis of all strokes. But this would be more
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* computationaly heavy and should go into the GPData evaluation. */
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* computationally heavy and should go into the GPData evaluation. */
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BoundBox *bbox = BKE_object_boundbox_get(ob);
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/* Convert bbox to matrix */
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float mat[4][4], size[3], center[3];
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@ -108,7 +108,7 @@ static void gpencil_object_random_color_get(const Object *ob, float r_color[3])
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static void gpencil_shade_color(float color[3])
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{
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/* This is scene refered color, not gamma corrected and not per perceptual.
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/* This is scene refereed color, not gamma corrected and not per perceptual.
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* So we lower the threshold a bit. (1.0 / 3.0) */
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if (color[0] + color[1] + color[2] > 1.1) {
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add_v3_fl(color, -0.25f);
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@ -710,7 +710,7 @@ void GPENCIL_cache_finish(void *ved)
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if (pd->use_mask_fb) {
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/* We need an extra depth to not disturb the normal drawing.
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* The color_tx is needed for framebuffer cmpleteness. */
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* The color_tx is needed for frame-buffer completeness. */
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GPUTexture *color_tx, *depth_tx;
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depth_tx = DRW_texture_pool_query_2d(
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size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_gpencil_type);
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@ -407,7 +407,7 @@ void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
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/* Reminders:
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* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
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* stencil_value being the value stored in the stencil buffer.
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* - (writemask & reference) is what gets written if the test condition is fullfiled.
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* - (write-mask & reference) is what gets written if the test condition is fulfilled.
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**/
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void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup,
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uint write_mask,
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@ -402,7 +402,7 @@ static void drw_stencil_state_set(uint write_mask, uint reference, uint compare_
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/* Reminders:
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* - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
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* stencil_value being the value stored in the stencil buffer.
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* - (writemask & reference) is what gets written if the test condition is fullfiled.
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* - (write-mask & reference) is what gets written if the test condition is fulfilled.
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**/
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glStencilMask(write_mask);
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@ -177,8 +177,7 @@ int getname_anim_fcurve(char *name, ID *id, FCurve *fcu)
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icon = RNA_struct_ui_icon(ptr.type);
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/* valid path - remove the invalid tag since we now know how to use it saving
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* users manual effort to reenable using "Revive Disabled FCurves" [#29629]
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*/
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* users manual effort to re-enable using "Revive Disabled FCurves" T29629. */
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fcu->flag &= ~FCURVE_DISABLED;
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}
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else {
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@ -3280,8 +3280,10 @@ static void gpencil_add_guide_points(const tGPsdata *p,
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}
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}
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/* Add fake points for missing mouse movements when the artist draw very fast creating an arc
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* with the vertice in the midle of the segment and using the angle of the previous segment. */
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/**
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* Add fake points for missing mouse movements when the artist draw very fast creating an arc
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* with the vertex in the middle of the segment and using the angle of the previous segment.
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*/
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static void gpencil_add_fake_points(const wmEvent *event, tGPsdata *p)
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{
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Brush *brush = p->brush;
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@ -1099,10 +1099,9 @@ static bool gp_vertexpaint_brush_apply_to_layers(bContext *C, tGP_BrushVertexpai
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LISTBASE_FOREACH (bGPDframe *, gpf, &gpl->frames) {
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/* Always do active frame; Otherwise, only include selected frames */
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if ((gpf == gpl->actframe) || (gpf->flag & GP_FRAME_SELECT)) {
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/* compute multiframe falloff factor */
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/* Compute multi-frame falloff factor. */
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if (gso->use_multiframe_falloff) {
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/* Faloff depends on distance to active frame (relative to the overall frame range)
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*/
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/* Falloff depends on distance to active frame (relative to the overall frame range) */
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gso->mf_falloff = BKE_gpencil_multiframe_falloff_calc(
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gpf, gpl->actframe->framenum, f_init, f_end, ts->gp_sculpt.cur_falloff);
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}
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@ -349,7 +349,7 @@ static int paint_mask_slice_exec(bContext *C, wmOperator *op)
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if (ob->mode == OB_MODE_SCULPT) {
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ED_sculpt_undo_geometry_begin(ob, "mask slice");
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/* TODO: The ideal functionality would be to preserve the current face sets and add a new one
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* for the new triangles, but this datalayer needs to be rebuild in order to make sculpt mode
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* for the new triangles, but this data-layer needs to be rebuild in order to make sculpt mode
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* not crash when modifying the geometry. */
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CustomData_free_layers(&mesh->pdata, CD_SCULPT_FACE_SETS, mesh->totpoly);
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}
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@ -943,7 +943,7 @@ BMVert *editbmesh_get_x_mirror_vert(Object *ob,
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}
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/**
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* Wrapper for objectmode/editmode.
