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authorCampbell Barton <ideasman42@gmail.com>2019-03-19 07:17:46 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-19 07:17:46 +0300
commite7fd6c8f30cd1161496831859da403eaa34fdf89 (patch)
tree20d91289ea01da6e8cf668ae057e8aad7ff85887 /source/blender/collada
parent5ef4b0438cf4773e7dd8c661388bb2c3079869bf (diff)
Cleanup: comment blocks
Diffstat (limited to 'source/blender/collada')
-rw-r--r--source/blender/collada/ArmatureImporter.cpp18
-rw-r--r--source/blender/collada/MeshImporter.cpp10
2 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp
index 018367c81ff..bd06a8e5319 100644
--- a/source/blender/collada/ArmatureImporter.cpp
+++ b/source/blender/collada/ArmatureImporter.cpp
@@ -208,11 +208,11 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon
}
/**
- * Collada only knows Joints, hence bones at the end of a bone chain
- * don't have a defined length. This function guesses reasonable
- * tail locations for the affected bones (nodes which don't have any connected child)
- * Hint: The extended_bones set gets populated in ArmatureImporter::create_bone
-**/
+ * Collada only knows Joints, hence bones at the end of a bone chain
+ * don't have a defined length. This function guesses reasonable
+ * tail locations for the affected bones (nodes which don't have any connected child)
+ * Hint: The extended_bones set gets populated in ArmatureImporter::create_bone
+ */
void ArmatureImporter::fix_leaf_bone_hierarchy(bArmature *armature, Bone *bone, bool fix_orientation)
{
if (bone == NULL)
@@ -674,10 +674,10 @@ void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, con
}
/**
- * root - if this joint is the top joint in hierarchy, if a joint
- * is a child of a node (not joint), root should be true since
- * this is where we build armature bones from
- **/
+ * root - if this joint is the top joint in hierarchy, if a joint
+ * is a child of a node (not joint), root should be true since
+ * this is where we build armature bones from
+ */
void ArmatureImporter::add_root_joint(COLLADAFW::Node *node, Object *parent)
{
root_joints.push_back(node);
diff --git a/source/blender/collada/MeshImporter.cpp b/source/blender/collada/MeshImporter.cpp
index 306120e464f..6f87b6613b7 100644
--- a/source/blender/collada/MeshImporter.cpp
+++ b/source/blender/collada/MeshImporter.cpp
@@ -876,7 +876,7 @@ std::string *MeshImporter::get_geometry_name(const std::string &mesh_name)
* this function checks if both objects have the same
* materials assigned to Object (in the same order)
* returns true if condition matches, otherwise false;
- **/
+ */
static bool bc_has_same_material_configuration(Object *ob1, Object *ob2)
{
if (ob1->totcol != ob2->totcol) return false; // not same number of materials
@@ -897,7 +897,7 @@ static bool bc_has_same_material_configuration(Object *ob1, Object *ob2)
* and no material is assigned to Data.
* That is true right after the objects have been imported.
*
- **/
+ */
static void bc_copy_materials_to_data(Object *ob, Mesh *me)
{
for (int index = 0; index < ob->totcol; index++) {
@@ -910,7 +910,7 @@ static void bc_copy_materials_to_data(Object *ob, Mesh *me)
*
* Remove all references to materials from the object
*
- **/
+ */
static void bc_remove_materials_from_object(Object *ob, Mesh *me)
{
for (int index = 0; index < ob->totcol; index++) {
@@ -923,7 +923,7 @@ static void bc_remove_materials_from_object(Object *ob, Mesh *me)
* Returns the list of Users of the given Mesh object.
* Note: This function uses the object user flag to control
* which objects have already been processed.
- **/
+ */
std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
{
std::vector<Object *> mesh_users;
@@ -958,7 +958,7 @@ std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
* Add the materials of the first user to the geometry
* adjust all other users accordingly.
*
- **/
+ */
void MeshImporter::optimize_material_assignements()
{
for (std::vector<Object *>::iterator it = imported_objects.begin();