Cleanup: comment indentation & spelling

This commit is contained in:
2019-02-11 10:51:25 +11:00
parent 9ca6fc41ae
commit ffd0fee97c
30 changed files with 101 additions and 112 deletions

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@@ -1187,8 +1187,8 @@ bool data_transfer_layersmapping_vgroups(
idx_src = fromlayers;
if (idx_src >= BLI_listbase_count(&ob_src->defbase)) {
/* This can happen when vgroups are removed from source object...
* Remapping would be really tricky here, we'd need to go over all objects in Main everytime we delete
* a vgroup... for now, simpler and safer to abort. */
* Remapping would be really tricky here, we'd need to go over all objects in
* Main every time we delete a vgroup... for now, simpler and safer to abort. */
return false;
}
}

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@@ -1371,7 +1371,8 @@ bool BKE_gpencil_smooth_stroke_thickness(bGPDstroke *gps, int point_index, float
}
/**
* Apply smooth for UV rotation to stroke point (use pressure) */
* Apply smooth for UV rotation to stroke point (use pressure).
*/
bool BKE_gpencil_smooth_stroke_uv(bGPDstroke *gps, int point_index, float influence)
{
bGPDspoint *ptb = &gps->points[point_index];

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@@ -416,7 +416,7 @@ ATTR_NONNULL(1) static void libblock_remap_data(
else {
i = set_listbasepointers(bmain, lb_array);
/* Note that this is a very 'bruteforce' approach, maybe we could use some depsgraph to only process
/* Note that this is a very 'brute force' approach, maybe we could use some depsgraph to only process
* objects actually using given old_id... sounds rather unlikely currently, though, so this will do for now. */
while (i--) {
@@ -966,7 +966,7 @@ static void id_delete(Main *bmain, const bool do_tagged_deletion)
* This means that we won't have to loop over all deleted IDs to remove usages
* of other deleted IDs.
* This gives tremendous speed-up when deleting a large amount of IDs from a Main
* countaining thousands of those.
* containing thousands of those.
* This also means that we have to be very careful here, as we by-pass many 'common'
* processing, hence risking to 'corrupt' at least user counts, if not IDs themselves. */
bool keep_looping = true;
@@ -1081,7 +1081,7 @@ void BKE_id_delete(Main *bmain, void *idv)
/**
* Properly delete all IDs tagged with \a LIB_TAG_DOIT, in given \a bmain database.
*
* This is more efficient than calling #BKE_id_delete repitively on a large set of IDs
* This is more efficient than calling #BKE_id_delete repetitively on a large set of IDs
* (several times faster when deleting most of the IDs at once)...
*
* \warning Considered experimental for now, seems to be working OK but this is

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@@ -1793,7 +1793,7 @@ int BLI_bvhtree_range_query(
/* -------------------------------------------------------------------- */
/** \name BLI_bvhtree_nearest_projected
* \{ */
* \{ */
static void bvhtree_nearest_projected_dfs_recursive(
BVHNearestProjectedData *__restrict data, const BVHNode *node)

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@@ -774,7 +774,7 @@ float dist_squared_ray_to_aabb_v3_simple(
/* -------------------------------------------------------------------- */
/** \name dist_squared_to_projected_aabb and helpers
* \{ */
* \{ */
/**
* \param projmat: Projection Matrix (usually perspective

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@@ -1259,8 +1259,8 @@ void BLI_setenv_if_new(const char *env, const char *val)
}
/**
* get an env var, result has to be used immediately
*/
* Get an env var, result has to be used immediately.
*/
const char *BLI_getenv(const char *env)
{
#ifdef _MSC_VER

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@@ -1671,13 +1671,13 @@ float BM_edge_calc_face_angle(const BMEdge *e)
}
/**
* \brief BMESH EDGE/FACE ANGLE
*
* Calculates the angle between two faces in world space.
* Assumes the face normals are correct.
*
* \return angle in radians
*/
* \brief BMESH EDGE/FACE ANGLE
*
* Calculates the angle between two faces in world space.
* Assumes the face normals are correct.
*
* \return angle in radians
*/
float BM_edge_calc_face_angle_with_imat3_ex(const BMEdge *e, const float imat3[3][3], const float fallback)
{
if (BM_edge_is_manifold(e)) {

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@@ -1349,7 +1349,7 @@ static bool make_unit_square_map(
/* The cols of m are: {vmid - va, vmid - vb, vmid + vd - va -vb, va + vb - vmid;
* blender transform matrices are stored such that m[i][*] is ith column;
* the last elements of each col remain as they are in unity matrix */
* the last elements of each col remain as they are in unity matrix. */
sub_v3_v3v3(&r_mat[0][0], vmid, va);
r_mat[0][3] = 0.0f;
sub_v3_v3v3(&r_mat[1][0], vmid, vb);

