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authorCampbell Barton <ideasman42@gmail.com>2019-04-30 06:41:21 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-30 06:41:21 +0300
commit5d7ee02b17f2afad574609be3450eb8e5c0f18d2 (patch)
treef649e4603a382b2e96701bf2aacaeb62a5967604 /source/blender/collada/SkinInfo.cpp
parentd9fb06f87694a45dc6656a32b72b85ba8ade3a34 (diff)
Cleanup: comments (long lines) in collada
Diffstat (limited to 'source/blender/collada/SkinInfo.cpp')
-rw-r--r--source/blender/collada/SkinInfo.cpp74
1 files changed, 37 insertions, 37 deletions
diff --git a/source/blender/collada/SkinInfo.cpp b/source/blender/collada/SkinInfo.cpp
index d0f2e2d6332..3b5ea90d459 100644
--- a/source/blender/collada/SkinInfo.cpp
+++ b/source/blender/collada/SkinInfo.cpp
@@ -45,16 +45,16 @@
#include "SkinInfo.h"
#include "collada_utils.h"
-// use name, or fall back to original id if name not present (name is optional)
+/* use name, or fall back to original id if name not present (name is optional) */
template<class T> static const char *bc_get_joint_name(T *node)
{
const std::string &id = node->getName();
return id.size() ? id.c_str() : node->getOriginalId().c_str();
}
-// This is used to store data passed in write_controller_data.
-// Arrays from COLLADAFW::SkinControllerData lose ownership, so do this class members
-// so that arrays don't get freed until we free them explicitly.
+/* This is used to store data passed in write_controller_data.
+ * Arrays from COLLADAFW::SkinControllerData lose ownership, so do this class members
+ * so that arrays don't get freed until we free them explicitly. */
SkinInfo::SkinInfo()
{
/* pass */
@@ -79,7 +79,7 @@ SkinInfo::SkinInfo(UnitConverter *conv) : unit_converter(conv), ob_arm(NULL), pa
{
}
-// nobody owns the data after this, so it should be freed manually with releaseMemory
+/* nobody owns the data after this, so it should be freed manually with releaseMemory */
template<class T> void SkinInfo::transfer_array_data(T &src, T &dest)
{
dest.setData(src.getData(), src.getCount());
@@ -87,7 +87,7 @@ template<class T> void SkinInfo::transfer_array_data(T &src, T &dest)
dest.yieldOwnerShip();
}
-// when src is const we cannot src.yieldOwnerShip, this is used by copy constructor
+/* when src is const we cannot src.yieldOwnerShip, this is used by copy constructor */
void SkinInfo::transfer_int_array_data_const(const COLLADAFW::IntValuesArray &src,
COLLADAFW::IntValuesArray &dest)
{
@@ -109,7 +109,7 @@ void SkinInfo::borrow_skin_controller_data(const COLLADAFW::SkinControllerData *
transfer_array_data((COLLADAFW::IntValuesArray &)skin->getJointIndices(), joint_indices);
// transfer_array_data(skin->getWeights(), weights);
- // cannot transfer data for FloatOrDoubleArray, copy values manually
+ /* cannot transfer data for FloatOrDoubleArray, copy values manually */
const COLLADAFW::FloatOrDoubleArray &weight = skin->getWeights();
for (unsigned int i = 0; i < weight.getValuesCount(); i++)
weights.push_back(bc_get_float_value(weight, i));
@@ -125,9 +125,9 @@ void SkinInfo::free()
// weights.releaseMemory();
}
-// using inverse bind matrices to construct armature
-// it is safe to invert them to get the original matrices
-// because if they are inverse matrices, they can be inverted
+/* using inverse bind matrices to construct armature
+ * it is safe to invert them to get the original matrices
+ * because if they are inverse matrices, they can be inverted */
void SkinInfo::add_joint(const COLLADABU::Math::Matrix4 &matrix)
{
JointData jd;
@@ -139,21 +139,21 @@ void SkinInfo::set_controller(const COLLADAFW::SkinController *co)
{
controller_uid = co->getUniqueId();
- // fill in joint UIDs
+ /* fill in joint UIDs */
const COLLADAFW::UniqueIdArray &joint_uids = co->getJoints();
for (unsigned int i = 0; i < joint_uids.getCount(); i++) {
joint_data[i].joint_uid = joint_uids[i];
- // // store armature pointer
+ /* store armature pointer */
// JointData& jd = joint_index_to_joint_info_map[i];
// jd.ob_arm = ob_arm;
- // now we'll be able to get inv bind matrix from joint id
+ /* now we'll be able to get inv bind matrix from joint id */
