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authorCampbell Barton <ideasman42@gmail.com>2012-07-09 00:36:00 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-07-09 00:36:00 +0400
commit0361909ab4e0f41c631ef4654345b0034bb89d51 (patch)
tree49c5b7f181ac1c3d025702f753c0306d71d0fe88 /source/blender/editors
parent9af3e3bb9b220a5eba45e964bbec9cd49b707947 (diff)
style cleanup
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/space_view3d/drawanimviz.c6
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c50
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c18
-rw-r--r--source/blender/editors/space_view3d/drawobject.c60
-rw-r--r--source/blender/editors/space_view3d/drawvolume.c69
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c10
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c100
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c18
-rw-r--r--source/blender/editors/space_view3d/view3d_fly.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_header.c4
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c14
-rw-r--r--source/blender/editors/space_view3d/view3d_snap.c14
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c36
13 files changed, 201 insertions, 200 deletions
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c
index 4fc3edb521e..afbaabf1b06 100644
--- a/source/blender/editors/space_view3d/drawanimviz.c
+++ b/source/blender/editors/space_view3d/drawanimviz.c
@@ -135,10 +135,10 @@ void draw_motion_path_instance(Scene *scene,
/* draw curve-line of path */
glShadeModel(GL_SMOOTH);
- glBegin(GL_LINE_STRIP);
+ glBegin(GL_LINE_STRIP);
for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
- float intensity; /* how faint */
+ float intensity; /* how faint */
/* set color
* - more intense for active/selected bones, less intense for unselected bones
@@ -223,7 +223,7 @@ void draw_motion_path_instance(Scene *scene,
UI_ThemeColor(TH_TEXT_HI);
}
- // XXX, this isn't up to date but probably should be kept so.
+ /* XXX, this isn't up to date but probably should be kept so. */
invert_m4_m4(ob->imat, ob->obmat);
/* Draw frame numbers at each framestep value */
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index cdaf7d5690f..48b3672c144 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -686,13 +686,13 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel
tailvec = headvec;
tail = head;
zero_v3(dirvec);
- dirvec[0] = 0.00001; // XXX. weak but ok
+ dirvec[0] = 0.00001; /* XXX. weak but ok */
}
else if (tail - view_dist > head) {
headvec = tailvec;
head = tail;
zero_v3(dirvec);
- dirvec[0] = 0.00001; // XXX. weak but ok
+ dirvec[0] = 0.00001; /* XXX. weak but ok */
}
}
@@ -1019,7 +1019,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
- if (G.f & G_PICKSEL) { // no bitmap in selection mode, crashes 3d cards...
+ if (G.f & G_PICKSEL) { /* no bitmap in selection mode, crashes 3d cards... */
glLoadName(id | BONESEL_ROOT);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
@@ -1151,7 +1151,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
glScalef(length, length, length);
draw_bone_points(dt, armflag, boneflag, id);
glPopMatrix();
- length *= 0.95f; // make vertices visible
+ length *= 0.95f; /* make vertices visible */
}
/* colors for modes */
@@ -1225,7 +1225,7 @@ static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float len
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, dlen, 0.0f);
- glEnd(); // GL_LINES
+ glEnd(); /* GL_LINES */
glPopMatrix();
}
@@ -1266,7 +1266,7 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
glScalef(length, length, length);
draw_bone_points(dt, armflag, boneflag, id);
glPopMatrix();
- length *= 0.95f; // make vertices visible
+ length *= 0.95f; /* make vertices visible */
}
/* this chunk not in object mode */
@@ -1416,7 +1416,9 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
/* Find the chain's root */
while (parchan->parent) {
segcount++;
- if (segcount == data->rootbone || segcount > 255) break; // 255 is weak
+ if (segcount == data->rootbone || segcount > 255) {
+ break; /* 255 is weak */
+ }
parchan = parchan->parent;
}
if (parchan)
@@ -1440,13 +1442,13 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
/* Find the chain's root */
while (parchan->parent) {
segcount++;
- // FIXME: revise the breaking conditions
- if (segcount == data->chainlen || segcount > 255) break; // 255 is weak
+ /* FIXME: revise the breaking conditions */
+ if (segcount == data->chainlen || segcount > 255) break; /* 255 is weak */
parchan = parchan->parent;
}
- if (parchan) // XXX revise the breaking conditions to only stop at the tail?
+ if (parchan) /* XXX revise the breaking conditions to only stop at the tail? */
glVertex3fv(parchan->pose_head);
-
+
glEnd();
setlinestyle(0);
}
@@ -1594,7 +1596,7 @@ static void draw_pose_dofs(Object *ob)
theta = RAD2DEGF(0.5f * (pchan->limitmin[2] + pchan->limitmax[2]));
glRotatef(theta, 0.0f, 0.0f, 1.0f);
- glColor3ub(50, 50, 255); // blue, Z axis limit
+ glColor3ub(50, 50, 255); /* blue, Z axis limit */
glBegin(GL_LINE_STRIP);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
@@ -1611,14 +1613,14 @@ static void draw_pose_dofs(Object *ob)
glEnd();
glRotatef(-theta, 0.0f, 0.0f, 1.0f);
- }
+ }
if (pchan->ikflag & BONE_IK_XLIMIT) {
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
theta = RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
glRotatef(theta, 1.0f, 0.0f, 0.0f);
- glColor3ub(255, 50, 50); // Red, X axis limit
+ glColor3ub(255, 50, 50); /* Red, X axis limit */
glBegin(GL_LINE_STRIP);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
@@ -1792,7 +1794,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
if (index != -1)
- index += 0x10000; // pose bones count in higher 2 bytes only
+ index += 0x10000; /* pose bones count in higher 2 bytes only */
}
/* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
@@ -1861,7 +1863,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
if (index != -1)
- index += 0x10000; // pose bones count in higher 2 bytes only
+ index += 0x10000; /* pose bones count in higher 2 bytes only */
}
/* stick or wire bones have not been drawn yet so don't clear object selection in this case */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && draw_wire) {
@@ -1900,11 +1902,11 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
const short constflag = pchan->constflag;
if ((do_dashed & 1) && (pchan->parent)) {
/* Draw a line from our root to the parent's tip
- * - only if V3D_HIDE_HELPLINES is enabled...
