style cleanup - spelling corrections & update some incorrect comments.
This commit is contained in:
@@ -453,7 +453,7 @@ void animviz_calc_motionpaths(Scene *scene, ListBase *targets)
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/* free curve path data
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* NOTE: frees the path itself!
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* NOTE: this is increasingly innacurate with non-uniform BevPoint subdivisions [#24633]
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* NOTE: this is increasingly inaccurate with non-uniform BevPoint subdivisions [#24633]
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*/
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void free_path(Path *path)
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{
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@@ -1589,14 +1589,14 @@ static NlaEvalChannel *nlaevalchan_verify (PointerRNA *ptr, ListBase *channels,
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/* get path, remapped as appropriate to work in its new environment */
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/* free_path= */ /* UNUSED */ animsys_remap_path(strip->remap, fcu->rna_path, &path);
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/* a valid property must be available, and it must be animateable */
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/* a valid property must be available, and it must be animatable */
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if (RNA_path_resolve(ptr, path, &new_ptr, &prop) == 0) {
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if (G.f & G_DEBUG) printf("NLA Strip Eval: Cannot resolve path \n");
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return NULL;
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}
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/* only ok if animateable */
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/* only ok if animatable */
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else if (RNA_property_animateable(&new_ptr, prop) == 0) {
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if (G.f & G_DEBUG) printf("NLA Strip Eval: Property not animateable \n");
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if (G.f & G_DEBUG) printf("NLA Strip Eval: Property not animatable \n");
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return NULL;
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}
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@@ -1834,7 +1834,7 @@ void BKE_image_signal(Image *ima, ImageUser *iuser, int signal)
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break;
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}
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/* dont use notifiers because they are not 100% sure to succseed
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/* dont use notifiers because they are not 100% sure to succeeded
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* this also makes sure all scenes are accounted for. */
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{
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Scene *scene;
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@@ -1753,7 +1753,7 @@ float init_meta(Scene *scene, Object *ob) /* return totsize */
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}
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/* create "new" bb, only point 0 and 6, which are
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* neccesary for octal tree filling */
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* necessary for octal tree filling */
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mainb[a]->bb->vec[0][0] = min_x - ml->rad;
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mainb[a]->bb->vec[0][1] = min_y - ml->rad;
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mainb[a]->bb->vec[0][2] = min_z - ml->rad;
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@@ -2192,7 +2192,7 @@ int mesh_recalcTessellation(CustomData *fdata,
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CustomData *ldata, CustomData *pdata,
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MVert *mvert, int totface, int UNUSED(totloop),
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int totpoly,
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/* when teseelating to recalcilate normals after
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/* when tessellating to recalcilate normals after
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* we can skip copying here */
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const int do_face_nor_cpy)
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{
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@@ -3289,7 +3289,7 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
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get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal);
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/* do this always, regardless successfull read from vertex group */
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/* this is where '2.5 every thing is animateable' goes wrong in the first place jow_go_for2_5 */
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/* this is where '2.5 every thing is animatable' goes wrong in the first place jow_go_for2_5 */
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/* 1st coding action to take : move this to frame level */
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/* reads: leave the bp->goal as it was read from vertex group / or default .. we will need it at per frame call */
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/* should be fixed for meshes */
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@@ -3585,7 +3585,7 @@ static void curve_surf_to_softbody(Scene *scene, Object *ob)
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if (nu->bezt) {
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/* bezier case ; this is nicly said naive; who ever wrote this part, it was not me (JOW) :) */
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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 (C2= continous in second derivate -> no jump in bending ) condition */
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/* b: rather calculate them using some C2 (C2= continuous in second derivate -> no jump in bending ) condition */
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/* not too hard to do, but needs some more code to care for; some one may want look at it JOW 2010/06/12*/
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for (bezt=nu->bezt, a=0; a<nu->pntsu; a++, bezt++, bp+=3, curindex+=3) {
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if (setgoal) {
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@@ -35,7 +35,7 @@ extern "C" {
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#include <stdarg.h>
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/*
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/**
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* operators represent logical, executable mesh modules. all topological
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* operations involving a bmesh has to go through them.
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*
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@@ -55,18 +55,22 @@ extern "C" {
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* bmesh_opdefines.c and the BMOpDefine struct for how to define new operators.
