diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-03 20:31:46 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-03 20:31:46 +0400 |
commit | a2c182e9233333fc3b8ff40d352113ec95e7e30c (patch) | |
tree | 37a9e08f4e6c4bf794aa0c8c15af875299db4a1b /source/gameengine/Converter/BL_ModifierDeformer.cpp | |
parent | 86cec98f9e1523ed41b67ef998174289dbae9b83 (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/gameengine/Converter/BL_ModifierDeformer.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ModifierDeformer.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/gameengine/Converter/BL_ModifierDeformer.cpp b/source/gameengine/Converter/BL_ModifierDeformer.cpp index 08e96f421cc..500968462c3 100644 --- a/source/gameengine/Converter/BL_ModifierDeformer.cpp +++ b/source/gameengine/Converter/BL_ModifierDeformer.cpp @@ -141,17 +141,17 @@ bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob) // return a deformed mesh that supports mapping (with a valid CD_ORIGINDEX layer) struct DerivedMesh* BL_ModifierDeformer::GetPhysicsMesh() { - // we need to compute the deformed mesh taking into account the current - // shape and skin deformers, we cannot just call mesh_create_derived_physics() - // because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(), - // so restart from scratch by forcing a full update the shape/skin deformers - // (will do nothing if there is no such deformer) + /* we need to compute the deformed mesh taking into account the current + * shape and skin deformers, we cannot just call mesh_create_derived_physics() + * because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(), + * so restart from scratch by forcing a full update the shape/skin deformers + * (will do nothing if there is no such deformer) */ BL_ShapeDeformer::ForceUpdate(); BL_ShapeDeformer::Update(); // now apply the modifiers but without those that don't support mapping Object* blendobj = m_gameobj->GetBlendObject(); /* hack: the modifiers require that the mesh is attached to the object - It may not be the case here because of replace mesh actuator */ + * It may not be the case here because of replace mesh actuator */ Mesh *oldmesh = (Mesh*)blendobj->data; blendobj->data = m_bmesh; DerivedMesh *dm = mesh_create_derived_physics(m_scene, blendobj, m_transverts, CD_MASK_MESH); @@ -172,7 +172,7 @@ bool BL_ModifierDeformer::Update(void) /* execute the modifiers */ Object* blendobj = m_gameobj->GetBlendObject(); /* hack: the modifiers require that the mesh is attached to the object - It may not be the case here because of replace mesh actuator */ + * It may not be the case here because of replace mesh actuator */ Mesh *oldmesh = (Mesh*)blendobj->data; blendobj->data = m_bmesh; /* execute the modifiers */ |