diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-02-11 02:51:25 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-02-11 02:51:25 +0300 |
commit | ffd0fee97c364866d387718a9ee172466054133b (patch) | |
tree | 3a057118eb8fd09e857853ae16277853cecd286a /source/blender/bmesh | |
parent | 9ca6fc41ae7cc9d8e5ce89b10d1237c035ce5d63 (diff) |
Cleanup: comment indentation & spelling
Diffstat (limited to 'source/blender/bmesh')
-rw-r--r-- | source/blender/bmesh/intern/bmesh_query.c | 14 | ||||
-rw-r--r-- | source/blender/bmesh/tools/bmesh_bevel.c | 4 |
2 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/bmesh/intern/bmesh_query.c b/source/blender/bmesh/intern/bmesh_query.c index 2409196e56e..b1ac136277a 100644 --- a/source/blender/bmesh/intern/bmesh_query.c +++ b/source/blender/bmesh/intern/bmesh_query.c @@ -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)) { diff --git a/source/blender/bmesh/tools/bmesh_bevel.c b/source/blender/bmesh/tools/bmesh_bevel.c index 4d96f49d798..cb1bbc0efc3 100644 --- a/source/blender/bmesh/tools/bmesh_bevel.c +++ b/source/blender/bmesh/tools/bmesh_bevel.c @@ -1348,8 +1348,8 @@ static bool make_unit_square_map( add_v3_v3v3(vd, vo, vddir); /* 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 */ + * 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. */ sub_v3_v3v3(&r_mat[0][0], vmid, va); r_mat[0][3] = 0.0f; sub_v3_v3v3(&r_mat[1][0], vmid, vb); |