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*
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* in general, operators are fed arrays of elements, created using either
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* BM_HeaderFlag_To_Slot or BM_Flag_To_Slot (or through one of the format
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* specifyers in BMO_op_callf or BMO_op_initf). Note that multiple element
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* types (e.g. faces and edges) can be fed to the same slot array. Operators
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* act on this data, and possibly spit out data into output slots.
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* #BMO_slot_buffer_from_hflag or #BMO_slot_buffer_from_flag
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* (or through one of the format specifiers in #BMO_op_callf or #BMO_op_initf).
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*
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* some notes:
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* - operators should never read from header flags (e.g. element->head.flag). for
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* example, if you want an operator to only operate on selected faces, you
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* should use BM_HeaderFlag_To_Slot to put the selected elements into a slot.
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* - when you read from an element slot array or mapping, you can either tool-flag
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* all the elements in it, or read them using an iterator APi (which is
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* semantically similar to the iterator api in bmesh_iterators.h).
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* \note multiple element types (e.g. faces and edges)
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* can be fed to the same slot array. Operators act on this data,
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* and possibly spit out data into output slots.
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*
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* \note operators should never read from header flags (e.g. element->head.flag).
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* For example, if you want an operator to only operate on selected faces, you
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* should use #BMO_slot_buffer_from_hflag to put the selected elements into a slot.
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*
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* \note when you read from an element slot array or mapping, you can either tool-flag
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* all the elements in it, or read them using an iterator API (which is semantically
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* similar to the iterator api in bmesh_iterators.h).
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*
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* \note only #BMLoop items can't be put into slots as with verts, edges & faces.
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*/
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struct GHashIterator;
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@@ -649,7 +649,7 @@ static int bm_loop_length(BMLoop *l)
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* \brief Loop Reverse
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*
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* Changes the winding order of a face from CW to CCW or vice versa.
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* This euler is a bit peculiar in compairson to others as it is its
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* This euler is a bit peculiar in comparison to others as it is its
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* own inverse.
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*
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* BMESH_TODO: reinsert validation code.
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@@ -1096,7 +1096,7 @@ static BMFace *bm_face_create__sfme(BMesh *bm, BMFace *UNUSED(example))
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* level wrapping functions (when holes are fully implemented, anyway).
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*
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* \note that holes represents which holes goes to the new face, and of
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* course this requires removing them from the exitsing face first, since
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* course this requires removing them from the existing face first, since
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* you cannot have linked list links inside multiple lists.
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*
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* \return A BMFace pointer
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@@ -679,7 +679,7 @@ static void BMO_slot_buffer_from_all(BMesh *bm, BMOperator *op, const char *slot
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* into a slot for an operator.
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*/
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void BMO_slot_buffer_from_hflag(BMesh *bm, BMOperator *op, const char *slotname,
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const char hflag, const char htype)
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const char hflag, const char htype)
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{
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BMIter elements;
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BMElem *ele;
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@@ -707,7 +707,7 @@ static int goodline(float (*projectverts)[3], BMFace *f, int v1i,
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*
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* Used by tesselator to find
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* the next triangle to 'clip off'
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* of a polygon while tesselating.
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* of a polygon while tessellating.
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*/
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static BMLoop *find_ear(BMesh *UNUSED(bm), BMFace *f, float (*verts)[3], const int nvert)
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{
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@@ -103,7 +103,7 @@ enum {
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/* walk over connected geometry. can restrict to a search flag,
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* or not, it's optional.
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*
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* takes a vert as an arugment, and spits out edges, restrict flag acts
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* takes a vert as an argument, and spits out edges, restrict flag acts
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* on the edges as well. */
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BMW_SHELL,
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/*walk over an edge loop. search flag doesn't do anything.*/
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@@ -386,7 +386,7 @@ void bmo_edgesplit_exec(BMesh *bm, BMOperator *op)
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BMO_elem_flag_enable(bm, f2, FACE_NEW);
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}
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/* remake_face() sets invalid indecies,
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/* remake_face() sets invalid indices,
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* likely these will be corrected on operator exit anyway */
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bm->elem_index_dirty &= ~BM_EDGE;
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@@ -1229,7 +1229,7 @@ static size_t animdata_filter_shapekey (bAnimContext *ac, ListBase *anim_data, K
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/* loop through the channels adding ShapeKeys as appropriate */
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for (kb= key->block.first; kb; kb= kb->next) {
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/* skip the first one, since that's the non-animateable basis */
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/* skip the first one, since that's the non-animatable basis */
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// XXX maybe in future this may become handy?
