From 4b9ff3cd42be427e478743648e9951bf8c189a04 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 24 Jun 2021 15:56:58 +1000 Subject: Cleanup: comment blocks, trailing space in comments --- source/blender/editors/sculpt_paint/paint_cursor.c | 2 +- source/blender/editors/sculpt_paint/paint_image_2d.c | 2 +- source/blender/editors/sculpt_paint/paint_image_proj.c | 16 +++++++++------- source/blender/editors/sculpt_paint/paint_stroke.c | 4 ++-- .../editors/sculpt_paint/paint_vertex_weight_ops.c | 2 +- source/blender/editors/sculpt_paint/sculpt_intern.h | 2 +- source/blender/editors/sculpt_paint/sculpt_uv.c | 14 +++++++------- 7 files changed, 22 insertions(+), 20 deletions(-) (limited to 'source/blender/editors/sculpt_paint') diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c index 7e111905883..ab2b2f4b16b 100644 --- a/source/blender/editors/sculpt_paint/paint_cursor.c +++ b/source/blender/editors/sculpt_paint/paint_cursor.c @@ -940,7 +940,7 @@ static void paint_draw_curve_cursor(Brush *brush, ViewContext *vc) int j; PaintCurvePoint *cp_next = cp + 1; float data[(PAINT_CURVE_NUM_SEGMENTS + 1) * 2]; - /* Use color coding to distinguish handles vs curve segments. */ + /* Use color coding to distinguish handles vs curve segments. */ draw_bezier_handle_lines(pos, selec_col, &cp->bez); draw_tri_point(pos, selec_col, pivot_col, &cp->bez.vec[1][0], 10.0f, cp->bez.f2); draw_rect_point( diff --git a/source/blender/editors/sculpt_paint/paint_image_2d.c b/source/blender/editors/sculpt_paint/paint_image_2d.c index f0923cf3d28..392f39bbb94 100644 --- a/source/blender/editors/sculpt_paint/paint_image_2d.c +++ b/source/blender/editors/sculpt_paint/paint_image_2d.c @@ -745,7 +745,7 @@ static void brush_painter_2d_tex_mapping(ImagePaintState *s, mapping->ymax = (ymax - ymin) / (float)diameter; } else if (mapmode == MTEX_MAP_MODE_3D) { - /* 3D mapping, just mapping to canvas 0..1 */ + /* 3D mapping, just mapping to canvas 0..1. */ mapping->xmin = 2.0f * (ipos[0] * invw - 0.5f); mapping->ymin = 2.0f * (ipos[1] * invh - 0.5f); mapping->xmax = 2.0f * invw; diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c index c83e4de281a..fc08b7cd1b4 100644 --- a/source/blender/editors/sculpt_paint/paint_image_proj.c +++ b/source/blender/editors/sculpt_paint/paint_image_proj.c @@ -576,7 +576,9 @@ static Image *project_paint_face_clone_image(const ProjPaintState *ps, int tri_i return slot ? slot->ima : ps->clone_ima; } -/* fast projection bucket array lookup, use the safe version for bound checking */ +/** + * Fast projection bucket array lookup, use the safe version for bound checking. + */ static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2]) { /* If we were not dealing with screen-space 2D coords we could simple do... @@ -2969,7 +2971,7 @@ static void project_paint_face_init(const ProjPaintState *ps, ImBuf *ibuf, ImBuf **tmpibuf) { - /* Projection vars, to get the 3D locations into screen space */ + /* Projection vars, to get the 3D locations into screen space. */ MemArena *arena = ps->arena_mt[thread_index]; LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index; LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index]; @@ -3011,7 +3013,7 @@ static void project_paint_face_init(const ProjPaintState *ps, rcti bounds_px; /* Variables for getting UV-space bounds. */ - /* bucket bounds in UV space so we can init pixels only for this face, */ + /* Bucket bounds in UV space so we can init pixels only for this face. */ float lt_uv_pxoffset[3][2]; float xhalfpx, yhalfpx; const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y; @@ -4516,8 +4518,8 @@ static void project_paint_begin(const bContext *C, reset_threads = true; } - /* really high values could cause problems since it has to allocate a few - * (ps->buckets_x*ps->buckets_y) sized arrays */ + /* Really high values could cause problems since it has to allocate a few + * `(ps->buckets_x * ps->buckets_y)` sized arrays. */ CLAMP(ps->buckets_x, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX); CLAMP(ps->buckets_y, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX); @@ -5364,7 +5366,7 @@ static void do_projectpaint_thread(TaskPool *__restrict UNUSED(pool), void *ph_v float texrgb[3]; float mask; - /* Extra mask for normal, layer stencil, .. */ + /* Extra mask for normal, layer stencil, etc. */ float custom_mask = ((float)projPixel->mask) * (1.0f / 65535.0f); /* Mask texture. */ @@ -5447,7 +5449,7 @@ static void do_projectpaint_thread(TaskPool *__restrict UNUSED(pool), void *ph_v } /* end copy */ - /* validate undo tile, since we will modify t*/ + /* Validate undo tile, since we will modify it. */ *projPixel->valid = true; last_partial_redraw_cell = last_projIma->partRedrawRect + projPixel->bb_cell_index; diff --git a/source/blender/editors/sculpt_paint/paint_stroke.c b/source/blender/editors/sculpt_paint/paint_stroke.c index 59a5ad63f0e..de01bc3a474 100644 --- a/source/blender/editors/sculpt_paint/paint_stroke.c +++ b/source/blender/editors/sculpt_paint/paint_stroke.c @@ -541,7 +541,7 @@ static void paint_brush_stroke_add_step(bContext *C, * It's strange that only texpaint had these guards. */ #if 0 /* special exception here for too high pressure values on first touch in - * windows for some tablets, then we just skip first touch .. */ + * windows for some tablets, then we just skip first touch. */ if (tablet && (pressure >= 0.99f) && ((pop->s.brush->flag & BRUSH_SPACING_PRESSURE) || BKE_brush_use_alpha_pressure(pop->s.brush) || @@ -1115,7 +1115,7 @@ bool paint_supports_dynamic_tex_coords(Brush *br, ePaintMode mode) #define PAINT_STROKE_MODAL_CANCEL 1 -/* called in paint_ops.c, on each regeneration of keymaps */ +/* Called in paint_ops.c, on each regeneration of key-maps. */ struct wmKeyMap *paint_stroke_modal_keymap(struct wmKeyConfig *keyconf) { static struct EnumPropertyItem modal_items[] = { diff --git a/source/blender/editors/sculpt_paint/paint_vertex_weight_ops.c b/source/blender/editors/sculpt_paint/paint_vertex_weight_ops.c index 0fafd3589fe..7991987ae1f 100644 --- a/source/blender/editors/sculpt_paint/paint_vertex_weight_ops.c +++ b/source/blender/editors/sculpt_paint/paint_vertex_weight_ops.c @@ -791,7 +791,7 @@ static int paint_weight_gradient_exec(bContext *C, wmOperator *op) wpaint_prev_create( &((WPGradient_vertStoreBase *)gesture->user_data.data)->wpp, me->dvert, me->totvert); - /* on init only, convert face -> vert sel */ + /* On initialization only, convert face -> vert sel. */ if (me->editflag & ME_EDIT_PAINT_FACE_SEL) { BKE_mesh_flush_select_from_polys(me); } diff --git a/source/blender/editors/sculpt_paint/sculpt_intern.h b/source/blender/editors/sculpt_paint/sculpt_intern.h index e2ee4c9fed3..b39fbe5ba1a 100644 --- a/source/blender/editors/sculpt_paint/sculpt_intern.h +++ b/source/blender/editors/sculpt_paint/sculpt_intern.h @@ -977,7 +977,7 @@ typedef struct StrokeCache { /* Symmetry index between 0 and 7 bit combo 0 is Brush only; * 1 is X mirror; 2 is Y mirror; 3 is XY; 4 is Z; 5 is XZ; 6 is YZ; 7 is XYZ */ int symmetry; - int mirror_symmetry_pass; /* the symmetry pass we are currently on between 0 and 7*/ + int mirror_symmetry_pass; /* The symmetry pass we are currently on between 0 and 7. */ float true_view_normal[3]; float view_normal[3]; diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c index 219a8303674..2825639bb3d 100644 --- a/source/blender/editors/sculpt_paint/sculpt_uv.c +++ b/source/blender/editors/sculpt_paint/sculpt_uv.c @@ -101,9 +101,9 @@ typedef struct UVInitialStroke { /* custom data for uv smoothing brush */ typedef struct UvSculptData { - /* Contains the first of each set of coincident uvs. + /* Contains the first of each set of coincident UV's. * These will be used to perform smoothing on and propagate the changes - * to their coincident uvs */ + * to their coincident UV's */ UvAdjacencyElement *uv; /* ...Is what it says */ @@ -121,7 +121,7 @@ typedef struct UvSculptData { /* timer to be used for airbrush-type brush */ wmTimer *timer; - /* to determine quickly adjacent uvs */ + /* to determine quickly adjacent UV's */ UvElementMap *elementMap; /* uvsmooth Paint for fast reference */ @@ -550,7 +550,7 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm island_index = element->island; } - /* Count 'unique' uvs */ + /* Count 'unique' UV's */ for (i = 0; i < data->elementMap->totalUVs; i++) { if (data->elementMap->buf[i].separate && (!do_island_optimization || data->elementMap->buf[i].island == island_index)) { @@ -627,8 +627,8 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm offset2 = uniqueUv[itmp2]; edges[counter].flag = 0; - /* using an order policy, sort uvs according to address space. This avoids - * Having two different UvEdges with the same uvs on different positions */ + /* Using an order policy, sort UV's according to address space. + * This avoids having two different UvEdges with the same UV's on different positions. */ if (offset1 < offset2) { edges[counter].uv1 = offset1; edges[counter].uv2 = offset2; @@ -674,7 +674,7 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm BLI_ghash_free(edgeHash, NULL, NULL); MEM_freeN(edges); - /* transfer boundary edge property to uvs */ + /* transfer boundary edge property to UV's */ if (ts->uv_sculpt_settings & UV_SCULPT_LOCK_BORDERS) { for (i = 0; i < data->totalUvEdges; i++) { if (!data->uvedges[i].flag) { -- cgit v1.2.3