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author | Campbell Barton <ideasman42@gmail.com> | 2021-06-26 14:35:18 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-06-26 14:50:48 +0300 |
commit | f1e49038543cf75766f4a220f62cdc6cdbc0e27d (patch) | |
tree | 0cec2c64739a6a4ca246fe26bed6fe629ea315cb /source/blender/blenkernel/BKE_armature.h | |
parent | fae5a907d4d1380f087f1226ebbd65d9d0718cc6 (diff) |
Cleanup: full sentences in comments, improve comment formatting
Diffstat (limited to 'source/blender/blenkernel/BKE_armature.h')
-rw-r--r-- | source/blender/blenkernel/BKE_armature.h | 18 |
1 files changed, 12 insertions, 6 deletions
diff --git a/source/blender/blenkernel/BKE_armature.h b/source/blender/blenkernel/BKE_armature.h index 112b8bf3ad4..07b7aa2ec50 100644 --- a/source/blender/blenkernel/BKE_armature.h +++ b/source/blender/blenkernel/BKE_armature.h @@ -49,24 +49,30 @@ typedef struct EditBone { struct EditBone *next, *prev; /** User-Defined Properties on this Bone */ struct IDProperty *prop; - /** Editbones have a one-way link (i.e. children refer + /** + * 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. */ + * normal bones when leaving editmode. + */ struct EditBone *parent; /** (64 == MAXBONENAME) */ char name[64]; - /** Roll along axis. We'll ultimately use the axis/angle method + /** + * 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*/ + * Gems 1 p. 466 (section IX.6) if it's not already in here somewhere. + */ float roll; /** Orientation and length is implicit during editing */ float head[3]; float tail[3]; - /** All joints are considered to have zero rotation with respect to + /** + * 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*/ + * animation are automatically relative to the bones' rest positions. + */ int flag; int layer; char inherit_scale_mode; |