From aa42da03859d28900a1d01130f07c38b1e2ad34b Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 27 Apr 2019 12:07:07 +1000 Subject: Cleanup: comments (long lines) in blenkernel --- source/blender/blenkernel/intern/armature_update.c | 38 +++++++++++++--------- 1 file changed, 22 insertions(+), 16 deletions(-) (limited to 'source/blender/blenkernel/intern/armature_update.c') diff --git a/source/blender/blenkernel/intern/armature_update.c b/source/blender/blenkernel/intern/armature_update.c index 5af818b9a91..c71c2dc86cf 100644 --- a/source/blender/blenkernel/intern/armature_update.c +++ b/source/blender/blenkernel/intern/armature_update.c @@ -165,7 +165,8 @@ static void splineik_init_tree_from_pchan(Scene *UNUSED(scene), CLAMP_MIN(ikData->points[segcount], 0.0f); /* make a new Spline-IK chain, and store it in the IK chains */ - /* TODO: we should check if there is already an IK chain on this, since that would take precedence... */ + /* TODO: we should check if there is already an IK chain on this, + * since that would take precedence... */ { /* make new tree */ tSplineIK_Tree *tree = MEM_callocN(sizeof(tSplineIK_Tree), "SplineIK Tree"); @@ -199,7 +200,8 @@ static void splineik_init_tree(Scene *scene, Object *ob, float UNUSED(ctime)) { bPoseChannel *pchan; - /* find the tips of Spline IK chains, which are simply the bones which have been tagged as such */ + /* find the tips of Spline IK chains, + * which are simply the bones which have been tagged as such */ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { if (pchan->constflag & PCHAN_HAS_SPLINEIK) { splineik_init_tree_from_pchan(scene, ob, pchan); @@ -330,9 +332,9 @@ static void splineik_evaluate_bone( } } - /* step 2: determine the implied transform from these endpoints - * - splineVec: the vector direction that the spline applies on the bone - * - scaleFac: the factor that the bone length is scaled by to get the desired amount + /* Step 2: determine the implied transform from these endpoints. + * - splineVec: the vector direction that the spline applies on the bone. + * - scaleFac: the factor that the bone length is scaled by to get the desired amount. */ sub_v3_v3v3(splineVec, poseTail, poseHead); scaleFac = len_v3(splineVec) / pchan->bone->length; @@ -340,8 +342,10 @@ static void splineik_evaluate_bone( /* Adjust the scale factor towards the neutral state when rolling off the curve end. */ scaleFac = interpf(scaleFac, baseScale, tailBlendFac); - /* step 3: compute the shortest rotation needed to map from the bone rotation to the current axis - * - this uses the same method as is used for the Damped Track Constraint (see the code there for details) + /* Step 3: compute the shortest rotation needed + * to map from the bone rotation to the current axis. + * - this uses the same method as is used for the Damped Track Constraint + * (see the code there for details). */ { float dmat[3][3], rmat[3][3]; @@ -353,7 +357,8 @@ static void splineik_evaluate_bone( mul_m3_m4m4(basePoseMat, state->locrot_offset, pchan->pose_mat); normalize_m3_m3(rmat, basePoseMat); - /* also, normalize the orientation imposed by the bone, now that we've extracted the scale factor */ + /* Also, normalize the orientation imposed by the bone, + * now that we've extracted the scale factor. */ normalize_v3(splineVec); /* calculate smallest axis-angle rotation necessary for getting from the @@ -375,12 +380,12 @@ static void splineik_evaluate_bone( */ axis_angle_to_mat3(dmat, raxis, rangle); - /* combine these rotations so that the y-axis of the bone is now aligned as the spline dictates, - * while still maintaining roll control from the existing bone animation - */ + /* Combine these rotations so that the y-axis of the bone is now aligned as the + * spline dictates, while still maintaining roll control from the existing bone animation. */ mul_m3_m3m3(poseMat, dmat, rmat); - normalize_m3( - poseMat); /* attempt to reduce shearing, though I doubt this'll really help too much now... */ + + /* attempt to reduce shearing, though I doubt this'll really help too much now... */ + normalize_m3(poseMat); mul_m3_m3m3(basePoseMat, dmat, basePoseMat); @@ -539,7 +544,8 @@ static void splineik_execute_tree( while ((tree = pchan_root->siktree.first) != NULL) { int i; - /* Firstly, calculate the bone matrix the standard way, since this is needed for roll control. */ + /* Firstly, calculate the bone matrix the standard way, + * since this is needed for roll control. */ for (i = tree->chainlen - 1; i >= 0; i--) { BKE_pose_where_is_bone(depsgraph, scene, ob, tree->chain[i], ctime, 1); } @@ -549,8 +555,8 @@ static void splineik_execute_tree( if (splineik_evaluate_init(tree, &state)) { /* Walk over each bone in the chain, calculating the effects of spline IK - * - the chain is traversed in the opposite order to storage order (i.e. parent to children) - * so that dependencies are correct + * - the chain is traversed in the opposite order to storage order (i.e. parent to children) + * so that dependencies are correct */ for (i = tree->chainlen - 1; i >= 0; i--) { bPoseChannel *pchan = tree->chain[i]; -- cgit v1.2.3