diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-03-19 07:17:46 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-03-19 07:17:46 +0300 |
commit | e7fd6c8f30cd1161496831859da403eaa34fdf89 (patch) | |
tree | 20d91289ea01da6e8cf668ae057e8aad7ff85887 /source/blender/collada | |
parent | 5ef4b0438cf4773e7dd8c661388bb2c3079869bf (diff) |
Cleanup: comment blocks
Diffstat (limited to 'source/blender/collada')
-rw-r--r-- | source/blender/collada/ArmatureImporter.cpp | 18 | ||||
-rw-r--r-- | source/blender/collada/MeshImporter.cpp | 10 |
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(); |