Cleanup: spelling, correct Mesh.mface docs

This commit is contained in:
2020-03-22 12:09:48 +11:00
parent 1e4f6b231c
commit ad7bb8e42c
8 changed files with 27 additions and 20 deletions

View File

@@ -2937,10 +2937,10 @@ bool ED_autokeyframe_object(bContext *C, Scene *scene, Object *ob, KeyingSet *ks
if (autokeyframe_cfra_can_key(scene, &ob->id)) {
ListBase dsources = {NULL, NULL};
/* now insert the keyframe(s) using the Keying Set
* 1) add datasource override for the Object
* 2) insert keyframes
* 3) free the extra info
/* Now insert the key-frame(s) using the Keying Set:
* 1) Add data-source override for the Object.
* 2) Insert key-frames.
* 3) Free the extra info.
*/
ANIM_relative_keyingset_add_source(&dsources, &ob->id, NULL, NULL);
ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);
@@ -2959,10 +2959,10 @@ bool ED_autokeyframe_pchan(
if (autokeyframe_cfra_can_key(scene, &ob->id)) {
ListBase dsources = {NULL, NULL};
/* now insert the keyframe(s) using the Keying Set
* 1) add datasource override for the PoseChannel
* 2) insert keyframes
* 3) free the extra info
/* Now insert the keyframe(s) using the Keying Set:
* 1) Add data-source override for the pose-channel.
* 2) Insert key-frames.
* 3) Free the extra info.
*/
ANIM_relative_keyingset_add_source(&dsources, &ob->id, &RNA_PoseBone, pchan);
ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, (float)CFRA);

View File

@@ -127,7 +127,7 @@ void ED_editors_init(bContext *C)
}
else if (ob->type == OB_GPENCIL) {
/* For multi-edit mode we may already have mode data (grease pencil does not need it).
* However we may have a non-active object stuck in a greasepencil edit mode. */
* However we may have a non-active object stuck in a grease-pencil edit mode. */
if (ob != obact) {
ob->mode = OB_MODE_OBJECT;
DEG_id_tag_update(&ob->id, ID_RECALC_COPY_ON_WRITE);

View File

@@ -551,8 +551,8 @@ Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo &skin)
*/
/**
* Pseudocode:
*
* Pseudo-code:
* <pre>
* find_node_in_tree(node, root_joint)
*
* skin::find_root_joints(root_joints):
@@ -575,6 +575,7 @@ Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo &skin)
* }
*
* endloop:
* </pre>
*/
SkinInfo *a = &skin;

View File

@@ -56,7 +56,7 @@ class USDAbstractWriter : public AbstractHierarchyWriter {
/* Returns true if the data to be written is actually supported. This would, for example, allow a
* hypothetical camera writer accept a perspective camera but reject an orthogonal one.
*
* Returning false from a transform writer will prevent the object and all its decendants from
* Returning false from a transform writer will prevent the object and all its descendants from
* being exported. Returning false from a data writer (object data, hair, or particles) will
* only prevent that data from being written (and thus cause the object to be exported as an
* Empty). */

View File

@@ -28,8 +28,10 @@ extern "C" {
#include "DNA_freestyle_types.h"
#include "DNA_listBase.h"
/* Renderpasses for EEVEE.
* ViewLayerEEVEE.render_passes */
/**
* Render-passes for EEVEE.
* #ViewLayerEEVEE.render_passes
*/
typedef enum eViewLayerEEVEEPassType {
EEVEE_RENDER_PASS_COMBINED = (1 << 0),
EEVEE_RENDER_PASS_Z = (1 << 1),

View File

@@ -134,9 +134,13 @@ typedef struct Mesh {
struct MLoopCol *mloopcol;
/* END BMESH ONLY */
/* mface stores the tessellation (triangulation) of the mesh,
* real faces are now stored in nface.*/
/** Array of mesh object mode faces for tessellation. */
/**
* Legacy face storage (quads & tries only),
* faces are now stored in #Mesh.mpoly & #Mesh.mloop arrays.
*
* \note This would be marked deprecated however the particles still use this at run-time
* for placing particles on the mesh (something which should be eventually upgraded).
*/
struct MFace *mface;
/** Store tessellation face UV's and texture here. */
struct MTFace *mtface;

View File

@@ -591,7 +591,7 @@ SDNA *DNA_sdna_from_data(const void *data,
}
/**
* Using globals is acceptable here,
* Using a global is acceptable here,
* the data is read-only and only changes between Blender versions.
*
* So it is safe to create once and reuse.

View File

@@ -182,8 +182,8 @@ typedef enum PropertyFlag {
*/
PROP_ANIMATABLE = (1 << 1),
/**
* This flag means when the property's widget is in 'textedit' mode, it will be updated
* after every typed char, instead of waiting final validation. Used e.g. for text searchbox.
* This flag means when the property's widget is in 'text-edit' mode, it will be updated
* after every typed char, instead of waiting final validation. Used e.g. for text search-box.
* It will also cause UI_BUT_VALUE_CLEAR to be set for text buttons. We could add an own flag
* for search/filter properties, but this works just fine for now.
*/