[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48743] trunk/blender/source/blender/ editors/space_view3d: style cleanup

Campbell Barton ideasman42 at gmail.com
Sun Jul 8 22:36:01 CEST 2012


Revision: 48743
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=48743
Author:   campbellbarton
Date:     2012-07-08 20:36:00 +0000 (Sun, 08 Jul 2012)
Log Message:
-----------
style cleanup

Modified Paths:
--------------
    trunk/blender/source/blender/editors/space_view3d/drawanimviz.c
    trunk/blender/source/blender/editors/space_view3d/drawarmature.c
    trunk/blender/source/blender/editors/space_view3d/drawmesh.c
    trunk/blender/source/blender/editors/space_view3d/drawobject.c
    trunk/blender/source/blender/editors/space_view3d/drawvolume.c
    trunk/blender/source/blender/editors/space_view3d/space_view3d.c
    trunk/blender/source/blender/editors/space_view3d/view3d_draw.c
    trunk/blender/source/blender/editors/space_view3d/view3d_edit.c
    trunk/blender/source/blender/editors/space_view3d/view3d_fly.c
    trunk/blender/source/blender/editors/space_view3d/view3d_header.c
    trunk/blender/source/blender/editors/space_view3d/view3d_select.c
    trunk/blender/source/blender/editors/space_view3d/view3d_snap.c
    trunk/blender/source/blender/editors/space_view3d/view3d_view.c

Modified: trunk/blender/source/blender/editors/space_view3d/drawanimviz.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawanimviz.c	2012-07-08 20:05:40 UTC (rev 48742)
+++ trunk/blender/source/blender/editors/space_view3d/drawanimviz.c	2012-07-08 20:36:00 UTC (rev 48743)
@@ -135,10 +135,10 @@
 	/* draw curve-line of path */
 	glShadeModel(GL_SMOOTH);
 	
-	glBegin(GL_LINE_STRIP); 				
+	glBegin(GL_LINE_STRIP);
 	for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
 		short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
-		float intensity; /* how faint */
+		float intensity;  /* how faint */
 		
 		/* set color
 		 * - more intense for active/selected bones, less intense for unselected bones
@@ -223,7 +223,7 @@
 		UI_ThemeColor(TH_TEXT_HI);
 	}
 	
-	// XXX, this isn't up to date but probably should be kept so.
+	/* XXX, this isn't up to date but probably should be kept so. */
 	invert_m4_m4(ob->imat, ob->obmat);
 	
 	/* Draw frame numbers at each framestep value */

Modified: trunk/blender/source/blender/editors/space_view3d/drawarmature.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawarmature.c	2012-07-08 20:05:40 UTC (rev 48742)
+++ trunk/blender/source/blender/editors/space_view3d/drawarmature.c	2012-07-08 20:36:00 UTC (rev 48743)
@@ -686,13 +686,13 @@
 			tailvec = headvec;
 			tail = head;
 			zero_v3(dirvec);
-			dirvec[0] = 0.00001; // XXX. weak but ok
+			dirvec[0] = 0.00001;  /* XXX. weak but ok */
 		}
 		else if (tail - view_dist > head) {
 			headvec = tailvec;
 			head = tail;
 			zero_v3(dirvec);
-			dirvec[0] = 0.00001; // XXX. weak but ok
+			dirvec[0] = 0.00001;  /* XXX. weak but ok */
 		}
 	}
 
@@ -1019,7 +1019,7 @@
 		
 		/*	Draw root point if we are not connected */
 		if ((boneflag & BONE_CONNECTED) == 0) {
-			if (G.f & G_PICKSEL) {  // no bitmap in selection mode, crashes 3d cards...
+			if (G.f & G_PICKSEL) {  /* no bitmap in selection mode, crashes 3d cards... */
 				glLoadName(id | BONESEL_ROOT);
 				glBegin(GL_POINTS);
 				glVertex3f(0.0f, 0.0f, 0.0f);
@@ -1151,7 +1151,7 @@
 		glScalef(length, length, length);
 		draw_bone_points(dt, armflag, boneflag, id);
 		glPopMatrix();
-		length *= 0.95f; // make vertices visible
+		length *= 0.95f;  /* make vertices visible */
 	}
 
