style cleanup - use aligned * prefixed blocks for descriptive comments (was already used a lot and part of proposed style guide).
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@@ -56,32 +56,32 @@ struct wmOperator;
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typedef struct EditBone
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{
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struct EditBone *next, *prev;
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struct IDProperty *prop; /* User-Defined Properties on this Bone */
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struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
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to parents. This is converted to a two-way link for
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normal bones when leaving editmode. */
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void *temp; /* Used to store temporary data */
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struct IDProperty *prop;/* User-Defined Properties on this Bone */
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struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
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* to parents. This is converted to a two-way link for
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* normal bones when leaving editmode. */
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void *temp; /* Used to store temporary data */
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char name[64]; /* MAX_NAME */
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float roll; /* Roll along axis. We'll ultimately use the axis/angle method
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for determining the transformation matrix of the bone. The axis
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is tail-head while roll provides the angle. Refer to Graphics
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Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
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char name[64]; /* MAX_NAME */
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float roll; /* Roll along axis. We'll ultimately use the axis/angle method
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* for determining the transformation matrix of the bone. The axis
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* is tail-head while roll provides the angle. Refer to Graphics
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* Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
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float head[3]; /* Orientation and length is implicit during editing */
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float tail[3];
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/* All joints are considered to have zero rotation with respect to
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their parents. Therefore any rotations specified during the
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animation are automatically relative to the bones' rest positions*/
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float head[3]; /* Orientation and length is implicit during editing */
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float tail[3];
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/* All joints are considered to have zero rotation with respect to
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* their parents. Therefore any rotations specified during the
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* animation are automatically relative to the bones' rest positions*/
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int flag;
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int layer;
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float dist, weight;
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float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
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float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
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float ease1, ease2;
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float rad_head, rad_tail;
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float oldlength; /* for envelope scaling */
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float oldlength; /* for envelope scaling */
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short segments;
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} EditBone;
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