diff options
Diffstat (limited to 'source/blender/editors/armature/editarmature.c')
-rw-r--r-- | source/blender/editors/armature/editarmature.c | 66 |
1 files changed, 33 insertions, 33 deletions
diff --git a/source/blender/editors/armature/editarmature.c b/source/blender/editors/armature/editarmature.c index ba542d5d801..357a53eacb3 100644 --- a/source/blender/editors/armature/editarmature.c +++ b/source/blender/editors/armature/editarmature.c @@ -179,7 +179,7 @@ EditBone *ED_armature_bone_get_mirrored(ListBase *edbo, EditBone *ebo) } /* helper function for tools to work on mirrored parts. - it leaves mirrored bones selected then too, which is a good indication of what happened */ + * it leaves mirrored bones selected then too, which is a good indication of what happened */ static void armature_select_mirrored(bArmature *arm) { /* Select mirrored bones */ @@ -438,8 +438,8 @@ void ED_armature_from_edit(Object *obedit) newBone->prop= IDP_CopyProperty(eBone->prop); } - /* Fix parenting in a separate pass to ensure ebone->bone connections - are valid at this point */ + /* Fix parenting in a separate pass to ensure ebone->bone connections + * are valid at this point */ for (eBone=arm->edbo->first;eBone;eBone=eBone->next) { newBone= (Bone *)eBone->temp; if (eBone->parent) { @@ -1770,8 +1770,8 @@ void ED_armature_deselect_all(Object *obedit, int toggle) int sel=1; if(toggle==1) { - /* Determine if there are any selected bones - And therefore whether we are selecting or deselecting */ + /* Determine if there are any selected bones + * and therefore whether we are selecting or deselecting */ for (eBone=arm->edbo->first;eBone;eBone=eBone->next){ // if(arm->layer & eBone->layer) { if (eBone->flag & (BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL)){ @@ -1858,7 +1858,7 @@ int mouse_armature(bContext *C, const int mval[2], int extend) ED_armature_deselect_all(obedit, 0); /* by definition the non-root connected bones have no root point drawn, - so a root selection needs to be delivered to the parent tip */ + * so a root selection needs to be delivered to the parent tip */ if(selmask & BONE_SELECTED) { if(nearBone->parent && (nearBone->flag & BONE_CONNECTED)) { @@ -2375,7 +2375,7 @@ static int armature_click_extrude_exec(bContext *C, wmOperator *UNUSED(op)) static int armature_click_extrude_invoke(bContext *C, wmOperator *op, wmEvent *event) { /* TODO most of this code is copied from set3dcursor_invoke, - it would be better to reuse code in set3dcursor_invoke */ + * it would be better to reuse code in set3dcursor_invoke */ /* temporarily change 3d cursor position */ Scene *scene; @@ -3783,10 +3783,10 @@ static int armature_parent_set_exec(bContext *C, wmOperator *op) else if (arm->flag & ARM_MIRROR_EDIT) { /* For X-Axis Mirror Editing option, we may need a mirror copy of actbone * - if there's a mirrored copy of selbone, try to find a mirrored copy of actbone - * (i.e. selbone="child.L" and actbone="parent.L", find "child.R" and "parent.R"). - * This is useful for arm-chains, for example parenting lower arm to upper arm + * (i.e. selbone="child.L" and actbone="parent.L", find "child.R" and "parent.R"). + * This is useful for arm-chains, for example parenting lower arm to upper arm * - if there's no mirrored copy of actbone (i.e. actbone = "parent.C" or "parent") - * then just use actbone. Useful when doing upper arm to spine. + * then just use actbone. Useful when doing upper arm to spine. */ actmirb= ED_armature_bone_get_mirrored(arm->edbo, actbone); if (actmirb == NULL) @@ -3972,8 +3972,8 @@ static int armature_de_select_all_exec(bContext *C, wmOperator *op) if (action == SEL_TOGGLE) { action = SEL_SELECT; - /* Determine if there are any selected bones - And therefore whether we are selecting or deselecting */ + /* Determine if there are any selected bones + * And therefore whether we are selecting or deselecting */ if (CTX_DATA_COUNT(C, selected_bones) > 0) action = SEL_DESELECT; } @@ -4158,8 +4158,8 @@ static void bone_align_to_bone(ListBase *edbo, EditBone *selbone, EditBone *actb selbone->roll = actbone->roll; /* if the bone being aligned has connected descendants they must be moved - according to their parent new position, otherwise they would be left - in an unconsistent state: