style cleanup

also fix example for mesh uv's
This commit is contained in:
2012-05-22 16:24:09 +00:00
parent 3fc3c9f3b4
commit f16f545c6e
6 changed files with 74 additions and 71 deletions

View File

@@ -28,7 +28,7 @@ This example script prints the vertices and UV's for each polygon, assumes the a
import bpy
me = bpy.context.object.data
uv_layer = me.uv.layers.active.data
uv_layer = me.uv_layers.active.data
for poly in me.polygons:
print("Polygon index: %d, length: %d" % (poly.index, poly.loop_total))

View File

@@ -1166,9 +1166,11 @@ static void widget_draw_text(uiFontStyle *fstyle, uiWidgetColors *wcol, uiBut *b
if (fstyle->kerning == 1)
BLF_disable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
// ui_rasterpos_safe(x, y, but->aspect);
// if (but->type==IDPOIN) transopts= 0; // no translation, of course!
// else transopts= ui_translate_buttons();
#if 0
ui_rasterpos_safe(x, y, but->aspect);
if (but->type == IDPOIN) transopts = 0; // no translation, of course!
else transopts = ui_translate_buttons();
#endif
/* cut string in 2 parts - only for menu entries */
if ((but->block->flag & UI_BLOCK_LOOP)) {

View File

@@ -1497,7 +1497,8 @@ void OBJECT_OT_skin_loose_mark_clear(wmOperatorType *ot)
static EnumPropertyItem action_items[] = {
{SKIN_LOOSE_MARK, "MARK", 0, "Mark", "Mark selected vertices as loose"},
{SKIN_LOOSE_CLEAR, "CLEAR", 0, "Clear", "Set selected vertices as not loose"},
{0, NULL, 0, NULL, NULL}};
{0, NULL, 0, NULL, NULL}
};
ot->name = "Skin Mark/Clear Loose";
ot->description = "Mark/clear selected vertices as loose";
@@ -1649,8 +1650,8 @@ static Object *modifier_skin_armature_create(struct Scene *scene,
EditBone *bone = NULL;
/* Unless the skin root has just one adjacent edge, create
a fake root bone (have it going off in the Y direction
(arbitrary) */
* a fake root bone (have it going off in the Y direction
* (arbitrary) */
if (emap[v].count > 1) {
bone = MEM_callocN(sizeof(EditBone), "EditBone");

View File

@@ -600,17 +600,17 @@ static SkinNode *build_frames(const MVert *mvert, int totvert,
static void calc_edge_mat(float mat[3][3], const float a[3], const float b[3])
{
float Z[3] = {0, 0, 1};
const float z_up[3] = {0, 0, 1};
float dot;
/* X = edge direction */
sub_v3_v3v3(mat[0], b, a);
normalize_v3(mat[0]);
dot = dot_v3v3(mat[0], Z);
dot = dot_v3v3(mat[0], z_up);
if (dot > -1 + FLT_EPSILON && dot < 1 - FLT_EPSILON) {
/* Y = Z cross x */
cross_v3_v3v3(mat[1], Z, mat[0]);
cross_v3_v3v3(mat[1], z_up, mat[0]);
normalize_v3(mat[1]);
/* Z = x cross y */