Cleanup: comment blocks
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@@ -370,8 +370,8 @@ void bc_match_scale(std::vector<Object *> *objects_done,
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}
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/*
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Convenience function to get only the needed components of a matrix
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*/
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* Convenience function to get only the needed components of a matrix
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*/
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void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size)
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{
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if (size) {
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@@ -392,17 +392,17 @@ void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], floa
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}
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/*
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* Create rotation_quaternion from a delta rotation and a reference quat
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*
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* Input:
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* mat_from: The rotation matrix before rotation
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* mat_to : The rotation matrix after rotation
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* qref : the quat corresponding to mat_from
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*
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* Output:
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* rot : the calculated result (quaternion)
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*
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*/
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* Create rotation_quaternion from a delta rotation and a reference quat
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*
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* Input:
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* mat_from: The rotation matrix before rotation
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* mat_to : The rotation matrix after rotation
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* qref : the quat corresponding to mat_from
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*
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* Output:
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* rot : the calculated result (quaternion)
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*
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*/
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void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float mat_to[4][4])
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{
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float qd[4];
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@@ -481,11 +481,11 @@ int bc_set_layer(int bitfield, int layer, bool enable)
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return bitfield;
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}
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/*
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| This method creates a new extension map when needed.
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| Note: The ~BoneExtensionManager destructor takes care
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| to delete the created maps when the manager is removed.
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*/
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/**
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* This method creates a new extension map when needed.
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* \note The ~BoneExtensionManager destructor takes care
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* to delete the created maps when the manager is removed.
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*/
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BoneExtensionMap &BoneExtensionManager::getExtensionMap(bArmature *armature)
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{
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std::string key = armature->id.name;
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@@ -683,8 +683,8 @@ int BoneExtended::get_use_connect()
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}
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/**
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* Stores a 4*4 matrix as a custom bone property array of size 16
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*/
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* Stores a 4*4 matrix as a custom bone property array of size 16
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*/
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void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4])
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{
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IDProperty *idgroup = (IDProperty *)ebone->prop;
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@@ -710,10 +710,10 @@ void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4])
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#if 0
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/**
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* Stores a Float value as a custom bone property
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*
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* Note: This function is currently not needed. Keep for future usage
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*/
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* Stores a Float value as a custom bone property
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*
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* Note: This function is currently not needed. Keep for future usage
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*/
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static void bc_set_IDProperty(EditBone *ebone, const char *key, float value)
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{
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if (ebone->prop == NULL)
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@@ -731,19 +731,19 @@ static void bc_set_IDProperty(EditBone *ebone, const char *key, float value)
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}
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#endif
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/*
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* Get a custom property when it exists.
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* This function is also used to check if a property exists.
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*/
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/**
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* Get a custom property when it exists.
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* This function is also used to check if a property exists.
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*/
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IDProperty *bc_get_IDProperty(Bone *bone, std::string key)
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{
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return (bone->prop == NULL) ? NULL : IDP_GetPropertyFromGroup(bone->prop, key.c_str());
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}
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/**
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* Read a custom bone property and convert to float
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* Return def if the property does not exist.
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*/
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* Read a custom bone property and convert to float
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* Return def if the property does not exist.
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*/
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float bc_get_property(Bone *bone, std::string key, float def)
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{
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float result = def;
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@@ -767,13 +767,13 @@ float bc_get_property(Bone *bone, std::string key, float def)
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}
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/**
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* Read a custom bone property and convert to matrix
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* Return true if conversion was succesfull
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*
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* Return false if:
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* - the property does not exist
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* - is not an array of size 16
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*/
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* Read a custom bone property and convert to matrix
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* Return true if conversion was succesfull
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*
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* Return false if:
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* - the property does not exist
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* - is not an array of size 16
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*/
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bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4])
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{
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IDProperty *property = bc_get_IDProperty(bone, key);
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@@ -788,8 +788,8 @@ bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4])
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}
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/**
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* get a vector that is stored in 3 custom properties (used in Blender <= 2.78)
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*/
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* get a vector that is stored in 3 custom properties (used in Blender <= 2.78)
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*/
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void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3])
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{
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val[0] = bc_get_property(bone, key + "_x", def[0]);
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@@ -798,8 +798,8 @@ void bc_get_property_vector(Bone *bone, std::string key, float val[3], const flo
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}
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/**
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* Check if vector exist stored in 3 custom properties (used in Blender <= 2.78)
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*/
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* Check if vector exist stored in 3 custom properties (used in Blender <= 2.78)
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*/
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static bool has_custom_props(Bone *bone, bool enabled, std::string key)
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{
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if (!enabled)
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@@ -812,11 +812,11 @@ static bool has_custom_props(Bone *bone, bool enabled, std::string key)
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}
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/**
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* Check if custom information about bind matrix exists and modify the from_mat
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* accordingly.
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*
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* Note: This is old style for Blender <= 2.78 only kept for compatibility
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*/
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* Check if custom information about bind matrix exists and modify the from_mat
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* accordingly.
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*
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* Note: This is old style for Blender <= 2.78 only kept for compatibility
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*/
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void bc_create_restpose_mat(const ExportSettings *export_settings, Bone *bone, float to_mat[4][4], float from_mat[4][4], bool use_local_space)
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{
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float loc[3];
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@@ -870,8 +870,8 @@ void bc_create_restpose_mat(const ExportSettings *export_settings, Bone *bone, f
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}
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/*
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Make 4*4 matrices better readable
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*/
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* Make 4*4 matrices better readable
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*/
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void bc_sanitize_mat(float mat[4][4], int precision)
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{
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for (int i = 0; i < 4; i++)
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@@ -911,7 +911,7 @@ std::string bc_get_active_uvlayer_name(Object *ob)
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return bc_get_active_uvlayer_name(me);
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}
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/*
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/**
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* Returns name of Active UV Layer or empty String if no active UV Layer defined
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*/
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std::string bc_get_active_uvlayer_name(Mesh *me)
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