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authorCampbell Barton <ideasman42@gmail.com>2012-03-03 20:31:46 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-03 20:31:46 +0400
commita2c182e9233333fc3b8ff40d352113ec95e7e30c (patch)
tree37a9e08f4e6c4bf794aa0c8c15af875299db4a1b /source/blender/editors/transform/transform_constraints.c
parent86cec98f9e1523ed41b67ef998174289dbae9b83 (diff)
style cleanup - use aligned * prefixed blocks for descriptive comments (was already used a lot and part of proposed style guide).
Diffstat (limited to 'source/blender/editors/transform/transform_constraints.c')
-rw-r--r--source/blender/editors/transform/transform_constraints.c46
1 files changed, 23 insertions, 23 deletions
diff --git a/source/blender/editors/transform/transform_constraints.c b/source/blender/editors/transform/transform_constraints.c
index bd34477c13f..db5ec297cc1 100644
--- a/source/blender/editors/transform/transform_constraints.c
+++ b/source/blender/editors/transform/transform_constraints.c
@@ -231,8 +231,8 @@ static void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3
angle = RAD2DEGF(angle);
/* For when view is parallel to constraint... will cause NaNs otherwise
- So we take vertical motion in 3D space and apply it to the
- constraint axis. Nice for camera grab + MMB */
+ * So we take vertical motion in 3D space and apply it to the
+ * constraint axis. Nice for camera grab + MMB */
if(angle < 5.0f) {
project_v3_v3v3(vec, in, t->viewinv[1]);
factor = dot_v3v3(t->viewinv[1], vec) * 2.0f;
@@ -597,11 +597,11 @@ void setLocalConstraint(TransInfo *t, int mode, const char text[])
}
/*
- Set the constraint according to the user defined orientation
-
- ftext is a format string passed to BLI_snprintf. It will add the name of
- the orientation where %s is (logically).
-*/
+ * Set the constraint according to the user defined orientation
+ *
+ * ftext is a format string passed to BLI_snprintf. It will add the name of
+ * the orientation where %s is (logically).
+ */
void setUserConstraint(TransInfo *t, short orientation, int mode, const char ftext[])
{
char text[40];
@@ -757,10 +757,10 @@ static void drawObjectConstraint(TransInfo *t)
TransData * td = t->data;
/* Draw the first one lighter because that's the one who controls the others.
- Meaning the transformation is projected on that one and just copied on the others
- constraint space.
- In a nutshell, the object with light axis is controlled by the user and the others follow.
- Without drawing the first light, users have little clue what they are doing.
+ * Meaning the transformation is projected on that one and just copied on the others
+ * constraint space.
+ * In a nutshell, the object with light axis is controlled by the user and the others follow.
+ * Without drawing the first light, users have little clue what they are doing.
*/
if (t->con.mode & CON_AXIS0) {
drawLine(t, td->ob->obmat[3], td->axismtx[0], 'X', DRAWLIGHT);
@@ -896,12 +896,12 @@ static void setNearestAxis3d(TransInfo *t)
mvec[2] = 0.0f;
/* we need to correct axis length for the current zoomlevel of view,
- this to prevent projected values to be clipped behind the camera
- and to overflow the short integers.
- The formula used is a bit stupid, just a simplification of the substraction
- of two 2D points 30 pixels apart (that's the last factor in the formula) after
- projecting them with window_to_3d_delta and then get the length of that vector.
- */
+ * this to prevent projected values to be clipped behind the camera
+ * and to overflow the short integers.
+ * The formula used is a bit stupid, just a simplification of the substraction
+ * of two 2D points 30 pixels apart (that's the last factor in the formula) after
+ * projecting them with window_to_3d_delta and then get the length of that vector.
+ */
zfac= t->persmat[0][3]*t->center[0]+ t->persmat[1][3]*t->center[1]+ t->persmat[2][3]*t->center[2]+ t->persmat[3][3];
zfac = len_v3(t->persinv[0]) * 2.0f/t->ar->winx * zfac * 30.0f;
@@ -1041,10 +1041,10 @@ int getConstraintSpaceDimension(TransInfo *t)
return n;
/*
- Someone willing to do it criptically could do the following instead:
-
- return t->con & (CON_AXIS0|CON_AXIS1|CON_AXIS2);
-
- Based on the assumptions that the axis flags are one after the other and start at 1
-*/
+ * Someone willing to do it criptically could do the following instead:
+ *
+ * return t->con & (CON_AXIS0|CON_AXIS1|CON_AXIS2);
+ *
+ * Based on the assumptions that the axis flags are one after the other and start at 1
+ */
}