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@@ -258,14 +258,14 @@ void AnimationExporter::export_bone_animations_recursive(Object *ob, Bone *bone,
export_bone_animations_recursive(ob, child, sampler);
}
/*
* In some special cases the exported Curve needs to be replaced
* by a modified curve (for collada purposes)
* This method checks if a conversion is necessary and if applicable
* returns a pointer to the modified BCAnimationCurve.
* IMPORTANT: the modified curve must be deleted by the caller when no longer needed
* if no conversion is needed this method returns a NULL;
*/
/**
* In some special cases the exported Curve needs to be replaced
* by a modified curve (for collada purposes)
* This method checks if a conversion is necessary and if applicable
* returns a pointer to the modified BCAnimationCurve.
* IMPORTANT: the modified curve must be deleted by the caller when no longer needed
* if no conversion is needed this method returns a NULL;
*/
BCAnimationCurve *AnimationExporter::get_modified_export_curve(Object *ob, BCAnimationCurve &curve, BCAnimationCurveMap &curves)
{
std::string channel_target = curve.get_channel_target();

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@@ -394,11 +394,11 @@ void BCAnimationSampler::generate_transforms(Object *ob, Bone *bone, BCAnimation
generate_transforms(ob, child, curves);
}
/*
* Collect all keyframes from all animation curves related to the object
* The bc_get... functions check for NULL and correct object type
* The add_keyframes_from() function checks for NULL
*/
/**
* Collect all keyframes from all animation curves related to the object
* The bc_get... functions check for NULL and correct object type
* The add_keyframes_from() function checks for NULL
*/
void BCAnimationSampler::initialize_keyframes(BCFrameSet &frameset, Object *ob)
{
frameset.clear();

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@@ -310,12 +310,12 @@ Object *bc_get_assigned_armature(Object *ob)
return ob_arm;
}
/*
* Returns the highest selected ancestor
* returns NULL if no ancestor is selected
* IMPORTANT: This function expects that all exported objects have set:
* ob->id.tag & LIB_TAG_DOIT
*/
/**
* Returns the highest selected ancestor
* returns NULL if no ancestor is selected
* IMPORTANT: This function expects that all exported objects have set:
* ob->id.tag & LIB_TAG_DOIT
*/
Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)
{
@@ -970,8 +970,7 @@ bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_open
/* OPEN_SIM_COMPATIBILITY
* AFAIK animation to second life is via BVH, but no
* reason to not have the collada-animation be correct
*/
* reason to not have the collada-animation be correct */
if (for_opensim) {
float temp[4][4];
copy_m4_m4(temp, bone->arm_mat);

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@@ -112,7 +112,7 @@ void TextureBaseOperation::executePixelSampled(float output[4], float x, float y
/* When no interpolation/filtering happens in multitex() foce nearest interpolation.
* We do it here because (a) we can't easily say multitex() that we want nearest
* interpolaiton and (b) in such configuration multitex() sinply floor's the value
* interpolation and (b) in such configuration multitex() sinply floor's the value
* which often produces artifacts.
*/
if (m_texture != NULL && (m_texture->imaflag & TEX_INTERPOL) == 0) {

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@@ -218,7 +218,7 @@ void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ved
* and do an upsample blur for each new accumulated layer.
* - Finally add accumulation buffer onto the source color buffer.
*
* [1/1] is original copy resolution (can be half or quater res for performance)
* [1/1] is original copy resolution (can be half or quarter res for performance)
*
* [DOWNSAMPLE CHAIN] [UPSAMPLE CHAIN]
*

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@@ -584,8 +584,7 @@ void GPENCIL_cache_populate(void *vedata, Object *ob)
}
/* draw current painting strokes
* (only if region is equal to originated paint region)
*/
* (only if region is equal to originated paint region) */
if ((draw_ctx->obact == ob) &&
((gpd->runtime.ar == NULL) || (gpd->runtime.ar == draw_ctx->ar)))
{

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@@ -658,7 +658,7 @@ GPUBatch *DRW_cache_gpencil_axes_get(void)
/* -------------------------------------------------------------------- */
/** \name Common Object API
* \{ */
* \{ */
GPUBatch *DRW_cache_object_all_edges_get(Object *ob)
{