+ * - only if V3D_HIDE_HELPLINES is enabled...
*/
if ( (do_dashed & 2) && ((bone->flag & BONE_CONNECTED) == 0) ) {
if (arm->flag & ARM_POSEMODE) {
- glLoadName(index & 0xFFFF); // object tag, for bordersel optim
+ glLoadName(index & 0xFFFF); /* object tag, for bordersel optim */
UI_ThemeColor(TH_WIRE);
}
setlinestyle(3);
@@ -1922,15 +1924,15 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (constflag & PCHAN_HAS_IK) {
if (bone->flag & BONE_SELECTED) {
if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
- else glColor3ub(200, 200, 50); // add theme!
-
+ else glColor3ub(200, 200, 50); /* add theme! */
+
glLoadName(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
}
}
else if (constflag & PCHAN_HAS_SPLINEIK) {
if (bone->flag & BONE_SELECTED) {
- glColor3ub(150, 200, 50); // add theme!
+ glColor3ub(150, 200, 50); /* add theme! */
glLoadName(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
@@ -2205,7 +2207,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* offset to parent */
if (eBone->parent) {
UI_ThemeColor(TH_WIRE);
- glLoadName(-1); // -1 here is OK!
+ glLoadName(-1); /* -1 here is OK! */
setlinestyle(3);
glBegin(GL_LINES);
@@ -2227,7 +2229,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* finally names and axes */
if (arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) {
- // patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing
+ /* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
unsigned char col[4];
@@ -2574,7 +2576,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); // only for lighting...
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); /* only for lighting... */
}
/* arm->flag is being used to detect mode... */
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 19696b2b0e0..38109c3048e 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -71,7 +71,7 @@
#include "ED_mesh.h"
#include "ED_uvedit.h"
-#include "view3d_intern.h" // own include
+#include "view3d_intern.h" /* own include */
/* user data structures for derived mesh callbacks */
typedef struct drawMeshFaceSelect_userData {
@@ -214,7 +214,7 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data);
setlinestyle(0);
- bglPolygonOffset(rv3d->dist, 0.0); // resets correctly now, even after calling accumulated offsets
+ bglPolygonOffset(rv3d->dist, 0.0); /* resets correctly now, even after calling accumulated offsets */
BLI_edgehash_free(data.eh, NULL);
}
@@ -223,7 +223,7 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
static Material *give_current_material_or_def(Object *ob, int matnr)
{
- extern Material defmaterial; // render module abuse...
+ extern Material defmaterial; /* render module abuse... */
Material *ma = give_current_material(ob, matnr);
return ma ? ma : &defmaterial;
@@ -248,7 +248,7 @@ static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *m
static int c_lit;
static int c_has_texface;
- Object *litob = NULL; //to get mode to turn off mipmap in painting mode
+ Object *litob = NULL; /* to get mode to turn off mipmap in painting mode */
int backculled = GEMAT_BACKCULL;
int alphablend = 0;
int textured = 0;
@@ -317,7 +317,7 @@ static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *m
if (lit != c_lit || ma != c_ma) {
if (lit) {
float spec[4];
- if (!ma) ma = give_current_material_or_def(NULL, 0); //default material
+ if (!ma) ma = give_current_material_or_def(NULL, 0); /* default material */
spec[0] = ma->spec * ma->specr;
spec[1] = ma->spec * ma->specg;
@@ -345,7 +345,7 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
unsigned char obcol[4];
int is_tex, solidtex;
- // XXX scene->obedit warning
+ /* XXX scene->obedit warning */
/* texture draw is abused for mask selection mode, do this so wire draw
* with face selection in weight paint is not lit. */
@@ -705,8 +705,8 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
- // The BM_FONT handling is in the gpu module, shared with the
- // game engine, was duplicated previously
+ /* The BM_FONT handling is in the gpu module, shared with the
+ * game engine, was duplicated previously */
set_property_valstr(prop, string);
characters = strlen(string);
@@ -1062,7 +1062,7 @@ void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *d
* rather than the shading, this is also forced in wire view */
bglPolygonOffset(rv3d->dist, 1.0);
- glDepthMask(0); // disable write in zbuffer, selected edge wires show better
+ glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
glEnable(GL_BLEND);
glColor4ub(255, 255, 255, 96);
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 7f7970382bc..b651dfcb8db 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -35,7 +35,7 @@
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
-#include "DNA_constraint_types.h" // for drawing constraint
+#include "DNA_constraint_types.h" /* for drawing constraint */
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
@@ -56,10 +56,10 @@
#include "BLI_rand.h"
#include "BLI_utildefines.h"
-#include "BKE_anim.h" //for the where_on_path function
+#include "BKE_anim.h" /* for the where_on_path function */
#include "BKE_armature.h"
#include "BKE_camera.h"
-#include "BKE_constraint.h" // for the get_constraint_target function
+#include "BKE_constraint.h" /* for the get_constraint_target function */
#include "BKE_curve.h"
#include "BKE_DerivedMesh.h"
#include "BKE_deform.h"
@@ -108,7 +108,7 @@
#include "wm_subwindow.h"
#include "BLF_api.h"
-#include "view3d_intern.h" // own include
+#include "view3d_intern.h" /* own include */
typedef enum eWireDrawMode {
