diff options
Diffstat (limited to 'source/blender/io/collada/ArmatureExporter.cpp')
-rw-r--r-- | source/blender/io/collada/ArmatureExporter.cpp | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/source/blender/io/collada/ArmatureExporter.cpp b/source/blender/io/collada/ArmatureExporter.cpp index fc697e1617b..ed043096c7e 100644 --- a/source/blender/io/collada/ArmatureExporter.cpp +++ b/source/blender/io/collada/ArmatureExporter.cpp @@ -40,14 +40,14 @@ #include "GeometryExporter.h" #include "SceneExporter.h" -// write bone nodes +/* write bone nodes */ void ArmatureExporter::add_armature_bones(Object *ob_arm, ViewLayer *view_layer, SceneExporter *se, std::vector<Object *> &child_objects) { - // write bone nodes + /* write bone nodes */ bArmature *armature = (bArmature *)ob_arm->data; bool is_edited = armature->edbo != NULL; @@ -95,7 +95,7 @@ bool ArmatureExporter::add_instance_controller(Object *ob) return false; } - // write root bone URLs + /* write root bone URLs */ Bone *bone; for (bone = (Bone *)arm->bonebase.first; bone; bone = bone->next) { write_bone_URLs(ins, ob_arm, bone); @@ -144,7 +144,7 @@ void ArmatureExporter::find_objects_using_armature(Object *ob_arm, } #endif -// parent_mat is armature-space +/* parent_mat is armature-space */ void ArmatureExporter::add_bone_node(Bone *bone, Object *ob_arm, SceneExporter *se, @@ -197,7 +197,7 @@ void ArmatureExporter::add_bone_node(Bone *bone, add_bone_transform(ob_arm, bone, node); - // Write nodes of childobjects, remove written objects from list + /* Write nodes of childobjects, remove written objects from list */ std::vector<Object *>::iterator iter = child_objects.begin(); while (iter != child_objects.end()) { @@ -206,20 +206,20 @@ void ArmatureExporter::add_bone_node(Bone *bone, float backup_parinv[4][4]; copy_m4_m4(backup_parinv, ob->parentinv); - // crude, temporary change to parentinv - // so transform gets exported correctly. + /* Crude, temporary change to parentinv + * so transform gets exported correctly. */ - // Add bone tail- translation... don't know why - // bone parenting is against the tail of a bone - // and not it's head, seems arbitrary. + /* Add bone tail- translation... don't know why + * bone parenting is against the tail of a bone + * and not it's head, seems arbitrary. */ ob->parentinv[3][1] += bone->length; - // OPEN_SIM_COMPATIBILITY - // TODO: when such objects are animated as - // single matrix the tweak must be applied - // to the result. + /* OPEN_SIM_COMPATIBILITY + * TODO: when such objects are animated as + * single matrix the tweak must be applied + * to the result. */ if (export_settings.get_open_sim()) { - // tweak objects parentinverse to match compatibility + /* Tweak objects parentinverse to match compatibility. */ float temp[4][4]; copy_m4_m4(temp, bone->arm_mat); @@ -289,11 +289,11 @@ void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW: mul_m4_m4m4(mat, parent_inverse, bone_rest_mat); } - // OPEN_SIM_COMPATIBILITY + /* OPEN_SIM_COMPATIBILITY */ if (export_settings.get_open_sim()) { - // Remove rotations vs armature from transform - // parent_rest_rot * mat * irest_rot + /* Remove rotations vs armature from transform + * parent_rest_rot * mat * irest_rot */ Matrix workmat; copy_m4_m4(workmat, bone_rest_mat); |