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Diffstat (limited to 'source/blender/editors/armature/editarmature.c')
-rw-r--r--source/blender/editors/armature/editarmature.c66
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;