OBDRAW_WIRE_OFF = 0,
@@ -2781,7 +2781,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
ToolSettings *ts = scene->toolsettings;
int sel;
- if (v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
+ if (v3d->zbuf) glDepthMask(0); /* disable write in zbuffer, zbuf select */
for (sel = 0; sel < 2; sel++) {
unsigned char col[4], fcol[4];
@@ -3202,8 +3202,8 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
}
- // Setup for drawing wire over, disable zbuffer
- // write to show selected edge wires better
+ /* Setup for drawing wire over, disable zbuffer
+ * write to show selected edge wires better */
UI_ThemeColor(TH_WIRE);
bglPolygonOffset(rv3d->dist, 1.0);
@@ -3222,18 +3222,18 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
UI_GetThemeColor4ubv(TH_FACE, col1);
UI_GetThemeColor4ubv(TH_FACE_SELECT, col2);
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
-
+
glEnable(GL_BLEND);
- glDepthMask(0); // disable write in zbuffer, needed for nice transp
-
+ glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+
/* don't draw unselected faces, only selected, this is MUCH nicer when texturing */
if (check_object_draw_texture(scene, v3d, dt))
col1[3] = 0;
-
+
draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
glDisable(GL_BLEND);
- glDepthMask(1); // restore write in zbuffer
+ glDepthMask(1); /* restore write in zbuffer */
}
else if (efa_act) {
/* even if draw faces is off it would be nice to draw the stipple face
@@ -3242,15 +3242,15 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
unsigned char col1[4], col2[4], col3[4];
col1[3] = col2[3] = 0; /* don't draw */
UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
-
+
glEnable(GL_BLEND);
- glDepthMask(0); // disable write in zbuffer, needed for nice transp
-
+ glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
+
draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
glDisable(GL_BLEND);
- glDepthMask(1); // restore write in zbuffer
-
+ glDepthMask(1); /* restore write in zbuffer */
+
}
/* here starts all fancy draw-extra over */
@@ -3583,7 +3583,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
*/
if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
bglPolygonOffset(rv3d->dist, 1.0);
- glDepthMask(0); // disable write in zbuffer, selected edge wires show better
+ glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
}
if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_SOLID) == 0)
@@ -3818,7 +3818,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob,
if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
else glFrontFace(GL_CCW);
- if (ob->type == OB_MBALL) { // mball always smooth shaded
+ if (ob->type == OB_MBALL) { /* mball always smooth shaded */
glShadeModel(GL_SMOOTH);
}
@@ -5639,8 +5639,8 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
while (nr-- > 0) { /* accounts for empty bevel lists */
const float fac = bevp->radius * ts->normalsize;
- float vec_a[3]; // Offset perpendicular to the curve
- float vec_b[3]; // Delta along the curve
+ float vec_a[3]; /* Offset perpendicular to the curve */
+ float vec_b[3]; /* Delta along the curve */
vec_a[0] = fac;
vec_a[1] = 0.0f;
@@ -5736,7 +5736,7 @@ static void draw_empty_cone(float size)
}
/* draw points on curve speed handles */
-#if 0 // XXX old animation system stuff
+#if 0 /* XXX old animation system stuff */
static void curve_draw_speed(Scene *scene, Object *ob)
{
Curve *cu = ob->data;
@@ -5765,7 +5765,7 @@ static void curve_draw_speed(Scene *scene, Object *ob)
glPointSize(1.0);
bglEnd();
}
-#endif // XXX old animation system stuff
+#endif /* XXX old animation system stuff */
static void draw_textcurs(float textcurs[4][2])
@@ -6009,7 +6009,7 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
/* calculus here, is reused in PFIELD_FORCE */
invert_m4_m4(imat, rv3d->viewmatob);
-// normalize_v3(imat[0]); // we don't do this because field doesnt scale either... apart from wind!
+// normalize_v3(imat[0]); /* we don't do this because field doesnt scale either... apart from wind! */
// normalize_v3(imat[1]);
if (pd->forcefield == PFIELD_WIND) {
@@ -6383,8 +6383,8 @@ static void drawWireExtra(Scene *scene, RegionView3D *rv3d, Object *ob)
}
bglPolygonOffset(rv3d->dist, 1.0);
- glDepthMask(0); // disable write in zbuffer, selected edge wires show better
-
+ glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
+
if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
Curve *cu = ob->data;
if (ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
@@ -6990,7 +6990,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
#endif
}
- // only draw domains
+ /* only draw domains */
if (smd->domain && smd->domain->fluid) {
if (CFRA < smd->domain->point_cache[0]->startframe) {
/* don't show smoke before simulation starts, this could be made an option in the future */
@@ -7408,7 +7408,7 @@ static DMDrawOption bbs_mesh_solid_hide__setDrawOpts(void *userData, int index)
}
}
-// must have called WM_set_framebuffer_index_color beforehand
+/* must have called WM_set_framebuffer_index_color beforehand */
static DMDrawOption bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index)
{
Mesh *me = userData;
@@ -7462,11 +7462,11 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
bglPolygonOffset(rv3d->dist, 1.0);
- // we draw edges always, for loop (select) tools
+ /* we draw edges always, for loop (select) tools */
bbs_mesh_wire(em, dm, bm_solidoffs);
bm_wireoffs = bm_solidoffs + em->bm->totedge;
- // we draw verts if vert select mode or if in transform (for snap).
