From 5d7ee02b17f2afad574609be3450eb8e5c0f18d2 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 30 Apr 2019 13:41:21 +1000 Subject: Cleanup: comments (long lines) in collada --- source/blender/collada/ArmatureImporter.cpp | 131 ++++++++++++++-------------- 1 file changed, 66 insertions(+), 65 deletions(-) (limited to 'source/blender/collada/ArmatureImporter.cpp') diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp index 70ee3274d14..1c540b6cdaa 100644 --- a/source/blender/collada/ArmatureImporter.cpp +++ b/source/blender/collada/ArmatureImporter.cpp @@ -39,7 +39,7 @@ extern "C" { #include "collada_utils.h" #include "ArmatureImporter.h" -// use node name, or fall back to original id if not present (name is optional) +/* use node name, or fall back to original id if not present (name is optional) */ template static const char *bc_get_joint_name(T *node) { const std::string &id = node->getName(); @@ -65,7 +65,7 @@ ArmatureImporter::ArmatureImporter(UnitConverter *conv, ArmatureImporter::~ArmatureImporter() { - // free skin controller data if we forget to do this earlier + /* free skin controller data if we forget to do this earlier */ std::map::iterator it; for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) { it->second.free(); @@ -102,7 +102,7 @@ int ArmatureImporter::create_bone(SkinInfo *skin, float joint_bind_mat[4][4]; int chain_length = 0; - //Checking if bone is already made. + /* Checking if bone is already made. */ std::vector::iterator it; it = std::find(finished_joints.begin(), finished_joints.end(), node); if (it != finished_joints.end()) @@ -122,10 +122,10 @@ int ArmatureImporter::create_bone(SkinInfo *skin, SkinInfo *b = &skin_it->second; if (b->get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) { - // get original world-space matrix + /* get original world-space matrix */ invert_m4_m4(mat, joint_inv_bind_mat); copy_m4_m4(joint_bind_mat, mat); - // And make local to armature + /* And make local to armature */ Object *ob_arm = skin->BKE_armature_from_object(); if (ob_arm) { float invmat[4][4]; @@ -138,7 +138,7 @@ int ArmatureImporter::create_bone(SkinInfo *skin, } } - // create a bone even if there's no joint data for it (i.e. it has no influence) + /* create a bone even if there's no joint data for it (i.e. it has no influence) */ if (!bone_is_skinned) { get_node_mat(mat, node, NULL, NULL, parent_mat); } @@ -185,7 +185,7 @@ int ArmatureImporter::create_bone(SkinInfo *skin, bc_set_IDPropertyMatrix(bone, "rest_mat", rest_mat); } - add_v3_v3v3(bone->tail, bone->head, tail); //tail must be non zero + add_v3_v3v3(bone->tail, bone->head, tail); /* tail must be non zero */ /* find smallest bone length in armature (used later for leaf bone length) */ if (parent) { @@ -385,7 +385,7 @@ void ArmatureImporter::set_leaf_bone_shapes(Object *ob_arm) void ArmatureImporter::set_euler_rotmode() { - // just set rotmode = ROT_MODE_EUL on pose channel for each joint + /* just set rotmode = ROT_MODE_EUL on pose channel for each joint */ std::map::iterator it; @@ -445,14 +445,14 @@ Object *ArmatureImporter::find_armature(COLLADAFW::Node *node) ArmatureJoints &ArmatureImporter::get_armature_joints(Object *ob_arm) { - // try finding it + /* try finding it */ std::vector::iterator it; for (it = armature_joints.begin(); it != armature_joints.end(); it++) { if ((*it).ob_arm == ob_arm) return *it; } - // not found, create one + /* not found, create one */ ArmatureJoints aj; aj.ob_arm = ob_arm; armature_joints.push_back(aj); @@ -465,7 +465,7 @@ void ArmatureImporter::create_armature_bones(Main *bmain, std::vector std::vector::iterator ri; std::vector layer_labels; - //if there is an armature created for root_joint next root_joint + /* if there is an armature created for root_joint next root_joint */ for (ri = root_joints.begin(); ri != root_joints.end(); ri++) { if (get_armature_for_joint(*ri) != NULL) continue; @@ -519,12 +519,12 @@ void ArmatureImporter::create_armature_bones(Main *bmain, std::vector Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo &skin) { - // just do like so: - // - get armature - // - enter editmode - // - add edit bones and head/tail properties using matrices and parent-child info - // - exit edit mode - // - set a sphere shape to leaf bones + /* just do like so: + * - get armature + * - enter editmode + * - add edit bones and head/tail properties using matrices and parent-child info + * - exit edit mode + * - set a sphere shape to leaf bones */ Object *ob_arm = NULL; @@ -543,8 +543,8 @@ Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo &skin) * for each root in root_joints: * for each joint in joints: * if find_node_in_tree(joint, root): - * if (std::find(root_joints.begin(), root_joints.end(), root) == root_joints.end()) - * root_joints.push_back(root); + * if (std::find(root_joints.begin(), root_joints.end(), root) == + * root_joints.end()) root_joints.push_back(root); * * for (each skin B with armature) { * find all root joints for skin B @@ -588,13 +588,13 @@ Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo &skin) } if (!shared && this->joint_parent_map.size() > 0) { - // All armatures have been created while creating the Node tree. - // The Collada exporter currently does not create a - // strict relationship between geometries and armatures - // So when we reimport a Blender collada file, then we have - // to guess what is meant. - // XXX This is not safe when we have more than one armatures - // in the import. + /* All armatures have been created while creating the Node tree. + * The Collada exporter currently does not create a + * strict relationship between geometries and armatures + * So when we reimport a Blender collada file, then we have + * to guess what is meant. + * XXX This is not safe when we have more than one armatures + * in the import. */ shared = this->joint_parent_map.begin()->second; } @@ -602,28 +602,29 @@ Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo &skin) ob_arm = skin.set_armature(shared); } else { - ob_arm = skin.create_armature(m_bmain, scene, view_layer); //once for every armature + ob_arm = skin.create_armature(m_bmain, scene, view_layer); // once for every armature } - // enter armature edit mode + /* enter armature edit mode */ bArmature *armature = (bArmature *)ob_arm->data; ED_armature_to_edit(armature); totbone = 0; - // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row + // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on + /* default row */ - // create bones + /* create bones */ /* TODO: * check if bones have already been created for a given joint */ std::vector::iterator ri; for (ri = root_joints.begin(); ri != root_joints.end(); ri++) { - // for shared armature check if bone tree is already created + /* for shared armature check if bone tree is already created */ if (shared && std::find(skin_root_joints.begin(), skin_root_joints.end(), *ri) != skin_root_joints.end()) continue; - // since root_joints may contain joints for multiple controllers, we need to filter + /* since root_joints may contain joints for multiple controllers, we need to filter */ if (skin.uses_joint_or_descendant(*ri)) { create_bone( @@ -662,14 +663,14 @@ void ArmatureImporter::set_pose(Object *ob_arm, float mat[4][4]; float obmat[4][4]; - // object-space + /* object-space */ get_node_mat(obmat, root_node, NULL, NULL); - //if (*edbone) + // if (*edbone) bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone_name); - //else fprintf ( "", + // else fprintf ( "", - // get world-space + /* get world-space */ if (parentname) { mul_m4_m4m4(mat, parent_mat, obmat); bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, parentname); @@ -725,7 +726,7 @@ void ArmatureImporter::add_root_joint(COLLADAFW::Node *node) } #endif -// here we add bones to armatures, having armatures previously created in write_controller +/* here we add bones to armatures, having armatures previously created in write_controller */ void ArmatureImporter::make_armatures(bContext *C, std::vector &objects_to_scale) { Main *bmain = CTX_data_main(C); @@ -741,7 +742,7 @@ void ArmatureImporter::make_armatures(bContext *C, std::vector &object Object *ob_arm = create_armature_bones(bmain, skin); - // link armature with a mesh object + /* link armature with a mesh object */ const COLLADAFW::UniqueId &uid = skin.get_controller_uid(); const COLLADAFW::UniqueId *guid = get_geometry_uid(uid); if (guid != NULL) { @@ -772,19 +773,19 @@ void ArmatureImporter::make_armatures(bContext *C, std::vector &object else fprintf(stderr, "Cannot find geometry to link armature with.\n"); - // set armature parent if any + /* set armature parent if any */ Object *par = skin.get_parent(); if (par) bc_set_parent(skin.BKE_armature_from_object(), par, C, false); - // free memory stolen from SkinControllerData + /* free memory stolen from SkinControllerData */ skin.free(); } - //for bones without skins + /* for bones without skins */ create_armature_bones(bmain, ob_arms); - // Fix bone relations + /* Fix bone relations */ std::vector::iterator ob_arm_it; for (ob_arm_it = ob_arms.begin(); ob_arm_it != ob_arms.end(); ob_arm_it++) { @@ -802,7 +803,7 @@ void ArmatureImporter::make_armatures(bContext *C, std::vector &object } #if 0 -// link with meshes, create vertex groups, assign weights +/* link with meshes, create vertex groups, assign weights */ void ArmatureImporter::link_armature(Object *ob_arm, const COLLADAFW::UniqueId &geom_id, const COLLADAFW::UniqueId &controller_data_id) @@ -821,25 +822,25 @@ void ArmatureImporter::link_armature(Object *ob_arm, SkinInfo &skin = skin_by_data_uid[conroller_data_id]; - // create vertex groups + /* create vertex groups */ } #endif bool ArmatureImporter::write_skin_controller_data(const COLLADAFW::SkinControllerData *data) { - // at this stage we get vertex influence info that should go into me->verts and ob->defbase - // there's no info to which object this should be long so we associate it with skin controller data UID + /* at this stage we get vertex influence info that should go into me->verts and ob->defbase + * there's no info to which object this should be long so we associate it with + * skin controller data UID. */ - // don't forget to call defgroup_unique_name before we copy + /* don't forget to call defgroup_unique_name before we copy */ - // controller data uid -> [armature] -> joint data, - // [mesh object] - // + /* controller data uid -> [armature] -> joint data, + * [mesh object] */ SkinInfo skin(unit_converter); skin.borrow_skin_controller_data(data); - // store join inv bind matrix to use it later in armature construction + /* store join inv bind matrix to use it later in armature construction */ const COLLADAFW::Matrix4Array &inv_bind_mats = data->getInverseBindMatrices(); for (unsigned int i = 0; i < data->getJointsCount(); i++) { skin.add_joint(inv_bind_mats[i]); @@ -852,12 +853,12 @@ bool ArmatureImporter::write_skin_controller_data(const COLLADAFW::SkinControlle bool ArmatureImporter::write_controller(const COLLADAFW::Controller *controller) { - // - create and store armature object + /* - create and store armature object */ const COLLADAFW::UniqueId &con_id = controller->getUniqueId(); if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_SKIN) { COLLADAFW::SkinController *co = (COLLADAFW::SkinController *)controller; - // to be able to find geom id by controller id + /* to be able to find geom id by controller id */ geom_uid_by_controller_uid[con_id] = co->getSource(); const COLLADAFW::UniqueId &data_uid = co->getSkinControllerData(); @@ -868,12 +869,12 @@ bool ArmatureImporter::write_controller(const COLLADAFW::Controller *controller) skin_by_data_uid[data_uid].set_controller(co); } - // morph controller + /* morph controller */ else if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_MORPH) { COLLADAFW::MorphController *co = (COLLADAFW::MorphController *)controller; - // to be able to find geom id by controller id + /* to be able to find geom id by controller id */ geom_uid_by_controller_uid[con_id] = co->getSource(); - //Shape keys are applied in DocumentImporter->finish() + /* Shape keys are applied in DocumentImporter->finish() */ morph_controllers.push_back(co); } @@ -887,29 +888,29 @@ void ArmatureImporter::make_shape_keys(bContext *C) float weight; for (mc = morph_controllers.begin(); mc != morph_controllers.end(); mc++) { - //Controller data + /* Controller data */ COLLADAFW::UniqueIdArray &morphTargetIds = (*mc)->getMorphTargets(); COLLADAFW::FloatOrDoubleArray &morphWeights = (*mc)->getMorphWeights(); - //Prereq: all the geometries must be imported and mesh objects must be made + /* Prereq: all the geometries must be imported and mesh objects must be made */ Object *source_ob = this->mesh_importer->get_object_by_geom_uid((*mc)->getSource()); if (source_ob) { Mesh *source_me = (Mesh *)source_ob->data; - //insert key to source mesh + /* insert key to source mesh */ Key *key = source_me->key = BKE_key_add(bmain, (ID *)source_me); key->type = KEY_RELATIVE; KeyBlock *kb; - //insert basis key + /* insert basis key */ kb = BKE_keyblock_add_ctime(key, "Basis", false); BKE_keyblock_convert_from_mesh(source_me, key, kb); - //insert other shape keys + /* insert other shape keys */ for (int i = 0; i < morphTargetIds.getCount(); i++) { - //better to have a separate map of morph objects, - //This'll do for now since only mesh morphing is imported + /* better to have a separate map of morph objects, + * This'll do for now since only mesh morphing is imported */ Mesh *me = this->mesh_importer->get_mesh_by_geom_uid(morphTargetIds[i]); @@ -920,7 +921,7 @@ void ArmatureImporter::make_shape_keys(bContext *C) kb = BKE_keyblock_add_ctime(key, morph_name.c_str(), false); BKE_keyblock_convert_from_mesh(me, key, kb); - //apply weights + /* apply weights */ weight = morphWeights.getFloatValues()->getData()[i]; kb->curval = weight; } @@ -973,7 +974,7 @@ void ArmatureImporter::get_rna_path_for_joint(COLLADAFW::Node *node, BLI_snprintf(joint_path, count, "pose.bones[\"%s\"]", bc_get_joint_name(node)); } -// gives a world-space mat +/* gives a world-space mat */ bool ArmatureImporter::get_joint_bind_mat(float m[4][4], COLLADAFW::Node *joint) { std::map::iterator it; -- cgit v1.2.3