diff options
Diffstat (limited to 'source/blender/blenkernel/intern')
-rw-r--r-- | source/blender/blenkernel/intern/cloth.c | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/colortools.c | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/dynamicpaint.c | 4 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/mesh_convert.c | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/mesh_remap.c | 6 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/multires_reshape_smooth.c | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/shrinkwrap.c | 4 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 18 |
8 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/blenkernel/intern/cloth.c b/source/blender/blenkernel/intern/cloth.c index 80e66b452b0..2bca3f5da76 100644 --- a/source/blender/blenkernel/intern/cloth.c +++ b/source/blender/blenkernel/intern/cloth.c @@ -96,7 +96,7 @@ static BVHTree *bvhtree_build_from_cloth(ClothModifierData *clmd, float epsilon) return NULL; } - /* create quadtree with k=26 */ + /* Create quad-tree with k=26. */ BVHTree *bvhtree = BLI_bvhtree_new(cloth->primitive_num, epsilon, 4, 26); /* fill tree */ diff --git a/source/blender/blenkernel/intern/colortools.c b/source/blender/blenkernel/intern/colortools.c index d46a7865998..a9f0f69b855 100644 --- a/source/blender/blenkernel/intern/colortools.c +++ b/source/blender/blenkernel/intern/colortools.c @@ -1497,7 +1497,7 @@ static void scopes_update_cb(void *__restrict userdata, mul_v3_fl(ycc, INV_255); minmax_v3v3_v3(min, max, ycc); } - /* Increment count for histo. */ + /* Increment count for histogram. */ bin_lum[get_bin_float(luma)]++; bin_r[get_bin_float(rgba[0])]++; bin_g[get_bin_float(rgba[1])]++; diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c index 396ba01c71f..8dac20f6fe9 100644 --- a/source/blender/blenkernel/intern/dynamicpaint.c +++ b/source/blender/blenkernel/intern/dynamicpaint.c @@ -5522,7 +5522,7 @@ static void dynamicPaint_doEffectStep( if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP && force) { const float eff_scale = distance_scale * EFF_MOVEMENT_PER_FRAME * timescale / 2.0f; - /* Same as BLI_bitmask, but handled atomicaly as 'ePoint' locks. */ + /* Same as #BLI_bitmask, but handled atomically as 'ePoint' locks. */ const size_t point_locks_size = (sData->total_points / 8) + 1; uint8_t *point_locks = MEM_callocN(sizeof(*point_locks) * point_locks_size, __func__); @@ -6070,7 +6070,7 @@ static bool dynamicPaint_generateBakeData(DynamicPaintSurface *surface, if (bData) { const bool surface_moved = dynamicPaint_surfaceHasMoved(surface, ob); - /* get previous speed for accelertaion */ + /* Get previous speed for acceleration. */ if (do_accel_data && bData->prev_velocity && bData->velocity) { memcpy(bData->prev_velocity, bData->velocity, sData->total_points * sizeof(Vec3f)); } diff --git a/source/blender/blenkernel/intern/mesh_convert.c b/source/blender/blenkernel/intern/mesh_convert.c index 83def999766..e777eb7ffe9 100644 --- a/source/blender/blenkernel/intern/mesh_convert.c +++ b/source/blender/blenkernel/intern/mesh_convert.c @@ -1668,7 +1668,7 @@ void BKE_mesh_nomain_to_mesh(Mesh *mesh_src, } /* object had got displacement layer, should copy this layer to save sculpted data */ - /* NOTE: maybe some other layers should be copied? nazgul */ + /* NOTE(nazgul): maybe some other layers should be copied? */ if (CustomData_has_layer(&mesh_dst->ldata, CD_MDISPS)) { if (totloop == mesh_dst->totloop) { MDisps *mdisps = CustomData_get_layer(&mesh_dst->ldata, CD_MDISPS); diff --git a/source/blender/blenkernel/intern/mesh_remap.c b/source/blender/blenkernel/intern/mesh_remap.c index 6691b274e25..c5e8858ea12 100644 --- a/source/blender/blenkernel/intern/mesh_remap.c +++ b/source/blender/blenkernel/intern/mesh_remap.c @@ -470,7 +470,7 @@ typedef struct IslandResult { } IslandResult; /** - * \note About all bvh/raycasting stuff below: + * \note About all BVH/ray-casting stuff below: * * * We must use our ray radius as BVH epsilon too, else rays not hitting anything but * 'passing near' an item would be missed (since BVH handling would not detect them, @@ -478,8 +478,8 @@ typedef struct IslandResult { * * However, in 'islands' case where each hit gets a weight, 'precise' hits should have a better * weight than 'approximate' hits. * To address that, we simplify things with: - * * A first raycast with default, given rayradius; - * * If first one fails, we