+ /* we draw verts if vert select mode or if in transform (for snap). */
if ((ts->selectmode & SCE_SELECT_VERTEX) || (G.moving & G_TRANSFORM_EDIT)) {
bbs_mesh_verts(em, dm, bm_wireoffs);
bm_vertoffs = bm_wireoffs + em->bm->totvert;
diff --git a/source/blender/editors/space_view3d/drawvolume.c b/source/blender/editors/space_view3d/drawvolume.c
index 60b3b911b1b..2c2d4039225 100644
--- a/source/blender/editors/space_view3d/drawvolume.c
+++ b/source/blender/editors/space_view3d/drawvolume.c
@@ -45,7 +45,7 @@
#include "BLI_rand.h"
#include "BKE_curve.h"
-#include "BKE_constraint.h" // for the get_constraint_target function
+#include "BKE_constraint.h" /* for the get_constraint_target function */
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
@@ -148,7 +148,7 @@ static int intersect_edges(float *points, float a, float b, float c, float d, fl
static int convex(const float p0[3], const float up[3], const float a[3], const float b[3])
{
- // Vec3 va = a-p0, vb = b-p0;
+ /* Vec3 va = a-p0, vb = b-p0; */
float va[3], vb[3], tmp[3];
sub_v3_v3v3(va, a, p0);
sub_v3_v3v3(vb, b, p0);
@@ -175,7 +175,7 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
{1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f}
};
- // edges have the form edges[n][0][xyz] + t*edges[n][1][xyz]
+ /* edges have the form edges[n][0][xyz] + t*edges[n][1][xyz] */
float edges[12][2][3] = {
{{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
{{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
@@ -226,54 +226,54 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
sub_v3_v3v3(size, max, min);
- // maxx, maxy, maxz
+ /* maxx, maxy, maxz */
cv[0][0] = max[0];
cv[0][1] = max[1];
cv[0][2] = max[2];
- // minx, maxy, maxz
+ /* minx, maxy, maxz */
cv[1][0] = min[0];
cv[1][1] = max[1];
cv[1][2] = max[2];
- // minx, miny, maxz
+ /* minx, miny, maxz */
cv[2][0] = min[0];
cv[2][1] = min[1];
cv[2][2] = max[2];
- // maxx, miny, maxz
+ /* maxx, miny, maxz */
cv[3][0] = max[0];
cv[3][1] = min[1];
cv[3][2] = max[2];
- // maxx, maxy, minz
+ /* maxx, maxy, minz */
cv[4][0] = max[0];
cv[4][1] = max[1];
cv[4][2] = min[2];
- // minx, maxy, minz
+ /* minx, maxy, minz */
cv[5][0] = min[0];
cv[5][1] = max[1];
cv[5][2] = min[2];
- // minx, miny, minz
+ /* minx, miny, minz */
cv[6][0] = min[0];
cv[6][1] = min[1];
cv[6][2] = min[2];
- // maxx, miny, minz
+ /* maxx, miny, minz */
cv[7][0] = max[0];
cv[7][1] = min[1];
cv[7][2] = min[2];
- copy_v3_v3(edges[0][0], cv[4]); // maxx, maxy, minz
- copy_v3_v3(edges[1][0], cv[5]); // minx, maxy, minz
- copy_v3_v3(edges[2][0], cv[6]); // minx, miny, minz
- copy_v3_v3(edges[3][0], cv[7]); // maxx, miny, minz
+ copy_v3_v3(edges[0][0], cv[4]); /* maxx, maxy, minz */
+ copy_v3_v3(edges[1][0], cv[5]); /* minx, maxy, minz */
+ copy_v3_v3(edges[2][0], cv[6]); /* minx, miny, minz */
+ copy_v3_v3(edges[3][0], cv[7]); /* maxx, miny, minz */
- copy_v3_v3(edges[4][0], cv[3]); // maxx, miny, maxz
- copy_v3_v3(edges[5][0], cv[2]); // minx, miny, maxz
- copy_v3_v3(edges[6][0], cv[6]); // minx, miny, minz
- copy_v3_v3(edges[7][0], cv[7]); // maxx, miny, minz
+ copy_v3_v3(edges[4][0], cv[3]); /* maxx, miny, maxz */
+ copy_v3_v3(edges[5][0], cv[2]); /* minx, miny, maxz */
+ copy_v3_v3(edges[6][0], cv[6]); /* minx, miny, minz */
+ copy_v3_v3(edges[7][0], cv[7]); /* maxx, miny, minz */
- copy_v3_v3(edges[8][0], cv[1]); // minx, maxy, maxz
- copy_v3_v3(edges[9][0], cv[2]); // minx, miny, maxz
- copy_v3_v3(edges[10][0], cv[6]); // minx, miny, minz
- copy_v3_v3(edges[11][0], cv[5]); // minx, maxy, minz
+ copy_v3_v3(edges[8][0], cv[1]); /* minx, maxy, maxz */
+ copy_v3_v3(edges[9][0], cv[2]); /* minx, miny, maxz */
+ copy_v3_v3(edges[10][0], cv[6]); /* minx, miny, minz */
+ copy_v3_v3(edges[11][0], cv[5]); /* minx, maxy, minz */
// printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]);
// printf("min[2]: %f, max[2]: %f\n", min[2], max[2]);
@@ -311,11 +311,11 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
printf("%f, %f, %f\n", rv3d->viewinv[2][0], rv3d->viewinv[2][1], rv3d->viewinv[2][2]);
#endif
- // get view vector
+ /* get view vector */
copy_v3_v3(viewnormal, rv3d->viewinv[2]);
normalize_v3(viewnormal);
- // find cube vertex that is closest to the viewer
+ /* find cube vertex that is closest to the viewer */
for (i = 0; i < 8; i++) {
float x, y, z;
@@ -346,9 +346,9 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(text), text);
- // cell spacing
+ /* cell spacing */
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, dx, dx, dx, 1.0);
- // custom parameter for smoke style (higher = thicker)
+ /* custom parameter for smoke style (higher = thicker) */
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 7.0, 7.0, 7.0, 1.0);
}
else
@@ -366,10 +366,10 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
cor[2] = (float)res[2] / (float)power_of_2_max_i(res[2]);
}
- // our slices are defined by the plane equation a*x + b*y +c*z + d = 0
- // (a,b,c), the plane normal, are given by viewdir
- // d is the parameter along the view direction. the first d is given by
- // inserting previously found vertex into the plane equation
+ /* our slices are defined by the plane equation a*x + b*y +c*z + d = 0
+ * (a,b,c), the plane normal, are given by viewdir
+ * d is the parameter along the view direction. the first d is given by
+ * inserting previously found vertex into the plane equation */
/* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */
ds = (ABS(viewnormal[0]) * size[0] + ABS(viewnormal[1]) * size[1] + ABS(viewnormal[2]) * size[2]);
@@ -395,8 +395,8 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
// printf("my d: %f\n", d);
- // intersect_edges returns the intersection points of all cube edges with
- // the given plane that lie within the cube
+ /* intersect_edges returns the intersection points of all cube edges with
+ * the given plane that lie within the cube */
numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges);
// printf("points: %d\n", numpoints);
@@ -404,7 +404,7 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
if (numpoints > 2) {
copy_v3_v3(p0, points);
- // sort points to get a convex polygon
+ /* sort points to get a convex polygon */
for (i = 1; i < numpoints - 1; i++) {
for (j = i + 1; j < numpoints; j++) {
if (!convex(p0, viewnormal, &points[j * 3], &points[i * 3])) {
@@ -454,4 +454,3 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
glDepthMask(GL_TRUE);
}
}
-
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index a6948222d93..88d08d937be 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -62,7 +62,7 @@
#include "UI_resources.h"
-#include "view3d_intern.h" // own include
+#include "view3d_intern.h" /* own include */
/* ******************** manage regions ********************* */
@@ -1016,7 +1016,7 @@ static void space_view3d_listener(struct ScrArea *sa, struct wmNotifier *wmn)
break;
}
- // removed since BKE_image_user_frame_calc is now called in view3d_draw_bgpic because screen_ops doesnt call the notifier.