 	/* colors for modes */
@@ -1225,7 +1225,7 @@
 			glBegin(GL_LINES);
 			glVertex3f(0.0f, 0.0f, 0.0f);
 			glVertex3f(0.0f, dlen, 0.0f);
-			glEnd(); // GL_LINES
+			glEnd();  /* GL_LINES */
 			
 			glPopMatrix();
 		}
@@ -1266,7 +1266,7 @@
 		glScalef(length, length, length);
 		draw_bone_points(dt, armflag, boneflag, id);
 		glPopMatrix();
-		length *= 0.95f;    // make vertices visible
+		length *= 0.95f;  /* make vertices visible */
 	}
 	
 	/* this chunk not in object mode */
@@ -1416,7 +1416,9 @@
 				/* Find the chain's root */
 				while (parchan->parent) {
 					segcount++;
-					if (segcount == data->rootbone || segcount > 255) break;  // 255 is weak
+					if (segcount == data->rootbone || segcount > 255) {
+						break;  /* 255 is weak */
+					}
 					parchan = parchan->parent;
 				}
 				if (parchan)
@@ -1440,13 +1442,13 @@
 				/* Find the chain's root */
 				while (parchan->parent) {
 					segcount++;
-					// FIXME: revise the breaking conditions
-					if (segcount == data->chainlen || segcount > 255) break;  // 255 is weak
+					/* FIXME: revise the breaking conditions */
+					if (segcount == data->chainlen || segcount > 255) break;  /* 255 is weak */
 					parchan = parchan->parent;
 				}
-				if (parchan) // XXX revise the breaking conditions to only stop at the tail?
+				if (parchan)  /* XXX revise the breaking conditions to only stop at the tail? */
 					glVertex3fv(parchan->pose_head);
-				
+
 				glEnd();
 				setlinestyle(0);
 			}
@@ -1594,7 +1596,7 @@
 								theta = RAD2DEGF(0.5f * (pchan->limitmin[2] + pchan->limitmax[2]));
 								glRotatef(theta, 0.0f, 0.0f, 1.0f);
 								
-								glColor3ub(50, 50, 255);    // blue, Z axis limit
+								glColor3ub(50, 50, 255);  /* blue, Z axis limit */
 								glBegin(GL_LINE_STRIP);
 								for (a = -16; a <= 16; a++) {
 									/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
@@ -1611,14 +1613,14 @@
 								glEnd();
 								
 								glRotatef(-theta, 0.0f, 0.0f, 1.0f);
-							}					
+							}
 							
 							if (pchan->ikflag & BONE_IK_XLIMIT) {
 								/* OpenGL requires rotations in degrees; so we're taking the average angle here */
 								theta = RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
 								glRotatef(theta, 1.0f, 0.0f, 0.0f);
 								
-								glColor3ub(255, 50, 50);    // Red, X axis limit
+								glColor3ub(255, 50, 50);  /* Red, X axis limit */
 								glBegin(GL_LINE_STRIP);
 								for (a = -16; a <= 16; a++) {
 									/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
@@ -1792,7 +1794,7 @@
 			}
 			
 			if (index != -1)
-				index += 0x10000;   // pose bones count in higher 2 bytes only
+				index += 0x10000;  /* pose bones count in higher 2 bytes only */
 		}
 		
 		/* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
@@ -1861,7 +1863,7 @@
 			}
 			
 			if (index != -1) 
-				index += 0x10000;   // pose bones count in higher 2 bytes only
+				index += 0x10000;  /* pose bones count in higher 2 bytes only */
 		}
 		/* stick or wire bones have not been drawn yet so don't clear object selection in this case */
 		if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && draw_wire) {
@@ -1900,11 +1902,11 @@
 					const short constflag = pchan->constflag;
 					if ((do_dashed & 1) && (pchan->parent)) {
 						/* Draw a line from our root to the parent's tip 
-						 *	- only if V3D_HIDE_HELPLINES is enabled...
+						 * - only if V3D_HIDE_HELPLINES is enabled...
 						 */
 						if ( (do_dashed & 2) && ((bone->flag & BONE_CONNECTED) == 0) ) {
 							if (arm->flag & ARM_POSEMODE) {
-								glLoadName(index & 0xFFFF); // object tag, for bordersel optim
+								glLoadName(index & 0xFFFF);  /* object tag, for bordersel optim */
 								UI_ThemeColor(TH_WIRE);
 							}
 							setlinestyle(3);
@@ -1922,15 +1924,15 @@
 							if (constflag & PCHAN_HAS_IK) {
 								if (bone->flag & BONE_SELECTED) {
 									if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
-									else glColor3ub(200, 200, 50);  // add theme!
-									
+									else glColor3ub(200, 200, 50);  /* add theme! */
+
 									glLoadName(index & 0xFFFF);
 									pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
 								}
 							}
 							else if (constflag & PCHAN_HAS_SPLINEIK) {
 								if (bone->flag & BONE_SELECTED) {
-									glColor3ub(150, 200, 50);   // add theme!
+									glColor3ub(150, 200, 50);  /* add theme! */
 									