// joint_id_to_joint_index_map[joint_ids[i]] = i;
}
}
-// called from write_controller
+/* called from write_controller */
Object *SkinInfo::create_armature(Main *bmain, Scene *scene, ViewLayer *view_layer)
{
ob_arm = bc_add_object(bmain, scene, view_layer, OB_ARMATURE, NULL);
@@ -193,11 +193,11 @@ const COLLADAFW::UniqueId &SkinInfo::get_controller_uid()
return controller_uid;
}
-// check if this skin controller references a joint or any descendant of it
-//
-// some nodes may not be referenced by SkinController,
-// in this case to determine if the node belongs to this armature,
-// we need to search down the tree
+/* check if this skin controller references a joint or any descendant of it
+ *
+ * some nodes may not be referenced by SkinController,
+ * in this case to determine if the node belongs to this armature,
+ * we need to search down the tree */
bool SkinInfo::uses_joint_or_descendant(COLLADAFW::Node *node)
{
const COLLADAFW::UniqueId &uid = node->getUniqueId();
@@ -248,17 +248,17 @@ void SkinInfo::link_armature(bContext *C,
amd->deformflag = ARM_DEF_VGROUP;
- // create all vertex groups
+ /* create all vertex groups */
std::vector<JointData>::iterator it;
int joint_index;
for (it = joint_data.begin(), joint_index = 0; it != joint_data.end(); it++, joint_index++) {
const char *name = "Group";
- // skip joints that have invalid UID
+ /* skip joints that have invalid UID */
if ((*it).joint_uid == COLLADAFW::UniqueId::INVALID)
continue;
- // name group by joint node name
+ /* name group by joint node name */
if (joint_by_uid.find((*it).joint_uid) != joint_by_uid.end()) {
name = bc_get_joint_name(joint_by_uid[(*it).joint_uid]);
@@ -267,16 +267,16 @@ void SkinInfo::link_armature(bContext *C,
BKE_object_defgroup_add_name(ob, name);
}
- // <vcount> - number of joints per vertex - joints_per_vertex
- // <v> - [[bone index, weight index] * joints per vertex] * vertices - weight indices
- // ^ bone index can be -1 meaning weight toward bind shape, how to express this in Blender?
-
- // for each vertex in weight indices
- // for each bone index in vertex
- // add vertex to group at group index
- // treat group index -1 specially
-
- // get def group by index with BLI_findlink
+ /* <vcount> - number of joints per vertex - joints_per_vertex
+ * <v> - [[bone index, weight index] * joints per vertex] * vertices - weight indices
+ * ^ bone index can be -1 meaning weight toward bind shape, how to express this in Blender?
+ *
+ * for each vertex in weight indices
+ * for each bone index in vertex
+ * add vertex to group at group index
+ * treat group index -1 specially
+ *
+ * get def group by index with BLI_findlink */
for (unsigned int vertex = 0, weight = 0; vertex < joints_per_vertex.getCount(); vertex++) {
@@ -284,7 +284,7 @@ void SkinInfo::link_armature(bContext *C,
for (; weight < limit; weight++) {
int joint = joint_indices[weight], joint_weight = weight_indices[weight];
- // -1 means "weight towards the bind shape", we just don't assign it to any group
+ /* -1 means "weight towards the bind shape", we just don't assign it to any group */
if (joint != -1) {
bDeformGroup *def = (bDeformGroup *)BLI_findlink(&ob->defbase, joint);
@@ -314,17 +314,17 @@ void SkinInfo::find_root_joints(const std::vector<COLLADAFW::Node *> &root_joint
std::vector<COLLADAFW::Node *> &result)
{
std::vector<COLLADAFW::Node *>::const_iterator it;
- // for each root_joint
+ /* for each root_joint */
for (it = root_joints.begin(); it != root_joints.end(); it++) {
COLLADAFW::Node *root = *it;
std::vector<JointData>::iterator ji;
- //for each joint_data in this skin
+ /* for each joint_data in this skin */
for (ji = joint_data.begin(); ji != joint_data.end(); ji++) {
if (joint_by_uid.find((*ji).joint_uid) != joint_by_uid.end()) {
- //get joint node from joint map
+ /* get joint node from joint map */
COLLADAFW::Node *joint = joint_by_uid[(*ji).joint_uid];
- //find if joint node is in the tree belonging to the root_joint
+ /* find if joint node is in the tree belonging to the root_joint */
if (find_node_in_tree(joint, root)) {
if (std::find(result.begin(), result.end(), root) == result.end())
result.push_back(root);