do more raycasting with bigger radius, but if hit is found + * * A first ray-cast with default, given ray-radius; + * * If first one fails, we do more ray-casting with bigger radius, but if hit is found * it will get smaller weight. * * This only concerns loops, currently (because of islands), and 'sampled' edges/polys norproj. diff --git a/source/blender/blenkernel/intern/multires_reshape_smooth.c b/source/blender/blenkernel/intern/multires_reshape_smooth.c index aed8c3122a2..9fb158d2f84 100644 --- a/source/blender/blenkernel/intern/multires_reshape_smooth.c +++ b/source/blender/blenkernel/intern/multires_reshape_smooth.c @@ -1354,7 +1354,7 @@ static void evaluate_higher_grid_positions_with_details_callback( { const MultiresReshapeContext *reshape_context = reshape_smooth_context->reshape_context; - /* Position of the original veretx at top level. */ + /* Position of the original vertex at top level. */ float orig_final_P[3]; evaluate_final_original_point(reshape_smooth_context, grid_coord, orig_final_P); diff --git a/source/blender/blenkernel/intern/shrinkwrap.c b/source/blender/blenkernel/intern/shrinkwrap.c index dd6a6ddca86..7c0c28d664e 100644 --- a/source/blender/blenkernel/intern/shrinkwrap.c +++ b/source/blender/blenkernel/intern/shrinkwrap.c @@ -493,7 +493,7 @@ bool BKE_shrinkwrap_project_normal(char options, } if (options & MOD_SHRINKWRAP_CULL_TARGET_MASK) { - /* apply backface */ + /* Apply back-face. */ const float dot = dot_v3v3(dir, hit_tmp.no); if (((options & MOD_SHRINKWRAP_CULL_TARGET_FRONTFACE) && dot <= 0.0f) || ((options & MOD_SHRINKWRAP_CULL_TARGET_BACKFACE) && dot >= 0.0f)) { @@ -502,7 +502,7 @@ bool BKE_shrinkwrap_project_normal(char options, } if (transf) { - /* Inverting space transform (TODO make coeherent with the initial dist readjust) */ + /* Inverting space transform (TODO: make coherent with the initial dist readjust). */ BLI_space_transform_invert(transf, hit_tmp.co); #ifdef USE_DIST_CORRECT hit_tmp.dist = len_v3v3(vert, hit_tmp.co); diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index c44c339655c..adcc8551ba8 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -901,7 +901,7 @@ static void free_softbody_baked(SoftBody *sb) static void free_scratch(SoftBody *sb) { if (sb->scratch) { - /* todo make sure everything is cleaned up nicly */ + /* TODO: make sure everything is cleaned up nicely. */ if (sb->scratch->colliderhash) { BLI_ghash_free(sb->scratch->colliderhash, NULL, @@ -973,7 +973,7 @@ static void free_softbody_intern(SoftBody *sb) * and need to tell their neighbors exactly what happens via spring forces * unless sbObjectStep( .. ) is called on sub frame timing level * BTW that also questions the use of a 'implicit' solvers on softbodies - * since that would only valid for 'slow' moving collision targets and dito particles + * since that would only valid for 'slow' moving collision targets and ditto particles. */ /* +++ dependency information functions. */ @@ -1994,12 +1994,12 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, return 999; } - /* debugerin */ + /* Debugging. */ if (sb->totpoint < ifirst) { printf("Aye 998"); return 998; } - /* debugerin */ + /* Debugging. */ bp = &sb->bpoint[ifirst]; for (bb = number_of_points_here; bb > 0; bb--, bp++) { @@ -2413,9 +2413,9 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float * copy_v3_v3(dx, bp->vec); } - /* so here is (x)'= v(elocity) */ - /* the euler step for location then becomes */ - /* x(t + dt) = x(t) + v(t~) * dt */ + /* So here is: `(x)'= v(elocity)`. + * The euler step for location then becomes: + * `x(t + dt) = x(t) + v(t~) * dt` */ mul_v3_fl(dx, forcetime); /* the freezer coming sooner or later */ @@ -2644,7 +2644,7 @@ static void interpolate_exciter(Object *ob, int timescale, int time) */ /* Resetting a Mesh SB object's springs */ -/* Spring length are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */ +/* Spring length are calculated from 'raw' mesh vertices that are NOT altered by modifier stack. */ static void springs_from_mesh(Object *ob) { SoftBody *sb; @@ -3009,7 +3009,7 @@ static void curve_surf_to_softbody(Object *ob) for (nu = cu->nurb.first; nu; nu = nu->next) { if (nu->bezt) { - /* Bezier case; this is nicly said naive; who ever wrote this part, + /* Bezier case; this is nicely said naive; who ever wrote this part, * it was not me (JOW) :). * * a: never ever make tangent handles (sub) and or (ob)ject to collision. |