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@@ -206,8 +206,7 @@ static int pose_slide_init(bContext *C, wmOperator *op, ePoseSlide_Modes mode)
pso->axislock = RNA_enum_get(op->ptr, "axis_lock");
/* for each Pose-Channel which gets affected, get the F-Curves for that channel
* and set the relevant transform flags...
*/
* and set the relevant transform flags... */
poseAnim_mapping_get(C, &pso->pfLinks);
Object **objects = BKE_view_layer_array_from_objects_in_mode_unique_data(CTX_data_view_layer(C),

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@@ -1244,9 +1244,8 @@ static bool gpsculpt_brush_init(bContext *C, wmOperator *op)
gso->is_multiframe = (bool)GPENCIL_MULTIEDIT_SESSIONS_ON(gso->gpd);
gso->use_multiframe_falloff = (ts->gp_sculpt.flag & GP_SCULPT_SETT_FLAG_FRAME_FALLOFF) != 0;
/* init multiedit falloff curve data before doing anything,
* so we won't have to do it again later
*/
/* Init multi-edit falloff curve data before doing anything,
* so we won't have to do it again later. */
if (gso->is_multiframe) {
curvemapping_initialize(ts->gp_sculpt.cur_falloff);
}

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@@ -720,8 +720,8 @@ void gp_point_to_xy_fl(
/**
* generic based on gp_point_to_xy_fl
*/
* generic based on gp_point_to_xy_fl
*/
void gp_point_3d_to_xy(const GP_SpaceConversion *gsc, const short flag, const float pt[3], float xy[2])
{
const ARegion *ar = gsc->ar;

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@@ -740,8 +740,7 @@ bool ED_mball_select_pick(bContext *C, const int mval[2], bool extend, bool dese
metaelem_id += 0x10000;
}
/* When some metaelem was found, then it is necessary to select or
* deselect it. */
/* When some metaelem was found, then it is necessary to select or deselect it. */
if (ml_act) {
if (!extend && !deselect && !toggle) {
uint objects_len;

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@@ -260,8 +260,8 @@ static bool object_has_modifier_cb(Object *ob, void *data)
}
/* Use with ED_object_iter_other(). Sets the total number of levels
* for any multires modifiers on the object to the int pointed to by
* callback_data. */
* for any multires modifiers on the object to the int pointed to by
* callback_data. */
bool ED_object_multires_update_totlevels_cb(Object *ob, void *totlevel_v)
{
ModifierData *md;

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@@ -1190,12 +1190,12 @@ static TreeTraversalAction outliner_hide_find_data_to_edit(TreeElement *te, void
LayerCollection *lc = te->directdata;
if (lc->collection->flag & COLLECTION_IS_MASTER) {
/* skip - showing warning/error message might be misleading
* when deleting multiple collections, so just do nothing */
/* Skip - showing warning/error message might be misleading
* when deleting multiple collections, so just do nothing. */
}
else {
/* Delete, duplicate and link don't edit children, those will come along
* with the parents. */
/* Delete, duplicate and link don't edit children,
* those will come along with the parents. */
BLI_gset_add(data->collections_to_edit, lc);
}
}

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@@ -241,8 +241,7 @@ static bool parent_drop_allowed(SpaceOops *soops, TreeElement *te, Object *poten
/* currently outliner organized in a way that if there's no parent scene
* element for object it means that all displayed objects belong to
* active scene and parenting them is allowed (sergey)
*/
* active scene and parenting them is allowed (sergey) */
if (scene) {
for (ViewLayer *view_layer = scene->view_layers.first;
view_layer;

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@@ -4548,7 +4548,7 @@ static void applyTrackball(TransInfo *t, const int UNUSED(mval[2]))
/* Transform (Normal Rotation) */
/** \name Transform Normal Rotation
* \{ */
* \{ */
static void storeCustomLNorValue(TransDataContainer *tc, BMesh *bm)
{

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@@ -369,7 +369,7 @@ typedef struct GPUShaderConfigData {
const char *lib;
const char *def;
} GPUShaderConfigData;
/* shader.c */
/* gpu_shader.c */
extern const GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN];
/** Keep these in sync with:

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@@ -1097,12 +1097,6 @@ static char *rna_MaterialSlot_path(PointerRNA *ptr)
return BLI_sprintfN("material_slots[%d]", index);
}
/* why does this have to be so complicated?, can't all this crap be
* moved to in BGE conversion function? - Campbell *
*
* logic from check_body_type()
* */
static char *rna_ObjectDisplay_path(PointerRNA *UNUSED(ptr))
{
return BLI_strdup("display");

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@@ -357,7 +357,7 @@ PyTypeObject BPyGPUBatch_Type = {
/* -------------------------------------------------------------------- */
/** \name Public API
* \{ */
* \{ */
PyObject *BPyGPUBatch_CreatePyObject(GPUBatch *batch)
{