+ /* removed since BKE_image_user_frame_calc is now called in view3d_draw_bgpic because screen_ops doesnt call the notifier. */
#if 0
if (wmn->category == NC_SCENE && wmn->data == ND_FRAME) {
View3D *v3d = area->spacedata.first;
@@ -1172,7 +1172,7 @@ void ED_spacetype_view3d(void)
/* regions: listview/buttons */
art = MEM_callocN(sizeof(ARegionType), "spacetype view3d buttons region");
art->regionid = RGN_TYPE_UI;
- art->prefsizex = 180; // XXX
+ art->prefsizex = 180; /* XXX */
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
art->listener = view3d_buttons_area_listener;
art->init = view3d_buttons_area_init;
@@ -1184,8 +1184,8 @@ void ED_spacetype_view3d(void)
/* regions: tool(bar) */
art = MEM_callocN(sizeof(ARegionType), "spacetype view3d tools region");
art->regionid = RGN_TYPE_TOOLS;
- art->prefsizex = 160; // XXX
- art->prefsizey = 50; // XXX
+ art->prefsizex = 160; /* XXX */
+ art->prefsizey = 50; /* XXX */
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
art->listener = view3d_buttons_area_listener;
art->init = view3d_tools_area_init;
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 3079719efe0..1ace4688991 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -28,7 +28,6 @@
* \ingroup spview3d
*/
-
#include <string.h>
#include <stdio.h>
#include <math.h>
@@ -65,7 +64,7 @@
#include "BKE_movieclip.h"
#include "RE_engine.h"
-#include "RE_pipeline.h" // make_stars
+#include "RE_pipeline.h" /* make_stars */
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
@@ -92,8 +91,7 @@
#include "GPU_material.h"
#include "GPU_extensions.h"
-#include "view3d_intern.h" // own include
-
+#include "view3d_intern.h" /* own include */
static void star_stuff_init_func(void)
@@ -299,7 +297,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
dx = fabs(x - (wx) * fx / fw);
if (dx == 0) dx = fabs(y - (wy) * fy / fw);
- glDepthMask(0); // disable write in zbuffer
+ glDepthMask(0); /* disable write in zbuffer */
/* check zoom out */
UI_ThemeColor(TH_GRID);
@@ -361,7 +359,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
drawgrid_draw(ar, wx, wy, x, y, dx);
}
}
- else { // start blending out
+ else { /* start blending out */
UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, wx, wy, x, y, dx);
@@ -369,7 +367,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
}
}
- else { // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10))
+ else { /* start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10)) */
UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
drawgrid_draw(ar, wx, wy, x, y, dx);
@@ -378,10 +376,10 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
}
}
else {
- if (dx > (GRID_MIN_PX_D * 10.0)) { // start blending in
+ if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
rv3d->gridview /= sublines;
dx /= sublines;
- if (dx > (GRID_MIN_PX_D * 10.0)) { // start blending in
+ if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
rv3d->gridview /= sublines;
dx /= sublines;
if (dx > (GRID_MIN_PX_D * 10.0)) {
@@ -435,7 +433,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
fdrawline(x, 0.0, x, (float)ar->winy);
- glDepthMask(1); // enable write in zbuffer
+ glDepthMask(1); /* enable write in zbuffer */
}
#undef GRID_MIN_PX
@@ -473,7 +471,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
grid = gridlines * grid_scale;
- if (v3d->zbuf && scene->obedit) glDepthMask(0); // for zbuffer-select
+ if (v3d->zbuf && scene->obedit)
+ glDepthMask(0); /* for zbuffer-select */
UI_GetThemeColor3ubv(TH_GRID, col_grid);
@@ -665,10 +664,10 @@ static void draw_view_axis(RegionView3D *rv3d)
/* draw center and axis of rotation for ongoing 3D mouse navigation */
static void draw_rotation_guide(RegionView3D *rv3d)
{
- float o[3]; // center of rotation
- float end[3]; // endpoints for drawing
+ float o[3]; /* center of rotation */
+ float end[3]; /* endpoints for drawing */
- float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; // bright blue so it matches device LEDs
+ float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; /* bright blue so it matches device LEDs */
negate_v3_v3(o, rv3d->ofs);
@@ -677,25 +676,25 @@ static void draw_rotation_guide(RegionView3D *rv3d)
glShadeModel(GL_SMOOTH);
glPointSize(5);
glEnable(GL_POINT_SMOOTH);
- glDepthMask(0); // don't overwrite zbuf
+ glDepthMask(0); /* don't overwrite zbuf */
if (rv3d->rot_angle != 0.f) {
- // -- draw rotation axis --
+ /* -- draw rotation axis -- */
float scaled_axis[3];
const float scale = rv3d->dist;
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
glBegin(GL_LINE_STRIP);
- color[3] = 0.f; // more transparent toward the ends
+ color[3] = 0.f; /* more transparent toward the ends */
glColor4fv(color);
add_v3_v3v3(end, o, scaled_axis);
glVertex3fv(end);
- // color[3] = 0.2f + fabsf(rv3d->rot_angle); // modulate opacity with angle
+ // color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
// ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2
- color[3] = 0.5f; // more opaque toward the center
+ color[3] = 0.5f; /* more opaque toward the center */
glColor4fv(color);
glVertex3fv(o);
@@ -705,7 +704,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
glVertex3fv(end);
glEnd();
- // -- draw ring around rotation center --
+ /* -- draw ring around rotation center -- */
{
#define ROT_AXIS_DETAIL 13
@@ -714,7 +713,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
float angle;
int i;
- float q[4]; // rotate ring so it's perpendicular to axis
+ float q[4]; /* rotate ring so it's perpendicular to axis */
const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
if (!upright) {
const float up[3] = {0.f, 0.f, 1.f};
@@ -725,7 +724,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
axis_angle_to_quat(q, vis_axis, vis_angle);
}
- color[3] = 0.25f; // somewhat faint
+ color[3] = 0.25f; /* somewhat faint */
glColor4fv(color);
glBegin(GL_LINE_LOOP);
for (i = 0, angle = 0.f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