connected but away from the parent*/ + * according to their parent new position, otherwise they would be left + * in an unconsistent state: connected but away from the parent*/ fix_editbone_connected_children(edbo, selbone); return; } @@ -4179,10 +4179,10 @@ static int armature_align_bones_exec(bContext *C, wmOperator *op) else if (arm->flag & ARM_MIRROR_EDIT) { /* For X-Axis Mirror Editing option, we may need a mirror copy of actbone * - if there's a mirrored copy of selbone, try to find a mirrored copy of actbone - * (i.e. selbone="child.L" and actbone="parent.L", find "child.R" and "parent.R"). - * This is useful for arm-chains, for example parenting lower arm to upper arm + * (i.e. selbone="child.L" and actbone="parent.L", find "child.R" and "parent.R"). + * This is useful for arm-chains, for example parenting lower arm to upper arm * - if there's no mirrored copy of actbone (i.e. actbone = "parent.C" or "parent") - * then just use actbone. Useful when doing upper arm to spine. + * then just use actbone. Useful when doing upper arm to spine. */ actmirb= ED_armature_bone_get_mirrored(arm->edbo, actbone); if (actmirb == NULL) @@ -4208,8 +4208,8 @@ static int armature_align_bones_exec(bContext *C, wmOperator *op) * - the context iterator contains both selected bones and their mirrored copies, * so we assume that unselected bones are mirrored copies of some selected bone * - since the active one (and/or its mirror) will also be selected, we also need - * to check that we are not trying to opearate on them, since such an operation - * would cause errors + * to check that we are not trying to opearate on them, since such an operation + * would cause errors */ /* align selected bones to the active one */ @@ -4254,11 +4254,11 @@ static int bone_looper(Object *ob, Bone *bone, void *data, int (*bone_func)(Object *, Bone *, void *)) { /* We want to apply the function bone_func to every bone - * in an armature -- feed bone_looper the first bone and - * a pointer to the bone_func and watch it go!. The int count - * can be useful for counting bones with a certain property - * (e.g. skinnable) - */ + * in an armature -- feed bone_looper the first bone and + * a pointer to the bone_func and watch it go!. The int count + * can be useful for counting bones with a certain property + * (e.g. skinnable) + */ int count = 0; if (bone) { @@ -4269,8 +4269,8 @@ static int bone_looper(Object *ob, Bone *bone, void *data, count += bone_looper(ob, bone->childbase.first, data, bone_func); /* try to execute bone_func for the next bone at this - * depth of the recursion. - */ + * depth of the recursion. + */ count += bone_looper(ob, bone->next, data, bone_func); } @@ -4342,10 +4342,10 @@ int ED_do_pose_selectbuffer(Scene *scene, Base *base, unsigned int *buffer, shor } /* test==0: deselect all - test==1: swap select (apply to all the opposite of current situation) - test==2: only clear active tag - test==3: swap select (no test / inverse selection status of all independently) -*/ + * test==1: swap select (apply to all the opposite of current situation) + * test==2: only clear active tag + * test==3: swap select (no test / inverse selection status of all independently) + */ void ED_pose_deselectall (Object *ob, int test) { bArmature *arm= ob->data; @@ -4437,9 +4437,9 @@ static int bone_skinnable_cb(Object *ob, Bone *bone, void *datap) static int vgroup_add_unique_bone_cb(Object *ob, Bone *bone, void *UNUSED(ptr)) { /* This group creates a vertex group to ob that has the - * same name as bone (provided the bone is skinnable). + * same name as bone (provided the bone is skinnable). * If such a vertex group aleady exist the routine exits. - */ + */ if (!(bone->flag & BONE_NO_DEFORM)) { if (!defgroup_find_name(ob,bone->name)) { ED_vgroup_add_name(ob, bone->name); @@ -4688,7 +4688,7 @@ static void add_verts_to_dgroups(ReportList *reports, Scene *scene, Object *ob, } else if (modifiers_findByType(ob, eModifierType_Subsurf)) { /* is subsurf on? Lets use the verts on the limit surface then. - * = same amount of vertices as mesh, but vertices moved to the + * = same amount of vertices as mesh, but vertices moved to the * subsurfed position, like for 'optimal'. */ subsurf_calculate_limit_positions(mesh, verts); vertsfilled = 1; |