Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2012-03-04 08:35:12 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-04 08:35:12 +0400
commitf6ae27daef0e0a27e0c14ef3412161eec229c539 (patch)
tree00001b4c738d9dbba104a49de15d566dfe82b345 /source/blender/blenkernel/intern/armature.c
parent4f2976941fd7284c85e89c1de5038805e62a5c99 (diff)
style cleanup - comment spelling + translate some dutch.
Diffstat (limited to 'source/blender/blenkernel/intern/armature.c')
-rw-r--r--source/blender/blenkernel/intern/armature.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 263e90b6559..9bf8de4a2e1 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -1114,7 +1114,7 @@ void armature_mat_world_to_pose(Object *ob, float inmat[][4], float outmat[][4])
mult_m4_m4m4(outmat, inmat, obmat);
}
-/* Convert Wolrd-Space Location to Pose-Space Location
+/* Convert World-Space Location to Pose-Space Location
* NOTE: this cannot be used to convert to pose-space location of the supplied
* pose-channel into its local space (i.e. 'visual'-keyframing) */
void armature_loc_world_to_pose(Object *ob, const float inloc[3], float outloc[3])
@@ -1901,7 +1901,7 @@ static void splineik_init_tree_from_pchan(Scene *scene, Object *UNUSED(ob), bPos
* proportion of the total length that each bone occupies
*/
for (i = 0; i < segcount; i++) {
- /* 'head' joints, travelling towards the root of the chain
+ /* 'head' joints, traveling towards the root of the chain
* - 2 methods; the one chosen depends on whether we've got usable lengths
*/
if ((ikData->flag & CONSTRAINT_SPLINEIK_EVENSPLITS) || (totLength == 0.0f)) {
@@ -2078,14 +2078,14 @@ static void splineik_evaluate_bone(tSplineIK_Tree *tree, Scene *scene, Object *o
float raxis[3], rangle;
/* compute the raw rotation matrix from the bone's current matrix by extracting only the
- * orientation-relevant axes, and normalising them
+ * orientation-relevant axes, and normalizing them
*/
copy_v3_v3(rmat[0], pchan->pose_mat[0]);
copy_v3_v3(rmat[1], pchan->pose_mat[1]);
copy_v3_v3(rmat[2], pchan->pose_mat[2]);
normalize_m3(rmat);
- /* also, normalise the orientation imposed by the bone, now that we've extracted the scale factor */
+ /* also, normalize the orientation imposed by the bone, now that we've extracted the scale factor */
normalize_v3(splineVec);
/* calculate smallest axis-angle rotation necessary for getting from the
@@ -2255,7 +2255,7 @@ void pchan_to_mat4(bPoseChannel *pchan, float chan_mat[4][4])
/* quats are normalised before use to eliminate scaling issues */
float quat[4];
- /* NOTE: we now don't normalise the stored values anymore, since this was kindof evil in some cases
+ /* NOTE: we now don't normalize the stored values anymore, since this was kindof evil in some cases
* but if this proves to be too problematic, switch back to the old system of operating directly on
* the stored copy
*/