diff options
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/BKE_cloth.h | 28 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/armature_pose.cc | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/boids.c | 4 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/effect.c | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/fluid.c | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/object.c | 2 |
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. |