 									glLoadName(index & 0xFFFF);
 									pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
@@ -2205,7 +2207,7 @@
 				/* offset to parent */
 				if (eBone->parent) {
 					UI_ThemeColor(TH_WIRE);
-					glLoadName(-1);         // -1 here is OK!
+					glLoadName(-1);  /* -1 here is OK! */
 					setlinestyle(3);
 					
 					glBegin(GL_LINES);
@@ -2227,7 +2229,7 @@
 	
 	/* finally names and axes */
 	if (arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) {
-		// patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing
+		/* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
 		if ((G.f & G_PICKSEL) == 0) {
 			float vec[3];
 			unsigned char col[4];
@@ -2574,7 +2576,7 @@
 		const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
 		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
 		glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
-		glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); // only for lighting...
+		glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW);  /* only for lighting... */
 	}
 	
 	/* arm->flag is being used to detect mode... */

Modified: trunk/blender/source/blender/editors/space_view3d/drawmesh.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawmesh.c	2012-07-08 20:05:40 UTC (rev 48742)
+++ trunk/blender/source/blender/editors/space_view3d/drawmesh.c	2012-07-08 20:36:00 UTC (rev 48743)
@@ -71,7 +71,7 @@
 #include "ED_mesh.h"
 #include "ED_uvedit.h"
 
-#include "view3d_intern.h"  // own include
+#include "view3d_intern.h"  /* own include */
 
 /* user data structures for derived mesh callbacks */
 typedef struct drawMeshFaceSelect_userData {
@@ -214,7 +214,7 @@
 	dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data);
 	setlinestyle(0);
 
-	bglPolygonOffset(rv3d->dist, 0.0);  // resets correctly now, even after calling accumulated offsets
+	bglPolygonOffset(rv3d->dist, 0.0);  /* resets correctly now, even after calling accumulated offsets */
 
 	BLI_edgehash_free(data.eh, NULL);
 }
@@ -223,7 +223,7 @@
 
 static Material *give_current_material_or_def(Object *ob, int matnr)
 {
-	extern Material defmaterial;    // render module abuse...
+	extern Material defmaterial;  /* render module abuse... */
 	Material *ma = give_current_material(ob, matnr);
 
 	return ma ? ma : &defmaterial;
@@ -248,7 +248,7 @@
 	static int c_lit;
 	static int c_has_texface;
 
-	Object *litob = NULL; //to get mode to turn off mipmap in painting mode
+	Object *litob = NULL;  /* to get mode to turn off mipmap in painting mode */
 	int backculled = GEMAT_BACKCULL;
 	int alphablend = 0;
 	int textured = 0;
@@ -317,7 +317,7 @@
 	if (lit != c_lit || ma != c_ma) {
 		if (lit) {
 			float spec[4];
-			if (!ma) ma = give_current_material_or_def(NULL, 0);  //default material
+			if (!ma) ma = give_current_material_or_def(NULL, 0);  /* default material */
 
 			spec[0] = ma->spec * ma->specr;
 			spec[1] = ma->spec * ma->specg;
@@ -345,7 +345,7 @@
 	unsigned char obcol[4];
 	int is_tex, solidtex;
 
-	// XXX scene->obedit warning
+	/* XXX scene->obedit warning */
 
 	/* texture draw is abused for mask selection mode, do this so wire draw
 	 * with face selection in weight paint is not lit. */
@@ -705,8 +705,8 @@
 
 
 
-			// The BM_FONT handling is in the gpu module, shared with the
-			// game engine, was duplicated previously
+			/* The BM_FONT handling is in the gpu module, shared with the
+			 * game engine, was duplicated previously */
 
 			set_property_valstr(prop, string);

@@ Diff output truncated at 10240 characters. @@



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