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authorCampbell Barton <ideasman42@gmail.com>2021-06-26 14:35:18 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-06-26 14:50:48 +0300
commitf1e49038543cf75766f4a220f62cdc6cdbc0e27d (patch)
tree0cec2c64739a6a4ca246fe26bed6fe629ea315cb /source/blender/blenkernel/BKE_armature.h
parentfae5a907d4d1380f087f1226ebbd65d9d0718cc6 (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.h18
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;