@@ -743,21 +742,23 @@ static void draw_rotation_guide(RegionView3D *rv3d)
#undef ROT_AXIS_DETAIL
}
- color[3] = 1.f; // solid dot
+ color[3] = 1.0f; /* solid dot */
}
else
- color[3] = 0.5f; // see-through dot
+ color[3] = 0.5f; /* see-through dot */
- // -- draw rotation center --
+ /* -- draw rotation center -- */
glColor4fv(color);
glBegin(GL_POINTS);
glVertex3fv(o);
glEnd();
- // find screen coordinates for rotation center, then draw pretty icon
- // mul_m4_v3(rv3d->persinv, rot_center);
- // UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
- // ^^ just playing around, does not work
+ /* find screen coordinates for rotation center, then draw pretty icon */
+#if 0
+ mul_m4_v3(rv3d->persinv, rot_center);
+ UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
+#endif
+ /* ^^ just playing around, does not work */
glDisable(GL_BLEND);
glDisable(GL_POINT_SMOOTH);
@@ -1319,12 +1320,14 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
if (!(v3d->flag & V3D_INVALID_BACKBUF) ) return;
-// if (test) {
-// if (qtest()) {
-// addafterqueue(ar->win, BACKBUFDRAW, 1);
-// return;
-// }
-// }
+#if 0
+ if (test) {
+ if (qtest()) {
+ addafterqueue(ar->win, BACKBUFDRAW, 1);
+ return;
+ }
+ }
+#endif
if (v3d->drawtype > OB_WIRE) v3d->zbuf = TRUE;
@@ -1370,7 +1373,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
ED_view3d_clipping_disable();
/* it is important to end a view in a transform compatible with buttons */
-// persp(PERSP_WIN); // set ortho
+// persp(PERSP_WIN); /* set ortho */
}
@@ -1493,20 +1496,20 @@ unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int
for (a = 0; a < 2; a++) {
for (b = 0; b < nr; b++, distance++) {
- if (*tbuf && *tbuf >= min && *tbuf < max) { //we got a hit
+ if (*tbuf && *tbuf >= min && *tbuf < max) { /* we got a hit */
if (strict) {
indexok = indextest(handle, *tbuf - min + 1);
if (indexok) {
*dist = (short) sqrt( (float)distance);
index = *tbuf - min + 1;
goto exit;
- }
+ }
}
else {
- *dist = (short) sqrt( (float)distance); // XXX, this distance is wrong -
- index = *tbuf - min + 1; // messy yah, but indices start at 1
+ *dist = (short) sqrt( (float)distance); /* XXX, this distance is wrong - */
+ index = *tbuf - min + 1; /* messy yah, but indices start at 1 */
goto exit;
- }
+ }
}
tbuf += (dirvec[rc][0] + dirvec[rc][1]);
@@ -1912,7 +1915,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
tbase.flag = OB_FROMDUPLI | base->flag;
lb = object_duplilist(scene, base->object);
- // BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects.
+ // BLI_sortlist(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
dob = dupli_step(lb->first);
if (dob) dob_next = dupli_step(dob->next);
@@ -2174,7 +2177,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *))
glClear(GL_DEPTH_BUFFER_BIT);
glLoadMatrixf(rv3d->viewmat);
-// persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
+// persp(PERSP_STORE); /* store correct view for persp(PERSP_VIEW) calls */
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_set(rv3d);
@@ -2640,7 +2643,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
glPopMatrix();
- // XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell
+ /* XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell */
glColor4ub(255, 255, 255, 255);
G.f &= ~G_RENDER_OGL;
@@ -2686,9 +2689,6 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar,
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
else if (ibuf->rect)
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
-
- //if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
- // BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4);
/* unbind */
GPU_offscreen_unbind(ofs);
@@ -2951,7 +2951,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
glEnable(GL_MULTISAMPLE_ARB);
#endif
- // needs to be done always, gridview is adjusted in drawgrid() now
+ /* needs to be done always, gridview is adjusted in drawgrid() now */
rv3d->gridview = v3d->grid;
if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
@@ -3049,7 +3049,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
/* Transp and X-ray afterdraw stuff */
if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
- if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used!
+ if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); /* clears zbuffer if it is used! */
if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
@@ -3078,7 +3078,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
}
if ((U.ndof_flag & NDOF_SHOW_GUIDE) && (rv3d->viewlock != RV3D_LOCKED) && (rv3d->persp != RV3D_CAMOB))
- // TODO: draw something else (but not this) during fly mode
+ /* TODO: draw something else (but not this) during fly mode */
draw_rotation_guide(rv3d);
}
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index 218aa71d621..97123767211 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -81,7 +81,7 @@
#include "PIL_time.h" /* smoothview */
-#include "view3d_intern.h" // own include
+#include "view3d_intern.h" /* own include */
/* ********************** view3d_edit: view manipulations ********************* */
@@ -444,7 +444,7 @@ static void viewops_data_create(bContext *C, wmOperator *op, wmEvent *event)
float my_pivot[3]; /* view */
float dvec[3];
- // locals for dist correction
+ /* locals for dist correction */
float mat[3][3];
float upvec[3];
@@ -1517,13 +1517,13 @@ static void viewzoom_apply(ViewOpsData *vod, int x, int y, const short viewzoom,
fac = -fac;
}
- // oldstyle zoom
+ /* oldstyle zoom */
zfac = 1.0f + ((fac / 20.0f) * time_step);
vod->timer_lastdraw = time;
}
else if (viewzoom == USER_ZOOM_SCALE) {
int ctr[2], len1, len2;
- // method which zooms based on how far you move the mouse
+ /* method which zooms based on how far you move the mouse */
ctr[0] = (vod->ar->winrct.xmax + vod->ar->winrct.xmin) / 2;
ctr[1] = (vod->ar->winrct.ymax + vod->ar->winrct.ymin) / 2;