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if (kb == key->block.first) continue;
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@@ -521,7 +521,7 @@ void ANIM_OT_driver_button_add (wmOperatorType *ot)
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/* callbacks */
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ot->exec= add_driver_button_exec;
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//op->poll= ??? // TODO: need to have some animateable property to do this
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//op->poll= ??? // TODO: need to have some animatable property to do this
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/* flags */
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ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
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@@ -1449,9 +1449,9 @@ static int insert_key_button_exec (bContext *C, wmOperator *op)
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else if (G.f & G_DEBUG) {
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printf("ptr.data = %p, prop = %p,", (void *)ptr.data, (void *)prop);
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if (prop)
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printf("animateable = %d \n", RNA_property_animateable(&ptr, prop));
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printf("animatable = %d \n", RNA_property_animateable(&ptr, prop));
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else
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printf("animateable = NULL \n");
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printf("animatable = NULL \n");
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}
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if (success) {
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@@ -3605,7 +3605,7 @@ void ARMATURE_OT_subdivide(wmOperatorType *ot)
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/* Switch Direction operator:
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* Currently, this does not use context loops, as context loops do not make it
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* easy to retrieve any hierarchial/chain relationships which are necessary for
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* easy to retrieve any hierarchical/chain relationships which are necessary for
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* this to be done easily.
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*/
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@@ -43,7 +43,7 @@
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*
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* This define converts a numerical value to the equivalent 24-bit
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* color, while not being endian-sensitive. On little-endians, this
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* is the same as doing a 'naive'indexing, on big-endian, it is not!
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* is the same as doing a 'naive' indexing, on big-endian, it is not!
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* */
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#define cpack(x) glColor3ub( ((x)&0xFF), (((x)>>8)&0xFF), (((x)>>16)&0xFF) )
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@@ -802,7 +802,7 @@ static uiLayout *draw_modifier(uiLayout *layout, Scene *scene, Object *ob,
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TIP_("This modifier could be applied on splines' points only"));
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uiButSetFlag(but, UI_BUT_DISABLED);
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} else if (mti->type != eModifierTypeType_Constructive) {
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/* constructive modifiers tesselates curve before applying */
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/* constructive modifiers tessellates curve before applying */
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uiItemR(row, &ptr, "use_apply_on_spline", 0, "", ICON_NONE);
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}
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}
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@@ -801,7 +801,7 @@ static void view_zoomdrag_apply(bContext *C, wmOperator *op)
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dx= RNA_float_get(op->ptr, "deltax");
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dy= RNA_float_get(op->ptr, "deltay");
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/* continous zoom shouldn't move that fast... */
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/* continuous zoom shouldn't move that fast... */
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if (U.viewzoom == USER_ZOOM_CONT) { // XXX store this setting as RNA prop?
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double time= PIL_check_seconds_timer();
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float time_step= (float)(time - vzd->timer_lastdraw);
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@@ -1004,7 +1004,7 @@ static int view_zoomdrag_modal(bContext *C, wmOperator *op, wmEvent *event)
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fac= 0.01f * (event->y - vzd->lasty);
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dy= fac * (v2d->cur.ymax - v2d->cur.ymin);
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#if 0
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/* continous zoom shouldn't move that fast... */
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/* continuous zoom shouldn't move that fast... */
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if (U.viewzoom == USER_ZOOM_CONT) { // XXX store this setting as RNA prop?
