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authorCampbell Barton <ideasman42@gmail.com>2021-07-05 05:47:46 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-07-05 08:54:57 +0300
commitf0f7282d9d9bb5deb6216ac95e280b24f89eb239 (patch)
tree2d8b8a12ea887a4d7537f404662d790261c103d4 /source/blender/blenkernel
parentb73dc36859e03845f702a3e985b536ac9afef63a (diff)
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/cloth.c2
-rw-r--r--source/blender/blenkernel/intern/colortools.c2
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c4
-rw-r--r--source/blender/blenkernel/intern/mesh_convert.c2
-rw-r--r--source/blender/blenkernel/intern/mesh_remap.c6
-rw-r--r--source/blender/blenkernel/intern/multires_reshape_smooth.c2
-rw-r--r--source/blender/blenkernel/intern/shrinkwrap.c4
-rw-r--r--source/blender/blenkernel/intern/softbody.c18
8 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/blenkernel/intern/cloth.c b/source/blender/blenkernel/intern/cloth.c
index 80e66b452b0..2bca3f5da76 100644
--- a/source/blender/blenkernel/intern/cloth.c
+++ b/source/blender/blenkernel/intern/cloth.c
@@ -96,7 +96,7 @@ static BVHTree *bvhtree_build_from_cloth(ClothModifierData *clmd, float epsilon)
return NULL;
}
- /* create quadtree with k=26 */
+ /* Create quad-tree with k=26. */
BVHTree *bvhtree = BLI_bvhtree_new(cloth->primitive_num, epsilon, 4, 26);
/* fill tree */
diff --git a/source/blender/blenkernel/intern/colortools.c b/source/blender/blenkernel/intern/colortools.c
index d46a7865998..a9f0f69b855 100644
--- a/source/blender/blenkernel/intern/colortools.c
+++ b/source/blender/blenkernel/intern/colortools.c
@@ -1497,7 +1497,7 @@ static void scopes_update_cb(void *__restrict userdata,
mul_v3_fl(ycc, INV_255);
minmax_v3v3_v3(min, max, ycc);
}
- /* Increment count for histo. */
+ /* Increment count for histogram. */
bin_lum[get_bin_float(luma)]++;
bin_r[get_bin_float(rgba[0])]++;
bin_g[get_bin_float(rgba[1])]++;
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index 396ba01c71f..8dac20f6fe9 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -5522,7 +5522,7 @@ static void dynamicPaint_doEffectStep(
if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP && force) {
const float eff_scale = distance_scale * EFF_MOVEMENT_PER_FRAME * timescale / 2.0f;
- /* Same as BLI_bitmask, but handled atomicaly as 'ePoint' locks. */
+ /* Same as #BLI_bitmask, but handled atomically as 'ePoint' locks. */
const size_t point_locks_size = (sData->total_points / 8) + 1;
uint8_t *point_locks = MEM_callocN(sizeof(*point_locks) * point_locks_size, __func__);
@@ -6070,7 +6070,7 @@ static bool dynamicPaint_generateBakeData(DynamicPaintSurface *surface,
if (bData) {
const bool surface_moved = dynamicPaint_surfaceHasMoved(surface, ob);
- /* get previous speed for accelertaion */
+ /* Get previous speed for acceleration. */
if (do_accel_data && bData->prev_velocity && bData->velocity) {
memcpy(bData->prev_velocity, bData->velocity, sData->total_points * sizeof(Vec3f));
}
diff --git a/source/blender/blenkernel/intern/mesh_convert.c b/source/blender/blenkernel/intern/mesh_convert.c
index 83def999766..e777eb7ffe9 100644
--- a/source/blender/blenkernel/intern/mesh_convert.c
+++ b/source/blender/blenkernel/intern/mesh_convert.c
@@ -1668,7 +1668,7 @@ void BKE_mesh_nomain_to_mesh(Mesh *mesh_src,
}
/* object had got displacement layer, should copy this layer to save sculpted data */
- /* NOTE: maybe some other layers should be copied? nazgul */
+ /* NOTE(nazgul): maybe some other layers should be copied? */
if (CustomData_has_layer(&mesh_dst->ldata, CD_MDISPS)) {
if (totloop == mesh_dst->totloop) {
MDisps *mdisps = CustomData_get_layer(&mesh_dst->ldata, CD_MDISPS);
diff --git a/source/blender/blenkernel/intern/mesh_remap.c b/source/blender/blenkernel/intern/mesh_remap.c
index 6691b274e25..c5e8858ea12 100644
--- a/source/blender/blenkernel/intern/mesh_remap.c
+++ b/source/blender/blenkernel/intern/mesh_remap.c
@@ -470,7 +470,7 @@ typedef struct IslandResult {
} IslandResult;
/**
- * \note About all bvh/raycasting stuff below:
+ * \note About all BVH/ray-casting stuff below:
*
* * We must use our ray radius as BVH epsilon too, else rays not hitting anything but
* 'passing near' an item would be missed (since BVH handling would not detect them,
@@ -478,8 +478,8 @@ typedef struct IslandResult {
* * However, in 'islands' case where each hit gets a weight, 'precise' hits should have a better
* weight than 'approximate' hits.