@@ -2100,7 +2100,7 @@ static int view3d_all_exec(bContext *C, wmOperator *op) /* was view3d_home() in
new_ofs[1] = -(min[1] + max[1]) / 2.0f;
new_ofs[2] = -(min[2] + max[2]) / 2.0f;
- // correction for window aspect ratio
+ /* correction for window aspect ratio */
if (ar->winy > 2 && ar->winx > 2) {
size = (float)ar->winx / (float)ar->winy;
if (size < 1.0f) size = 1.0f / size;
@@ -3402,7 +3402,7 @@ static int set_3dcursor_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *eve
if (mval[0] != IS_CLIPPED) {
short depth_used = 0;
- if (U.uiflag & USER_ORBIT_ZBUF) { /* maybe this should be accessed some other way */
+ if (U.uiflag & USER_ORBIT_ZBUF) { /* maybe this should be accessed some other way */
view3d_operator_needs_opengl(C);
if (ED_view3d_autodist(scene, ar, v3d, event->mval, fp))
depth_used = 1;
@@ -3596,7 +3596,7 @@ int ED_view3d_autodist(Scene *scene, ARegion *ar, View3D *v3d, const int mval[2]
return 1;
}
-int ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode) //, float *autodist )
+int ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode)
{
/* Get Z Depths, needed for perspective, nice for ortho */
switch (mode) {
@@ -3611,9 +3611,9 @@ int ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode) //
return 1;
}
-// no 4x4 sampling, run view_autodist_init first
+/* no 4x4 sampling, run view_autodist_init first */
int ED_view3d_autodist_simple(ARegion *ar, const int mval[2], float mouse_worldloc[3],
- int margin, float *force_depth) //, float *autodist )
+ int margin, float *force_depth)
{
bglMats mats; /* ZBuffer depth vars, could cache? */
float depth;
diff --git a/source/blender/editors/space_view3d/view3d_fly.c b/source/blender/editors/space_view3d/view3d_fly.c
index 95cc37d9f87..40837d00409 100644
--- a/source/blender/editors/space_view3d/view3d_fly.c
+++ b/source/blender/editors/space_view3d/view3d_fly.c
@@ -513,7 +513,7 @@ static void flyEvent(FlyInfo *fly, wmEvent *event)
}
break;
case P_FINISHING:
- // stop keeping track of 3D mouse position
+ /* stop keeping track of 3D mouse position */
#ifdef NDOF_FLY_DEBUG
puts("stop keeping track of 3D mouse position");
#endif
diff --git a/source/blender/editors/space_view3d/view3d_header.c b/source/blender/editors/space_view3d/view3d_header.c
index eb202497260..465279ee6ed 100644
--- a/source/blender/editors/space_view3d/view3d_header.c
+++ b/source/blender/editors/space_view3d/view3d_header.c
@@ -115,8 +115,8 @@ static void do_view3d_header_buttons(bContext *C, void *arg, int event);
#define B_REDR 122
#define B_NOP 123
-// XXX quickly ported across
-static void handle_view3d_lock(bContext *C)
+/* XXX quickly ported across */
+static void handle_view3d_lock(bContext *C)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index f9ebd4e39c1..f12e7683668 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -92,9 +92,9 @@
#include "UI_interface.h"
#include "UI_resources.h"
-#include "view3d_intern.h" // own include
+#include "view3d_intern.h" /* own include */
-// TODO: should return whether there is valid context to continue
+/* TODO: should return whether there is valid context to continue */
void view3d_set_viewcontext(bContext *C, ViewContext *vc)
{
memset(vc, 0, sizeof(ViewContext));
@@ -1825,7 +1825,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, i
unsigned int *col; /* color in buffer */
int bone_only;
int bone_selected = 0;
- int totobj = MAXPICKBUF; // XXX solve later
+ int totobj = MAXPICKBUF; /* XXX solve later */
short hits;
if ((ob) && (ob->mode & OB_MODE_POSE))
@@ -2370,7 +2370,7 @@ static void lattice_circle_select(ViewContext *vc, int select, const int mval[2]
}
-// NOTE: pose-bone case is copied from editbone case...
+/* NOTE: pose-bone case is copied from editbone case... */
static short pchan_circle_doSelectJoint(void *userData, bPoseChannel *pchan, int x, int y)
{
CircleSelectUserData *data = userData;
@@ -2403,7 +2403,7 @@ static void pose_circle_select(ViewContext *vc, int select, const int mval[2], f
ED_view3d_init_mats_rv3d(vc->obact, vc->rv3d); /* for foreach's screen/vert projection */
/* check each PoseChannel... */
- // TODO: could be optimized at some point
+ /* TODO: could be optimized at some point */
for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
short sco1[2], sco2[2], didpoint = 0;
float vec[3];
@@ -2475,7 +2475,7 @@ static void armature_circle_select(ViewContext *vc, int select, const int mval[2
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
/* check each EditBone... */
- // TODO: could be optimized at some point
+ /* TODO: could be optimized at some point */
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
short sco1[2], sco2[2], didpoint = 0;
float vec[3];
@@ -2497,7 +2497,7 @@ static void armature_circle_select(ViewContext *vc, int select, const int mval[2
didpoint = 1;
/* only if the endpoints didn't get selected, deal with the middle of the bone too */
- // XXX should we just do this always?
+ /* XXX should we just do this always? */
if ( (didpoint == 0) && edge_inside_circle(mval[0], mval[1], rad, sco1[0], sco1[1], sco2[0], sco2[1]) ) {
if (select)
ebone->flag |= BONE_TIPSEL | BONE_ROOTSEL | BONE_SELECTED;
diff --git a/source/blender/editors/space_view3d/view3d_snap.c b/source/blender/editors/space_view3d/view3d_snap.c
index 1991d4bce4f..fc97b9bbb36 100644
--- a/source/blender/editors/space_view3d/view3d_snap.c
+++ b/source/blender/editors/space_view3d/view3d_snap.c
@@ -102,7 +102,7 @@ static void special_transvert_update(Object *obedit)
if (obedit->type == OB_MESH) {
Mesh *me = obedit->data;
- BM_mesh_normals_update(me->edit_btmesh->bm, TRUE); // does face centers too
+ BM_mesh_normals_update(me->edit_btmesh->bm, TRUE); /* does face centers too */
}
else if (ELEM(obedit->type, OB_CURVE, OB_SURF)) {
Curve *cu = obedit->data;
@@ -223,8 +223,8 @@ static void make_trans_verts(Object *obedit, float min[3], float max[3], int mod
float total, center[3], centroid[3];
int a;
- tottrans = 0; // global!