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* Wrapper for object-mode/edit-mode.
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*
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* call #BM_mesh_elem_table_ensure first for editmesh.
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*/
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@ -50,11 +50,9 @@ static void applyMirror(TransInfo *t, const int UNUSED(mval[2]))
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char str[UI_MAX_DRAW_STR];
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copy_v3_v3(t->values_final, t->values);
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/*
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* OPTIMIZATION:
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* This still recalcs transformation on mouse move
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* while it should only recalc on constraint change
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* */
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/* OPTIMIZATION:
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* This still recalculates transformation on mouse move
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* while it should only recalculate on constraint change. */
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/* if an axis has been selected */
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if (t->con.mode & CON_APPLY) {
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@ -345,7 +345,7 @@ void AbstractHierarchyIterator::visit_dupli_object(DupliObject *dupli_object,
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}
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else {
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/* The parent object is NOT part of the duplicated collection. This means that the world
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* transform of this dupliobject can be influenced by objects that are not part of its
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* transform of this dupli-object can be influenced by objects that are not part of its
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* export graph. */
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animation_check_include_parent = true;
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context->export_parent = duplicator;
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@ -65,8 +65,8 @@ struct HierarchyContext {
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/* When weak_export=true, the object will be exported only as transform, and only if is an
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* ancestor of an object with weak_export=false.
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*
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* In other words: when weak_export=true but this object has no children, or all decendants also
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* have weak_export=true, this object (and by recursive reasoning all its decendants) will be
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* In other words: when weak_export=true but this object has no children, or all descendants also
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* have weak_export=true, this object (and by recursive reasoning all its descendants) will be
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* excluded from the export.
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*
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* The export hierarchy is kept as close to the the hierarchy in Blender as possible. As such, an
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@ -222,7 +222,7 @@ class AbstractHierarchyIterator {
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*
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* When this returns true, only a transform writer is created and marked as
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* 'weak export'. In this case, the transform writer will be removed before
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* exporting starts, unless a decendant of this object is to be exported.
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* exporting starts, unless a descendant of this object is to be exported.
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* Dupli-object generated from this object will also be skipped.
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*
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* See HierarchyContext::weak_export.
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@ -58,7 +58,7 @@ bool USDGenericMeshWriter::is_supported(const HierarchyContext *context) const
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int base_flag;
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if (is_dupli) {
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/* Construct the object's base flags from its dupliparent, just like is done in
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/* Construct the object's base flags from its dupli-parent, just like is done in
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* deg_objects_dupli_iterator_next(). Without this, the visibility check below will fail. Doing
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* this here, instead of a more suitable location in AbstractHierarchyIterator, prevents
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* copying the Object for every dupli. */
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@ -188,9 +188,9 @@ static void rna_ParticleHairKey_location_object_info(PointerRNA *ptr,
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* not a very efficient way of getting hair key location data,
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* but it's the best we've got at the present
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*
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* IDEAS: include additional information in pointerRNA beforehand,
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* for example a pointer to the ParticleStstemModifierData to which the
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* hairkey belongs.
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* IDEAS: include additional information in PointerRNA beforehand,
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* for example a pointer to the ParticleSystemModifierData to which the
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* hair-key belongs.
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*/
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for (md = ob->modifiers.first; md; md = md->next) {
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@ -199,9 +199,9 @@ static void rna_ParticleHairKey_location_object_info(PointerRNA *ptr,
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if (psmd && psmd->mesh_final && psmd->psys) {
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psys = psmd->psys;
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for (i = 0, pa = psys->particles; i < psys->totpart; i++, pa++) {
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/* hairkeys are stored sequentially in memory, so we can
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/* Hair-keys are stored sequentially in memory, so we can
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* find if it's the same particle by comparing pointers,
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* without having to iterate over them all */
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* without having to iterate over them all. */
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if ((hkey >= pa->hair) && (hkey < pa->hair + pa->totkey)) {
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*psmd_pt = psmd;
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*pa_pt = pa;
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