Cleanup: spelling, correct comments
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@ -3014,7 +3014,7 @@ static void curve_surf_to_softbody(Scene *scene, Object *ob)
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*
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* a: never ever make tangent handles (sub) and or (ob)ject to collision.
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* b: rather calculate them using some C2
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* (C2= continuous in second derivate -> no jump in bending ) condition.
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* (C2= continuous in second derivative -> no jump in bending ) condition.
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*
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* Not too hard to do, but needs some more code to care for;
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* some one may want look at it (JOW 2010/06/12). */
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@ -2616,9 +2616,9 @@ void print_m4(const char *str, const float m[4][4])
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*
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* Compute the Single Value Decomposition of an arbitrary matrix A
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* That is compute the 3 matrices U,W,V with U column orthogonal (m,n)
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* ,W a diagonal matrix and V an orthogonal square matrix s.t.
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* A = U.W.Vt. From this decomposition it is trivial to compute the
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* (pseudo-inverse) of A as Ainv = V.Winv.tranpose(U).
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* ,W a diagonal matrix and V an orthogonal square matrix `s.t.A = U.W.Vt`.
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* From this decomposition it is trivial to compute the (pseudo-inverse)
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* of `A` as `Ainv = V.Winv.transpose(U)`.
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*/
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void svd_m4(float U[4][4], float s[4], float V[4][4], float A_[4][4])
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@ -7311,8 +7311,8 @@ static void lib_link_all(FileData *fd, Main *bmain)
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lib_link_object(&reader, (Object *)id);
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break;
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case ID_SCR:
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/* DO NOT skip screens here,
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* 3D viewport may contains pointers to other ID data (like bgpic)! See T41411. */
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/* DO NOT skip screens here, 3D viewport may contains pointers
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* to other ID data (like #View3D.ob_center)! See T41411. */
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lib_link_screen(&reader, (bScreen *)id);
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break;
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case ID_PA:
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@ -41,7 +41,7 @@
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* \subsection bm_faces Faces
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*
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* Faces in BMesh are stored as a circular linked list of loops. Loops store per-face-vertex data
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* (amongst other things outlined later in this document), and define the face boundary.
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* (among other things outlined later in this document), and define the face boundary.
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* \subsection bm_loop The Loop
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*
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* Loops can be thought of as a *face-corner*, since faces don't reference verts or edges directly.
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@ -96,7 +96,7 @@ ListBase *DEG_get_collision_relations(const Depsgraph *graph,
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if (hash == nullptr) {
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return nullptr;
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}
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/* Note: nullptr is a valid loolup key here as it means that the relation is not bound to a
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/* Note: nullptr is a valid lookup key here as it means that the relation is not bound to a
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* specific collection. */
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ID *collection_orig = DEG_get_original_id(object_id_safe(collection));
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return hash->lookup_default(collection_orig, nullptr);
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@ -3640,9 +3640,8 @@ static void subdividenurb(Object *obedit, View3D *v3d, int number_cuts)
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* degree of the functions used to build the NURB. The
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* expression
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*
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* degree = #knots - #controlpoints + 1 (J Walter piece)
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* degree = #knots - #controlpoints (Blender
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* implementation)
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* `degree = knots - controlpoints + 1` (J Walter piece)
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* `degree = knots - controlpoints` (Blender implementation)
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* ( this is confusing.... what is true? Another concern
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* is that the JW piece allows the curve to become
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* explicitly 1st order derivative discontinuous, while
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@ -3651,12 +3650,12 @@ static void subdividenurb(Object *obedit, View3D *v3d, int number_cuts)
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* is an invariant for a single NURB curve. Raising the degree
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* of the NURB is done elsewhere; the degree is assumed
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* constant during this operation. Degree is a property shared
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* by all controlpoints in a curve (even though it is stored
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* by all control-points in a curve (even though it is stored
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* per control point - this can be misleading).
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* Adding a knot is done by searching for the place in the
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* knot vector where a certain knot value must be inserted, or
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* by picking an appropriate knot value between two existing
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* ones. The number of controlpoints that is influenced by the
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* ones. The number of control-points that is influenced by the
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* insertion depends on the order of the curve. A certain
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* minimum number of knots is needed to form high-order
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* curves, as can be seen from the equation above. In Blender,
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@ -80,8 +80,10 @@
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/** \name Constraint Data Accessors
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* \{ */
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/* If object is in posemode, return active bone constraints, else object constraints. No
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* constraints are returned for a bone on an inactive bonelayer. */
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/**
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* If object is in pose-mode, return active bone constraints, else object constraints.
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* No constraints are returned for a bone on an inactive bone-layer.
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*/
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ListBase *ED_object_constraint_active_list(Object *ob)
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{
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if (ob == NULL) {
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@ -103,8 +105,10 @@ ListBase *ED_object_constraint_active_list(Object *ob)
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return NULL;
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}
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/* Get the constraints for the active pose bone. Bone may be on an inactive bonelayer (unlike
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* ED_object_constraint_active_list, such constraints are not excluded here). */
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/**
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* Get the constraints for the active pose bone. Bone may be on an inactive bone-layer
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* (unlike #ED_object_constraint_active_list, such constraints are not excluded here).
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*/
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ListBase *ED_object_pose_constraint_list(const bContext *C)
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{
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bPoseChannel *pose_bone = CTX_data_pointer_get(C, "active_pose_bone").data;
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@ -243,7 +243,7 @@ void raise_gl_error(const char *info)
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/* -------------------------------------------------------------------- */
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/** \name Object Label
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*
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* Useful for debugging through renderdoc. Only defined if using --debug-gpu.
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* Useful for debugging through render-doc. Only defined if using `--debug-gpu`.
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* Make sure to bind the object first so that it gets defined by the GL implementation.
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* \{ */
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@ -65,13 +65,13 @@ static bool meshcache_read_mdd_head(FILE *fp,
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*err_str = "Invalid frame total";
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return false;
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}
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/* intentionally dont seek back */
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/* Intentionally don't seek back. */
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return true;
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}
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/**
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* Gets the index frange and factor
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* Gets the index range and factor.
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*/
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static bool meshcache_read_mdd_range(FILE *fp,
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const int verts_tot,
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@ -607,12 +607,12 @@ PyDoc_STRVAR(
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" ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array`` and "
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"``GL_ARB_shader_draw_parameters``.\n"
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"\n"
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" To debug shaders, use the --debug-gpu-shaders command line option"
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" to see full GLSL shader compilation and linking errors.\n"
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" To debug shaders, use the ``--debug-gpu-shaders`` command line option "
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"to see full GLSL shader compilation and linking errors.\n"
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"\n"
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" For drawing user interface elements and gizmos, use "
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" ``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``"
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" to transform the output sRGB colors to the framebuffer colorspace."
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"``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)`` "
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"to transform the output sRGB colors to the frame-buffer color-space."
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"\n"
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" :param vertexcode: Vertex shader code.\n"
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" :type vertexcode: str\n"
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