Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/editors/include/ED_armature.h')
-rw-r--r--source/blender/editors/include/ED_armature.h38
1 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/editors/include/ED_armature.h b/source/blender/editors/include/ED_armature.h
index a073cdddae7..851bd09dd29 100644
--- a/source/blender/editors/include/ED_armature.h
+++ b/source/blender/editors/include/ED_armature.h
@@ -56,32 +56,32 @@ struct wmOperator;
typedef struct EditBone
{
struct EditBone *next, *prev;
- struct IDProperty *prop; /* User-Defined Properties on this Bone */
- struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
- to parents. This is converted to a two-way link for
- normal bones when leaving editmode. */
- void *temp; /* Used to store temporary data */
-
- char name[64]; /* MAX_NAME */
- float roll; /* Roll along axis. We'll ultimately use the axis/angle method
- for determining the transformation matrix of the bone. The axis
- is tail-head while roll provides the angle. Refer to Graphics
- Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
-
- float head[3]; /* Orientation and length is implicit during editing */
- float tail[3];
- /* All joints are considered to have zero rotation with respect to
- their parents. Therefore any rotations specified during the
- animation are automatically relative to the bones' rest positions*/
+ struct IDProperty *prop;/* User-Defined Properties on this Bone */
+ struct EditBone *parent;/* Editbones have a one-way link (i.e. children refer
+ * to parents. This is converted to a two-way link for
+ * normal bones when leaving editmode. */
+ void *temp; /* Used to store temporary data */
+
+ char name[64]; /* MAX_NAME */
+ float roll; /* Roll along axis. We'll ultimately use the axis/angle method
+ * for determining the transformation matrix of the bone. The axis
+ * is tail-head while roll provides the angle. Refer to Graphics
+ * Gems 1 p. 466 (section IX.6) if it's not already in here somewhere*/
+
+ float head[3]; /* Orientation and length is implicit during editing */
+ float tail[3];
+ /* All joints are considered to have zero rotation with respect to
+ * their parents. Therefore any rotations specified during the
+ * animation are automatically relative to the bones' rest positions*/
int flag;
int layer;
float dist, weight;
- float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
+ float xwidth, length, zwidth; /* put them in order! transform uses this as scale */
float ease1, ease2;
float rad_head, rad_tail;
- float oldlength; /* for envelope scaling */
+ float oldlength; /* for envelope scaling */
short segments;
} EditBone;