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-rw-r--r--source/blender/blenkernel/BKE_cloth.h28
-rw-r--r--source/blender/blenkernel/intern/armature_pose.cc2
-rw-r--r--source/blender/blenkernel/intern/boids.c4
-rw-r--r--source/blender/blenkernel/intern/effect.c2
-rw-r--r--source/blender/blenkernel/intern/fluid.c2
-rw-r--r--source/blender/blenkernel/intern/object.c2
6 files changed, 17 insertions, 23 deletions
diff --git a/source/blender/blenkernel/BKE_cloth.h b/source/blender/blenkernel/BKE_cloth.h
index a0e3d5dc142..dbf285feb92 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -39,14 +39,14 @@ struct Scene;
#define DO_INLINE MALWAYS_INLINE
-/* goal defines */
+/* Goal defines. */
#define SOFTGOALSNAP 0.999f
/* This is approximately the smallest number that can be
* represented by a float, given its precision. */
#define ALMOST_ZERO FLT_EPSILON
-/* Bits to or into the ClothVertex.flags. */
+/* Bits to or into the #ClothVertex.flags. */
typedef enum eClothVertexFlag {
CLOTH_VERT_FLAG_PINNED = (1 << 0),
CLOTH_VERT_FLAG_NOSELFCOLL = (1 << 1), /* vertex NOT used for self collisions */
@@ -150,7 +150,7 @@ typedef struct ClothSpring {
float target[3];
} ClothSpring;
-// some macro enhancements for vector treatment
+/* Some macro enhancements for vector treatment. */
#define VECSUBADDSS(v1, v2, aS, v3, bS) \
{ \
*(v1) -= *(v2)*aS + *(v3)*bS; \
@@ -211,9 +211,8 @@ typedef enum {
CLOTH_SPRING_FLAG_NEEDED = (1 << 2), /* Springs has values to be applied. */
} CLOTH_SPRINGS_FLAGS;
-/////////////////////////////////////////////////
-// collision.c
-////////////////////////////////////////////////
+/* -------------------------------------------------------------------- */
+/* collision.c */
struct CollPair;
@@ -225,20 +224,17 @@ typedef struct ColliderContacts {
int totcollisions;
} ColliderContacts;
-// needed for implicit.c
+/* needed for implicit.c */
int cloth_bvh_collision(struct Depsgraph *depsgraph,
struct Object *ob,
struct ClothModifierData *clmd,
float step,
float dt);
-////////////////////////////////////////////////
+/* -------------------------------------------------------------------- */
+/* cloth.c */
-/////////////////////////////////////////////////
-// cloth.c
-////////////////////////////////////////////////
-
-// needed for modifier.c
+/* Needed for modifier.c */
void cloth_free_modifier_extern(struct ClothModifierData *clmd);
void cloth_free_modifier(struct ClothModifierData *clmd);
void clothModifier_do(struct ClothModifierData *clmd,
@@ -250,18 +246,16 @@ void clothModifier_do(struct ClothModifierData *clmd,
int cloth_uses_vgroup(struct ClothModifierData *clmd);
-// needed for collision.c
+/* Needed for collision.c */
void bvhtree_update_from_cloth(struct ClothModifierData *clmd, bool moving, bool self);
-// needed for button_object.c
+/* Needed for button_object.c */
void cloth_clear_cache(struct Object *ob, struct ClothModifierData *clmd, float framenr);
void cloth_parallel_transport_hair_frame(float mat[3][3],
const float dir_old[3],
const float dir_new[3]);
-////////////////////////////////////////////////
-
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/blenkernel/intern/armature_pose.cc b/source/blender/blenkernel/intern/armature_pose.cc
index 09e1c7d6615..2b2268c6302 100644
--- a/source/blender/blenkernel/intern/armature_pose.cc
+++ b/source/blender/blenkernel/intern/armature_pose.cc
@@ -42,7 +42,7 @@ using BoneNameSet = blender::Set<std::string>;
using ActionApplier =
blender::FunctionRef<void(PointerRNA *, bAction *, const AnimationEvalContext *)>;
-// Forward declarations.
+/* Forward declarations. */
BoneNameSet pose_apply_find_selected_bones(const bArmature *armature, const bPose *pose);
void pose_apply_disable_fcurves_for_unselected_bones(bAction *action,
const BoneNameSet &selected_bone_names);
diff --git a/source/blender/blenkernel/intern/boids.c b/source/blender/blenkernel/intern/boids.c
index c57adae485f..efd0fc71b20 100644
--- a/source/blender/blenkernel/intern/boids.c
+++ b/source/blender/blenkernel/intern/boids.c
@@ -231,7 +231,7 @@ static bool rule_avoid_collision(BoidRule *rule,
int n, neighbors = 0, nearest = 0;
bool ret = 0;
- // check deflector objects first
+ /* Check deflector objects first. */
if (acbr->options & BRULE_ACOLL_WITH_DEFLECTORS && bbd->sim->colliders) {
ParticleCollision col;
BVHTreeRayHit hit;
@@ -293,7 +293,7 @@ static bool rule_avoid_collision(BoidRule *rule,
}
}
- // check boids in own system
+ /* Check boids in own system. */
if (acbr->options & BRULE_ACOLL_WITH_BOIDS) {
neighbors = BLI_kdtree_3d_range_search_with_len_squared_cb(bbd->sim->psys->tree,
pa->prev_state.co,
diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c
index 1b628b16802..fc1721eaf3a 100644
--- a/source/blender/blenkernel/intern/effect.c
+++ b/source/blender/blenkernel/intern/effect.c
@@ -547,7 +547,7 @@ static float eff_calc_visibility(ListBase *colliders,
return visibility;
}
-// noise function for wind e.g.
+/* Noise function for wind e.g. */
static float wind_func(struct RNG *rng, float strength)
{
int random = (BLI_rng_get_int(rng) + 1) % 128; /* max 2357 */
diff --git a/source/blender/blenkernel/intern/fluid.c b/source/blender/blenkernel/intern/fluid.c
index 2b48683a3a8..1d8dc97d2af 100644
--- a/source/blender/blenkernel/intern/fluid.c
+++ b/source/blender/blenkernel/intern/fluid.c
@@ -1545,7 +1545,7 @@ static void emit_from_particles(Object *flow_ob,
float dt)
{
if (ffs && ffs->psys && ffs->psys->part &&
- ELEM(ffs->psys->part->type, PART_EMITTER, PART_FLUID)) // is particle system selected
+ ELEM(ffs->psys->part->type, PART_EMITTER, PART_FLUID)) /* Is particle system selected. */
{
ParticleSimulationData sim;
ParticleSystem *psys = ffs->psys;
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c
index 941db80b76c..89de37d6e4b 100644
--- a/source/blender/blenkernel/intern/object.c
+++ b/source/blender/blenkernel/intern/object.c
@@ -1653,7 +1653,7 @@ static void object_update_from_subsurf_ccg(Object *object)
*
* All this is defeating all the designs we need to follow to allow safe
* threaded evaluation, but this is as good as we can make it within the
- * current sculpt//evaluated mesh design. This is also how we've survived
+ * current sculpt/evaluated mesh design. This is also how we've survived
* with old DerivedMesh based solutions. So, while this is all wrong and
* needs reconsideration, doesn't seem to be a big stopper for real
* production artists.