style cleanup - use aligned * prefixed blocks for descriptive comments (was already used a lot and part of proposed style guide).

This commit is contained in:
2012-03-03 16:31:46 +00:00
parent 86cec98f9e
commit a2c182e923
134 changed files with 1476 additions and 1434 deletions

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