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double time= PIL_check_seconds_timer();
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float time_step= (float)(time - vzd->timer_lastdraw);
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@@ -277,7 +277,7 @@ void EDBM_MakeEditBMesh(ToolSettings *ts, Scene *UNUSED(scene), Object *ob)
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MEM_freeN(me->edit_btmesh);
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}
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/* currently executing operators re-tesselates, so we can avoid doing here
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/* currently executing operators re-tessellates, so we can avoid doing here
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* but at some point it may need to be added back. */
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#if 0
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me->edit_btmesh = BMEdit_Create(bm, TRUE);
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@@ -333,7 +333,7 @@ static int screen_opengl_render_init(bContext *C, wmOperator *op)
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oglrender->scene->customdata_mask_modal = (ED_view3d_datamask(oglrender->scene, oglrender->v3d) |
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ED_view3d_object_datamask(oglrender->scene) );
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/* apply immediately incase we're rendeing from a script,
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/* apply immediately incase we're rendering from a script,
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* running notifiers again will overwrite */
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oglrender->scene->customdata_mask |= oglrender->scene->customdata_mask_modal;
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@@ -704,7 +704,7 @@ static void screen_test_scale(bScreen *sc, int winsizex, int winsizey)
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#define SCR_BACK 0.55
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#define SCR_ROUND 12
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/* draw vertical shape visualising future joining (left as well
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/* draw vertical shape visualizing future joining (left as well
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* right direction of future joining) */
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static void draw_horizontal_join_shape(ScrArea *sa, char dir)
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{
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@@ -777,7 +777,7 @@ static void draw_horizontal_join_shape(ScrArea *sa, char dir)
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glRectf(points[6].x, points[6].y, points[9].x, points[9].y);
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}
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/* draw vertical shape visualising future joining (up/down direction) */
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/* draw vertical shape visualizing future joining (up/down direction) */
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static void draw_vertical_join_shape(ScrArea *sa, char dir)
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{
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vec2f points[10];
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@@ -1845,7 +1845,7 @@ static void do_weight_paint_vertex(/* vars which remain the same for every vert
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if (wpi->do_auto_normalize) {
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/* note on normalize - this used to be applied after painting and normalize all weights,
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* in some ways this is good because there is feedback where the more weights involved would
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* 'risist' so you couldn't instantly zero out other weights by painting 1.0 on the active.
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* 'resist' so you couldn't instantly zero out other weights by painting 1.0 on the active.
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*
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* However this gave a problem since applying mirror, then normalize both verts
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* the resulting weight wont match on both sides.
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@@ -1869,7 +1869,7 @@ static void do_weight_paint_vertex(/* vars which remain the same for every vert
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* - auto normalize is enabled
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* - the group you are painting onto has a L / R version
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*
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* We wan't L/R vgroups to have the same weight but this cant be if both are over 0.5,
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* We want L/R vgroups to have the same weight but this cant be if both are over 0.5,
