From 0ddf3e110ef0f1f69ef785db867e581f813ee9a7 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 2 Sep 2018 18:51:31 +1000 Subject: Cleanup: comment blocks --- source/blender/blenkernel/intern/dynamicpaint.c | 28 ++++++++++++------------- 1 file changed, 14 insertions(+), 14 deletions(-) (limited to 'source/blender/blenkernel/intern/dynamicpaint.c') diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c index ab5fe1d45f5..ed4ee1f8b17 100644 --- a/source/blender/blenkernel/intern/dynamicpaint.c +++ b/source/blender/blenkernel/intern/dynamicpaint.c @@ -1373,7 +1373,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b } /* also add number of vertices to temp_data - * to locate points on "mesh edge" */ + * to locate points on "mesh edge" */ for (i = 0; i < numOfPolys; i++) { for (int j = 0; j < mpoly[i].totloop; j++) { temp_data[mloop[mpoly[i].loopstart + j].v]++; @@ -1381,7 +1381,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b } /* now check if total number of edges+faces for - * each vertex is even, if not -> vertex is on mesh edge */ + * each vertex is even, if not -> vertex is on mesh edge */ for (i = 0; i < sData->total_points; i++) { if ((temp_data[i] % 2) || (temp_data[i] < 4)) { ad->flags[i] |= ADJ_ON_MESH_EDGE; @@ -1415,7 +1415,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b } else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) { /* for image sequences, only allocate memory. - * bake initialization takes care of rest */ + * bake initialization takes care of rest */ } MEM_freeN(temp_data); @@ -1583,7 +1583,7 @@ static void dynamicPaint_setInitialColor(const Scene *scene, DynamicPaintSurface return; /* for vertex surface loop through tfaces and find uv color - * that provides highest alpha */ + * that provides highest alpha */ if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { struct ImagePool *pool = BKE_image_pool_new(); @@ -2908,7 +2908,7 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface, flo int cursor = 0; /* Create a temporary array of final indexes (before unassigned - * pixels have been dropped) */ + * pixels have been dropped) */ for (int i = 0; i < w * h; i++) { if (tempPoints[i].tri_index != -1) { final_index[i] = cursor; @@ -3458,9 +3458,9 @@ static void mesh_tris_spherecast_dp(void *userdata, int index, const BVHTreeRay } /* A modified callback to bvh tree nearest point. The tree must have been built using bvhtree_from_mesh_looptri. - * userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. + * userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. * - * To optimize brush detection speed this doesn't calculate hit normal. + * To optimize brush detection speed this doesn't calculate hit normal. */ static void mesh_tris_nearest_point_dp(void *userdata, int index, const float co[3], BVHTreeNearest *nearest) { @@ -4119,7 +4119,7 @@ static void dynamic_paint_paint_mesh_cell_point_cb_ex( interp_weights_tri_v3(weights, mvert[v1].co, mvert[v2].co, mvert[v3].co, hitCoord); /* simple check based on brush surface velocity, - * todo: perhaps implement something that handles volume movement as well */ + * todo: perhaps implement something that handles volume movement as well. */ /* interpolate vertex speed vectors to get hit point velocity */ interp_v3_v3v3v3(brushPointVelocity, @@ -4858,7 +4858,7 @@ static void surface_determineForceTargetPoints( const float closest_dot = dot_v3v3(bNeighs[n_index].dir, bNeighs[closest_id[0]].dir); /* only accept neighbor at "other side" of the first one in relation to force dir - * so make sure angle between this and closest neigh is greater than first angle */ + * so make sure angle between this and closest neigh is greater than first angle. */ if (dir_dot > closest_d[1] && closest_dot < closest_d[0] && dir_dot > 0.0f) { closest_d[1] = dir_dot; closest_id[1] = n_index; @@ -4875,7 +4875,7 @@ static void surface_determineForceTargetPoints( float temp; /* project force vector on the plane determined by these two neighbor points - * and calculate relative force angle from it*/ + * and calculate relative force angle from it. */ cross_v3_v3v3(tangent, bNeighs[closest_id[0]].dir, bNeighs[closest_id[1]].dir); normalize_v3(tangent); force_intersect = dot_v3v3(force, tangent); @@ -5025,7 +5025,7 @@ static void dynamic_paint_prepare_effect_cb( /* if global gravity is enabled, add it too */ if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) /* also divide by 10 to about match default grav - * with default force strength (1.0) */ + * with default force strength (1.0). */ madd_v3_v3fl(forc, scene->physics_settings.gravity, surface->effector_weights->global_gravity * surface->effector_weights->weight[0] / 10.f); @@ -5087,7 +5087,7 @@ static int dynamicPaint_prepareEffectStep( } /* Get number of required steps using average point distance - * so that just a few ultra close pixels wont up substeps to max */ + * so that just a few ultra close pixels wont up substeps to max. */ /* adjust number of required substep by fastest active effect */ if (surface->effect & MOD_DPAINT_EFFECT_DO_SPREAD) @@ -5188,7 +5188,7 @@ static void dynamic_paint_effect_shrink_cb( totalAlpha += pPoint_prev->e_color[3]; /* Check if neighboring point has lower alpha, - * if so, decrease this point's alpha as well*/ + * if so, decrease this point's alpha as well. */ if (pPoint->color[3] <= 0.0f && pPoint->e_color[3] <= 0.0f && pPoint->wetness <= 0.0f) continue; @@ -5699,7 +5699,7 @@ static void dynamic_paint_surface_pre_step_cb( /* now calculate new alpha for dry layer that keeps final blended color unchanged */ pPoint->color[3] = (f_color[3] - pPoint->e_color[3]) / (1.0f - pPoint->e_color[3]); /* for each rgb component, calculate a new dry layer color that keeps the final blend color - * with these new alpha values. (wet layer color doesnt change)*/ + * with these new alpha values. (wet layer color doesnt change)*/ if (pPoint->color[3]) { for (i = 0; i < 3; i++) { pPoint->color[i] = (f_color[i] * f_color[3] - pPoint->e_color[i] * pPoint->e_color[3]) / -- cgit v1.2.3