* To address that, we simplify things with:
- * * A first raycast with default, given rayradius;
- * * If first one fails, we do more raycasting with bigger radius, but if hit is found
+ * * A first ray-cast with default, given ray-radius;
+ * * If first one fails, we do more ray-casting with bigger radius, but if hit is found
* it will get smaller weight.
*
* This only concerns loops, currently (because of islands), and 'sampled' edges/polys norproj.
diff --git a/source/blender/blenkernel/intern/multires_reshape_smooth.c b/source/blender/blenkernel/intern/multires_reshape_smooth.c
index aed8c3122a2..9fb158d2f84 100644
--- a/source/blender/blenkernel/intern/multires_reshape_smooth.c
+++ b/source/blender/blenkernel/intern/multires_reshape_smooth.c
@@ -1354,7 +1354,7 @@ static void evaluate_higher_grid_positions_with_details_callback(
{
const MultiresReshapeContext *reshape_context = reshape_smooth_context->reshape_context;
- /* Position of the original veretx at top level. */
+ /* Position of the original vertex at top level. */
float orig_final_P[3];
evaluate_final_original_point(reshape_smooth_context, grid_coord, orig_final_P);
diff --git a/source/blender/blenkernel/intern/shrinkwrap.c b/source/blender/blenkernel/intern/shrinkwrap.c
index dd6a6ddca86..7c0c28d664e 100644
--- a/source/blender/blenkernel/intern/shrinkwrap.c
+++ b/source/blender/blenkernel/intern/shrinkwrap.c
@@ -493,7 +493,7 @@ bool BKE_shrinkwrap_project_normal(char options,
}
if (options & MOD_SHRINKWRAP_CULL_TARGET_MASK) {
- /* apply backface */
+ /* Apply back-face. */
const float dot = dot_v3v3(dir, hit_tmp.no);
if (((options & MOD_SHRINKWRAP_CULL_TARGET_FRONTFACE) && dot <= 0.0f) ||
((options & MOD_SHRINKWRAP_CULL_TARGET_BACKFACE) && dot >= 0.0f)) {
@@ -502,7 +502,7 @@ bool BKE_shrinkwrap_project_normal(char options,
}
if (transf) {
- /* Inverting space transform (TODO make coeherent with the initial dist readjust) */
+ /* Inverting space transform (TODO: make coherent with the initial dist readjust). */
BLI_space_transform_invert(transf, hit_tmp.co);
#ifdef USE_DIST_CORRECT
hit_tmp.dist = len_v3v3(vert, hit_tmp.co);
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index c44c339655c..adcc8551ba8 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -901,7 +901,7 @@ static void free_softbody_baked(SoftBody *sb)
static void free_scratch(SoftBody *sb)
{
if (sb->scratch) {
- /* todo make sure everything is cleaned up nicly */
+ /* TODO: make sure everything is cleaned up nicely. */
if (sb->scratch->colliderhash) {
BLI_ghash_free(sb->scratch->colliderhash,
NULL,
@@ -973,7 +973,7 @@ static void free_softbody_intern(SoftBody *sb)
* and need to tell their neighbors exactly what happens via spring forces
* unless sbObjectStep( .. ) is called on sub frame timing level
* BTW that also questions the use of a 'implicit' solvers on softbodies
- * since that would only valid for 'slow' moving collision targets and dito particles
+ * since that would only valid for 'slow' moving collision targets and ditto particles.
*/
/* +++ dependency information functions. */
@@ -1994,12 +1994,12 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene,
return 999;
}
- /* debugerin */
+ /* Debugging. */
if (sb->totpoint < ifirst) {
printf("Aye 998");
return 998;
}
- /* debugerin */
+ /* Debugging. */
bp = &sb->bpoint[ifirst];
for (bb = number_of_points_here; bb > 0; bb--, bp++) {
@@ -2413,9 +2413,9 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
copy_v3_v3(dx, bp->vec);
}
- /* so here is (x)'= v(elocity) */
- /* the euler step for location then becomes */
- /* x(t + dt) = x(t) + v(t~) * dt */
+ /* So here is: `(x)'= v(elocity)`.
+ * The euler step for location then becomes:
+ * `x(t + dt) = x(t) + v(t~) * dt` */
mul_v3_fl(dx, forcetime);
/* the freezer coming sooner or later */
@@ -2644,7 +2644,7 @@ static void interpolate_exciter(Object *ob, int timescale, int time)
*/
/* Resetting a Mesh SB object's springs */
-/* Spring length are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
+/* Spring length are calculated from 'raw' mesh vertices that are NOT altered by modifier stack. */
static void springs_from_mesh(Object *ob)
{
SoftBody *sb;
@@ -3009,7 +3009,7 @@ static void curve_surf_to_softbody(Object *ob)
for (nu = cu->nurb.first; nu; nu = nu->next) {
if (nu->bezt) {
- /* Bezier case; this is nicly said naive; who ever wrote this part,
+ /* Bezier case; this is nicely said naive; who ever wrote this part,
* it was not me (JOW) :).
*
* a: never ever make tangent handles (sub) and or (ob)ject to collision.