Cleanup: comments (long lines) in collada

This commit is contained in:
2019-04-30 13:41:21 +10:00
parent d9fb06f876
commit 5d7ee02b17
22 changed files with 537 additions and 492 deletions

View File

@@ -63,7 +63,7 @@ extern "C" {
#include "MEM_guardedalloc.h"
#include "WM_api.h" // XXX hrm, see if we can do without this
#include "WM_api.h" /* XXX hrm, see if we can do without this */
#include "WM_types.h"
#include "bmesh.h"
@@ -91,7 +91,7 @@ float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray &array, unsigned in
return array.getDoubleValues()->getData()[index];
}
// copied from /editors/object/object_relations.c
/* copied from /editors/object/object_relations.c */
int bc_test_parent_loop(Object *par, Object *ob)
{
/* test if 'ob' is a parent somewhere in par's parents */
@@ -146,8 +146,8 @@ bool bc_validateConstraints(bConstraint *con)
return true;
}
// a shortened version of parent_set_exec()
// if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
/* a shortened version of parent_set_exec()
* if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting */
int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
{
Object workob;
@@ -164,18 +164,18 @@ int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
if (is_parent_space) {
float mat[4][4];
// calc par->obmat
/* calc par->obmat */
BKE_object_where_is_calc(depsgraph, sce, par);
// move child obmat into world space
/* move child obmat into world space */
mul_m4_m4m4(mat, par->obmat, ob->obmat);
copy_m4_m4(ob->obmat, mat);
}
// apply child obmat (i.e. decompose it into rot/loc/size)
/* apply child obmat (i.e. decompose it into rot/loc/size) */
BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
// compute parentinv
/* compute parentinv */
BKE_object_workob_calc_parent(depsgraph, sce, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
@@ -381,7 +381,7 @@ void bc_set_mark(Object *ob)
ob->id.tag |= LIB_TAG_DOIT;
}
// Use bubble sort algorithm for sorting the export set
/* Use bubble sort algorithm for sorting the export set */
void bc_bubble_sort_by_Object_name(LinkNode *export_set)
{
bool sorted = false;
@@ -520,21 +520,22 @@ void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float m
float mat_from[4][4];
quat_to_mat4(mat_from, quat_from);
// Calculate the difference matrix matd between mat_from and mat_to
/* Calculate the difference matrix matd between mat_from and mat_to */
invert_m4_m4(mati, mat_from);
mul_m4_m4m4(matd, mati, mat_to);
mat4_to_quat(qd, matd);
mul_qt_qtqt(quat_to, qd, quat_from); // rot is the final rotation corresponding to mat_to
mul_qt_qtqt(quat_to, qd, quat_from); /* rot is the final rotation corresponding to mat_to */
}
void bc_triangulate_mesh(Mesh *me)
{
bool use_beauty = false;
bool tag_only = false;
int quad_method =
MOD_TRIANGULATE_QUAD_SHORTEDGE; /* XXX: The triangulation method selection could be offered in the UI */
/* XXX: The triangulation method selection could be offered in the UI. */
int quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE;
const struct BMeshCreateParams bm_create_params = {0};
BMesh *bm = BM_mesh_create(&bm_mesh_allocsize_default, &bm_create_params);
@@ -774,8 +775,8 @@ std::string BoneExtended::get_bone_layers(int bitfield)
int BoneExtended::get_bone_layers()
{
return (bone_layers == 0) ? 1 :
bone_layers; // ensure that the bone is in at least one bone layer!
/* ensure that the bone is in at least one bone layer! */
return (bone_layers == 0) ? 1 : bone_layers;
}
void BoneExtended::set_use_connect(int use_connect)
@@ -983,7 +984,7 @@ bool bc_is_animated(BCMatrixSampleMap &values)
static float MIN_DISTANCE = 0.00001;
if (values.size() < 2)
return false; // need at least 2 entries to be not flat
return false; /* need at least 2 entries to be not flat */
BCMatrixSampleMap::iterator it;
const BCMatrix *refmat = NULL;
@@ -1009,7 +1010,7 @@ bool bc_has_animations(Object *ob)
(bc_getSceneCameraAction(ob) && bc_getSceneCameraAction(ob)->curves.first))
return true;
//Check Material Effect parameter animations.
/* Check Material Effect parameter animations. */
for (int a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a + 1);
if (!ma)
@@ -1254,7 +1255,7 @@ bNode *bc_add_node(bContext *C, bNodeTree *ntree, int node_type, int locx, int l
}
#if 0
// experimental, probably not used
/* experimental, probably not used */
static bNodeSocket *bc_group_add_input_socket(bNodeTree *ntree,
bNode *to_node,
int to_index,
@@ -1337,7 +1338,7 @@ void bc_add_default_shader(bContext *C, Material *ma)
bc_node_add_link(ntree, nmap["transparent"], 0, nmap["mix"], 2);
bc_node_add_link(ntree, nmap["mix"], 0, nmap["out"], 0);
// experimental, probably not used.
/* experimental, probably not used. */
bc_make_group(C, ntree, nmap);
#else
nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, 0, 300);
@@ -1366,7 +1367,7 @@ COLLADASW::ColorOrTexture bc_get_base_color(bNode *shader)
return bc_get_cot(col[0], col[1], col[2], col[3]);
}
else {
return bc_get_cot(0.8, 0.8, 0.8, 1.0); //default white
return bc_get_cot(0.8, 0.8, 0.8, 1.0); /* default white */
}
}
@@ -1383,7 +1384,7 @@ bool bc_get_reflectivity(bNode *shader, double &reflectivity)
double bc_get_reflectivity(Material *ma)
{
double reflectivity = ma->spec; // fallback if no socket found
double reflectivity = ma->spec; /* fallback if no socket found */
bNode *master_shader = bc_get_master_shader(ma);
if (ma->use_nodes && master_shader) {
bc_get_reflectivity(master_shader, reflectivity);