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* We _could_ have special check for that, but this would need its own normalize function which
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* holds 2 groups from changing at once.
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*
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@@ -1128,7 +1128,7 @@ static void do_outliner_drivers_editop(SpaceOops *soops, ListBase *tree, ReportL
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short flag= 0;
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short groupmode= KSP_GROUP_KSNAME;
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/* check if RNA-property described by this selected element is an animateable prop */
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/* check if RNA-property described by this selected element is an animatable prop */
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if (ELEM(tselem->type, TSE_RNA_PROPERTY, TSE_RNA_ARRAY_ELEM) && RNA_property_animateable(&te->rnaptr, te->directdata)) {
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/* get id + path + index info from the selected element */
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tree_element_to_path(soops, te, tselem,
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@@ -1307,7 +1307,7 @@ static void do_outliner_keyingset_editop(SpaceOops *soops, KeyingSet *ks, ListBa
|
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short flag= 0;
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short groupmode= KSP_GROUP_KSNAME;
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|
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/* check if RNA-property described by this selected element is an animateable prop */
|
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/* check if RNA-property described by this selected element is an animatable prop */
|
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if (ELEM(tselem->type, TSE_RNA_PROPERTY, TSE_RNA_ARRAY_ELEM) && RNA_property_animateable(&te->rnaptr, te->directdata)) {
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/* get id + path + index info from the selected element */
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tree_element_to_path(soops, te, tselem,
|
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|
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@@ -592,7 +592,7 @@ static int sequencer_add_effect_strip_exec(bContext *C, wmOperator *op)
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return OPERATOR_CANCELLED;
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}
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/* If seq1 is NULL and no error was rasied it means the seq is standalone
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/* If seq1 is NULL and no error was raised it means the seq is standalone
|
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* (like color strips) and we need to check its start and end frames are valid */
|
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if (seq1==NULL && end_frame <= start_frame) {
|
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BKE_report(op->reports, RPT_ERROR, "Start and end frame are not set");
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|
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@@ -778,7 +778,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3],
|
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UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
|
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glDrawArrays(GL_LINE_LOOP, 0, CIRCLE_RESOL);
|
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|
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/* finishe up */
|
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/* finish up */
|
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glDisableClientState(GL_VERTEX_ARRAY);
|
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|
||||
glDisable(GL_BLEND);
|
||||
|
||||
@@ -2225,7 +2225,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
|
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}
|
||||
|
||||
/* render shadows after updating all lamps, nested object_duplilist
|
||||
* don't work correct since it's replacing object matrices */
|
||||
* don't work correct since it's replacing object matrices */
|
||||
for (shadow=shadows.first; shadow; shadow=shadow->next) {
|
||||
/* this needs to be done better .. */
|
||||
float viewmat[4][4], winmat[4][4];
|
||||
|
||||
@@ -302,12 +302,12 @@ void view3d_boxview_copy(ScrArea *sa, ARegion *ar)
|
||||
/* 'clip' is used to know if our clip setting has changed */
|
||||
void ED_view3d_quadview_update(ScrArea *sa, ARegion *ar, short do_clip)
|
||||
{
|
||||
ARegion *arsync= NULL;
|
||||
ARegion *ar_sync= NULL;
|
||||
RegionView3D *rv3d= ar->regiondata;
|
||||
short viewlock;
|
||||
/* this function copies flags from the first of the 3 other quadview
|
||||
regions to the 2 other, so it assumes this is the region whose
|
||||
properties are always being edited, weak */
|
||||
* regions to the 2 other, so it assumes this is the region whose
|
||||
* properties are always being edited, weak */
|
||||
viewlock= rv3d->viewlock;
|
||||