-
+ tottrans = 0; /* global! */
+
INIT_MINMAX(min, max);
zero_v3(centroid);
@@ -239,7 +239,7 @@ static void make_trans_verts(Object *obedit, float min[3], float max[3], int mod
/* abuses vertex index all over, set, just set dirty here,
* perhaps this could use its own array instead? - campbell */
- // transform now requires awareness for select mode, so we tag the f1 flags in verts
+ /* transform now requires awareness for select mode, so we tag the f1 flags in verts */
tottrans = 0;
if (em->selectmode & SCE_SELECT_VERTEX) {
BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
@@ -304,7 +304,7 @@ static void make_trans_verts(Object *obedit, float min[3], float max[3], int mod
copy_v3_v3(tv->oldloc, eve->co);
tv->loc = eve->co;
if (eve->no[0] != 0.0f || eve->no[1] != 0.0f || eve->no[2] != 0.0f)
- tv->nor = eve->no; // note this is a hackish signal (ton)
+ tv->nor = eve->no; /* note this is a hackish signal (ton) */
tv->flag = BM_elem_index_get(eve) & SELECT;
tv++;
a++;
@@ -794,8 +794,8 @@ static int snap_curs_to_grid(bContext *C, wmOperator *UNUSED(op))
curs[1] = gridf * floorf(0.5f + curs[1] / gridf);
curs[2] = gridf * floorf(0.5f + curs[2] / gridf);
- WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d); // hrm
-
+ WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d); /* hrm */
+
return OPERATOR_FINISHED;
}
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index b4350847552..ee2634bf8da 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -71,7 +71,7 @@
#include "RNA_access.h"
#include "RNA_define.h"
-#include "view3d_intern.h" // own include
+#include "view3d_intern.h" /* own include */
/* use this call when executing an operator,
* event system doesn't set for each event the
@@ -184,7 +184,7 @@ void smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Objec
/* original values */
if (oldcamera) {
- sms.orig_dist = rv3d->dist; // below function does weird stuff with it...
+ sms.orig_dist = rv3d->dist; /* below function does weird stuff with it... */
ED_view3d_from_object(oldcamera, sms.orig_ofs, sms.orig_quat, &sms.orig_dist, &sms.orig_lens);
}
else {
@@ -1100,14 +1100,14 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
rv3d->dist = 0.0;
ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
- smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX
-
+ smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
+
rv3d->persp = RV3D_CAMOB; /* just to be polite, not needed */
}
else {
mat3_to_quat(new_quat, tmat);
- smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
+ smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
}
}
else {
@@ -1211,7 +1211,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
/* case not a border select */
if (input->xmin == input->xmax) {
- rect.xmin = input->xmin - 12; // seems to be default value for bones only now
+ rect.xmin = input->xmin - 12; /* seems to be default value for bones only now */
rect.xmax = input->xmin + 12;
rect.ymin = input->ymin - 12;
rect.ymax = input->ymin + 12;
@@ -1252,7 +1252,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
else {
Base *base;
- v3d->xray = TRUE; // otherwise it postpones drawing
+ v3d->xray = TRUE; /* otherwise it postpones drawing */
for (base = scene->base.first; base; base = base->next) {
if (base->lay & v3d->lay) {
@@ -1294,7 +1294,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
}
}
}
- v3d->xray = FALSE; // restore
+ v3d->xray = FALSE; /* restore */
}
glPopName(); /* see above (pushname) */
@@ -1313,8 +1313,8 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
- if (hits < 0) printf("Too many objects in select buffer\n"); // XXX make error message
-
+ if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */
+
return hits;
}
@@ -1407,7 +1407,7 @@ static void initlocalview(Main *bmain, Scene *scene, ScrArea *sa)
locallay = free_localbit(bmain);
if (locallay == 0) {
- printf("Sorry, no more than 8 localviews\n"); // XXX error
+ printf("Sorry, no more than 8 localviews\n"); /* XXX error */
ok = 0;
}
else {
@@ -1460,7 +1460,7 @@ static void initlocalview(Main *bmain, Scene *scene, ScrArea *sa)
if (rv3d->persp == RV3D_ORTHO)
rv3d->dist *= 0.7f;
- // correction for window aspect ratio
+ /* correction for window aspect ratio */
if (ar->winy > 2 && ar->winx > 2) {
float asp = (float)ar->winx / (float)ar->winy;
if (asp < 1.0f) asp = 1.0f / asp;
@@ -1541,7 +1541,7 @@ static void endlocalview(Main *bmain, Scene *scene, ScrArea *sa)
locallay = v3d->lay & 0xFF000000;
- restore_localviewdata(sa, 1); // 1 = free
+ restore_localviewdata(sa, 1); /* 1 = free */
/* for when in other window the layers have changed */
if (v3d->scenelock) v3d->lay = scene->lay;
@@ -1681,7 +1681,7 @@ static void game_set_commmandline_options(GameData *gm)
}
}
-#endif // WITH_GAMEENGINE
+#endif /* WITH_GAMEENGINE */
static int game_engine_poll(bContext *C)
{
@@ -1722,7 +1722,7 @@ int ED_view3d_context_activate(bContext *C)
if (!ar)
return 0;
- // bad context switch ..
+ /* bad context switch .. */
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
@@ -1741,7 +1741,7 @@ static int game_engine_exec(bContext *C, wmOperator *op)
(void)op; /* unused */
- // bad context switch ..
+ /* bad context switch .. */
if (!ED_view3d_context_activate(C))
return OPERATOR_CANCELLED;
@@ -1854,11 +1854,11 @@ static void UNUSED_FUNCTION(view3d_align_axis_to_vector)(View3D *v3d, RegionView
rv3d->persp = RV3D_PERSP;
rv3d->dist = 0.0;
ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
- smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX
+ smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
}
else {
if (rv3d->persp == RV3D_CAMOB) rv3d->persp = RV3D_PERSP; /* switch out of camera mode */
- smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
+ smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
}
}