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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_select.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c38
1 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index a5c7e21e3b4..15b1dde500b 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -394,8 +394,8 @@ int lasso_inside_edge(int mcords[][2], short moves, int x0, int y0, int x1, int
/* warning; lasso select with backbuffer-check draws in backbuf with persp(PERSP_WIN)
- and returns with persp(PERSP_VIEW). After lasso select backbuf is not OK
-*/
+ * and returns with persp(PERSP_VIEW). After lasso select backbuf is not OK
+ */
static void do_lasso_select_pose(ViewContext *vc, Object *ob, int mcords[][2], short moves, short select)
{
bPoseChannel *pchan;
@@ -962,7 +962,7 @@ static void view3d_lasso_select(bContext *C, ViewContext *vc, int mcords[][2], s
/* lasso operator gives properties, but since old code works
- with short array we convert */
+ * with short array we convert */
static int view3d_lasso_select_exec(bContext *C, wmOperator *op)
{
ViewContext vc;
@@ -1377,7 +1377,7 @@ static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int
base= startbase;
while (base) {
/* skip objects with select restriction, to prevent prematurely ending this loop
- * with an un-selectable choice */
+ * with an un-selectable choice */
if (base->object->restrictflag & OB_RESTRICT_SELECT) {
base=base->next;
if (base==NULL) base= FIRSTBASE;
@@ -1534,13 +1534,13 @@ static int mouse_select(bContext *C, const int mval[2], short extend, short obce
hitresult= buffer[3+(i*4)];
/* if there's bundles in buffer select bundles first,
- so non-camera elements should be ignored in buffer */
+ * so non-camera elements should be ignored in buffer */
if (basact->selcol != (hitresult & 0xFFFF)) {
continue;
}
/* index of bundle is 1<<16-based. if there's no "bone" index
- in hight word, this buffer value belongs to camera,. not to bundle */
+ * in hight word, this buffer value belongs to camera,. not to bundle */
if (buffer[4*i+3] & 0xFFFF0000) {
MovieClip *clip= object_get_movieclip(scene, basact->object, 0);
MovieTracking *tracking= &clip->tracking;
@@ -1578,7 +1578,7 @@ static int mouse_select(bContext *C, const int mval[2], short extend, short obce
if (!changed) {
/* fallback to regular object selection if no new bundles were selected,
- allows to select object parented to reconstruction object */
+ * allows to select object parented to reconstruction object */
basact= mouse_select_eval_buffer(&vc, buffer, hits, mval, startbase, 0);
}
}
@@ -1586,7 +1586,7 @@ static int mouse_select(bContext *C, const int mval[2], short extend, short obce
else if (ED_do_pose_selectbuffer(scene, basact, buffer, hits, extend) ) { /* then bone is found */
/* we make the armature selected:
- not-selected active object in posemode won't work well for tools */
+ * not-selected active object in posemode won't work well for tools */
basact->flag|= SELECT;
basact->object->flag= basact->flag;
@@ -1984,16 +1984,16 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, i
vbuffer = MEM_mallocN(4 * (totobj+MAXPICKBUF) * sizeof(unsigned int), "selection buffer");
hits= view3d_opengl_select(vc, vbuffer, 4*(totobj+MAXPICKBUF), rect);
/*
- LOGIC NOTES (theeth):
- The buffer and ListBase have the same relative order, which makes the selection
- very simple. Loop through both data sets at the same time, if the color
- is the same as the object, we have a hit and can move to the next color
- and object pair, if not, just move to the next object,
- keeping the same color until we have a hit.
-
- The buffer order is defined by OGL standard, hopefully no stupid GFX card
- does it incorrectly.
- */
+ * LOGIC NOTES (theeth):
+ * The buffer and ListBase have the same relative order, which makes the selection
+ * very simple. Loop through both data sets at the same time, if the color
+ * is the same as the object, we have a hit and can move to the next color
+ * and object pair, if not, just move to the next object,
+ * keeping the same color until we have a hit.
+ *
+ * The buffer order is defined by OGL standard, hopefully no stupid GFX card
+ * does it incorrectly.
+ */
if (hits>0) { /* no need to loop if there's no hit */
Base *base;
@@ -2167,7 +2167,7 @@ static int vertsel_vert_pick(struct bContext *C, Mesh *me, const int mval[2], un
if (size > 0) {
/* sample rect to increase changes of selecting, so that when clicking
- on an face in the backbuf, we can still select a vert */
+ * on an face in the backbuf, we can still select a vert */
int dist;
*index = view3d_sample_backbuf_rect(&vc, mval, size, 1, me->totvert+1, &dist,0,NULL, NULL);