|
||||
if ((viewlock & RV3D_LOCKED)==0)
|
||||
@@ -326,15 +326,15 @@ void ED_view3d_quadview_update(ScrArea *sa, ARegion *ar, short do_clip)
|
||||
rv3d->rflag &= ~RV3D_BOXCLIP;
|
||||
}
|
||||
|
||||
/* use arsync so we sync with one of the aligned views below
|
||||
/* use ar_sync so we sync with one of the aligned views below
|
||||
* else the view jumps on changing view settings like 'clip'
|
||||
* since it copies from the perspective view */
|
||||
arsync= ar;
|
||||
ar_sync= ar;
|
||||
}
|
||||
}
|
||||
|
||||
if (rv3d->viewlock & RV3D_BOXVIEW) {
|
||||
view3d_boxview_copy(sa, arsync ? arsync : sa->regionbase.last);
|
||||
view3d_boxview_copy(sa, ar_sync ? ar_sync : sa->regionbase.last);
|
||||
}
|
||||
|
||||
ED_area_tag_redraw(sa);
|
||||
@@ -445,8 +445,8 @@ static void viewops_data_create(bContext *C, wmOperator *op, wmEvent *event)
|
||||
|
||||
negate_v3_v3(my_origin, rv3d->ofs); /* ofs is flipped */
|
||||
|
||||
/* Set the dist value to be the distance from this 3d point */
|
||||
/* this means youll always be able to zoom into it and panning wont go bad when dist was zero */
|
||||
/* Set the dist value to be the distance from this 3d point
|
||||
* this means youll always be able to zoom into it and panning wont go bad when dist was zero */
|
||||
|
||||
/* remove dist value */
|
||||
upvec[0] = upvec[1] = 0;
|
||||
@@ -646,10 +646,10 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
|
||||
si -= 2.0f;
|
||||
|
||||
/* This relation is used instead of
|
||||
* phi = asin(si) so that the angle
|
||||
* of rotation is linearly proportional
|
||||
* to the distance that the mouse is
|
||||
* dragged. */
|
||||
* - phi = asin(si) so that the angle
|
||||
* - of rotation is linearly proportional
|
||||
* - to the distance that the mouse is
|
||||
* - dragged. */
|
||||
phi = si * (float)(M_PI / 2.0);
|
||||
|
||||
q1[0]= cos(phi);
|
||||
@@ -676,8 +676,8 @@ static void viewrotate_apply(ViewOpsData *vod, int x, int y)
|
||||
float m_inv[3][3];
|
||||
float xvec[3] = {1.0f, 0.0f, 0.0f};
|
||||
/* Sensitivity will control how fast the viewport rotates. 0.0035 was
|
||||
obtained experimentally by looking at viewport rotation sensitivities
|
||||
on other modeling programs. */
|
||||
* obtained experimentally by looking at viewport rotation sensitivities
|
||||
* on other modeling programs. */
|
||||
/* Perhaps this should be a configurable user parameter. */
|
||||
const float sensitivity = 0.0035f;
|
||||
|
||||
@@ -3538,11 +3538,12 @@ int ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], cons
|
||||
return (*depth==FLT_MAX) ? 0:1;
|
||||
}
|
||||
|
||||
/* Gets the view trasnformation from a camera
|
||||
* currently dosnt take camzoom into account
|
||||
*
|
||||
* The dist is not modified for this function, if NULL its assimed zero
|
||||
* */
|
||||
/**
|
||||
* Gets the view trasnformation from a camera
|
||||
* currently dosnt take camzoom into account
|
||||
*
|
||||
* The dist is not modified for this function, if NULL its assimed zero
|
||||
*/
|
||||
void ED_view3d_from_m4(float mat[][4], float ofs[3], float quat[4], float *dist)
|
||||
{
|
||||
/* Offset */
|
||||
|
||||
@@ -528,7 +528,7 @@ typedef struct AnimMapPair {
|
||||
|
||||
/* Retargetting Information for Actions
|
||||
*
|
||||
* This should only be used if it is strictly necessary (i.e. user will need to explictly
|
||||
* This should only be used if it is strictly necessary (i.e. user will need to explicitly
|
||||
* add this when they find that some channels do not match, or motion is not going to right
|
||||
* places). When executing an action, this will be checked to see if it provides any useful
|
||||
* remaps for the given paths.
|
||||
@@ -661,7 +661,7 @@ typedef enum eNlaStrip_Type {
|
||||
|
||||
/* NLA Track (nlt)
|
||||
*
|
||||
* A track groups a bunch of 'strips', which should form a continous set of
|
||||
* A track groups a bunch of 'strips', which should form a continuous set of
|
||||
* motion, on top of which other such groups can be layered. This should allow
|
||||
* for animators to work in a non-destructive manner, layering tweaks, etc. over
|
||||
* 'rough' blocks of their work.
|
||||
|
||||
@@ -131,7 +131,7 @@ typedef struct Brush {
|
||||
#define BRUSH_FRONTFACE (1<<27)
|
||||
#define BRUSH_CUSTOM_ICON (1<<28)
|
||||
|
||||
/* temporary flag which sets up autmatically for correct
|
||||
/* temporary flag which sets up automatically for correct
|
||||
* brush drawing when inverted modal operator is running */
|
||||
#define BRUSH_INVERTED (1<<29)
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ struct bScreen;
|
||||
struct Scene;
|
||||
|
||||
/**
|
||||
* FileGlobal stores a part of the current user-unterface settings at
|
||||
* FileGlobal stores a part of the current user-interface settings at
|
||||
* the moment of saving, and the file-specific settings.
|
||||
*/
|
||||
typedef struct FileGlobal {
|
||||
|
||||
@@ -152,9 +152,9 @@ typedef enum PropertyFlag {
|
||||
* for editing. */
|
||||
PROP_LIB_EXCEPTION = 1<<16,
|
||||
|
||||
/* animateable means the property can be driven by some
|
||||
/* animatable means the property can be driven by some
|
||||
* other input, be it animation curves, expressions, ..
|
||||
* properties are animateable by default except for pointers
|
||||
* properties are animatable by default except for pointers
|
||||
* and collections */
|
||||
PROP_ANIMATABLE = 1<<1,
|
||||
|
||||
|
||||
@@ -59,13 +59,13 @@ extern BPy_StructRNA *bpy_context_module;
|
||||
static EnumPropertyItem property_flag_items[] = {
|
||||
{PROP_HIDDEN, "HIDDEN", 0, "Hidden", ""},
|
||||
{PROP_SKIP_SAVE, "SKIP_SAVE", 0, "Skip Save", ""},
|
||||
{PROP_ANIMATABLE, "ANIMATABLE", 0, "Animateable", ""},
|
||||
{PROP_ANIMATABLE, "ANIMATABLE", 0, "Animatable", ""},
|
||||
{0, NULL, 0, NULL, NULL}};
|
||||
|
||||
static EnumPropertyItem property_flag_enum_items[] = {
|
||||
{PROP_HIDDEN, "HIDDEN", 0, "Hidden", ""},
|
||||
{PROP_SKIP_SAVE, "SKIP_SAVE", 0, "Skip Save", ""},
|
||||
{PROP_ANIMATABLE, "ANIMATABLE", 0, "Animateable", ""},
|
||||
{PROP_ANIMATABLE, "ANIMATABLE", 0, "Animatable", ""},
|
||||
{PROP_ENUM_FLAG, "ENUM_FLAG", 0, "Enum Flag", ""},
|
||||
{0, NULL, 0, NULL, NULL}};
|
||||
|
||||
|
||||
@@ -1236,10 +1236,8 @@ int main(int argc, const char **argv)
|
||||
/**
|
||||
* NOTE: the U.pythondir string is NULL until WM_init() is executed,
|
||||
* so we provide the BPY_ function below to append the user defined
|
||||
* pythondir to Python's sys.path at this point. Simply putting
|
||||
* WM_init() before BPY_python_start() crashes Blender at startup.
|
||||
* Update: now this function also inits the bpymenus, which also depend
|
||||
* on U.pythondir.
|
||||
* python-dir to Python's sys.path at this point. Simply putting
|
||||
* WM_init() before #BPY_python_start() crashes Blender at startup.
|
||||
*/
|
||||
|
||||
// TODO - U.pythondir
|
||||
|
||||
@@ -186,7 +186,7 @@ public: \
|
||||
#define PY_SET_ATTR_SUCCESS 0
|
||||
|
||||
/**
|
||||
* These macros are helpfull when embedding Python routines. The second
|
||||
* These macros are helpful when embedding Python routines. The second
|
||||
* macro is one that also requires a documentation string
|
||||
*/
|
||||
#define KX_PYMETHOD(class_name, method_name) \
|
||||
|
||||
@@ -210,7 +210,7 @@ static void Kx_VecUpMat3(float vec[3], float mat[][3], short axis)
|
||||
|
||||
bool KX_CameraActuator::Update(double curtime, bool frame)
|
||||
{
|
||||
/* wondering... is it really neccesary/desirable to suppress negative */
|
||||
/* wondering... is it really necessary/desirable to suppress negative */
|
||||
/* events here? */
|
||||
bool bNegativeEvent = IsNegativeEvent();
|
||||
RemoveAllEvents();
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
#include "SCA_LogicManager.h"
|
||||
|
||||
/**
|
||||
* The camera actuator does a Robbie Muller prespective for you. This is a
|
||||
* The camera actuator does a Robbie Muller perspective for you. This is a
|
||||
* weird set of rules that positions the camera sort of behind the object,
|
||||
* tracking, while avoiding any objects between the 'ideal' position and the
|
||||
* actor being tracked.
|
||||
|
||||
@@ -356,7 +356,7 @@ PyMethodDef KX_PythonSeq_methods[] = {
|
||||
};
|
||||
|
||||
/*
|
||||
* Initialize the interator index
|
||||
* Initialize the iterator index
|
||||
*/
|
||||
|
||||
static PyObject *KX_PythonSeq_getIter(KX_PythonSeq *self)
|
||||
|
||||
@@ -324,7 +324,7 @@ static PyObject * plot (PyImage * self, PyObject * args)
|
||||
if (PyArg_ParseTuple(args, "s*hhhh|h:plot", &buffer, &width, &height, &x, &y, &mode))
|
||||
{
|
||||
// correct decoding, verify that buffer size is correct
|
||||
// we need a continous memory buffer
|
||||
// we need a continuous memory buffer
|
||||
if (testPyBuffer(&buffer, width, height, 4))
|
||||
{
|
||||
getImageBuff(self)->plot((unsigned char*)buffer.buf, width, height, x, y, mode);
|
||||
|
||||
Reference in New Issue
Block a user