code cleanup: spelling
This commit is contained in:
@@ -46,7 +46,7 @@ class ntlGeometryShader :
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/*! notify object that dump is in progress (e.g. for field dump) */
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virtual void notifyShaderOfDump(int dumptype, int frameNr,char *frameNrStr,string outfilename) = 0;
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/*! get ouput filename, returns global render outfile if empty */
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/*! get output filename, returns global render outfile if empty */
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string getOutFilename( void ) { return mOutFilename; }
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protected:
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@@ -40,7 +40,7 @@ public:
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{
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q_nr += m_qrange.start;
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project(m_scene->m_Wq, Range(q_nr, ndof), m_qrange).setZero();
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// update the ouput vector so that the movement of this joint will be
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// update the output vector so that the movement of this joint will be
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// taken into account and we can put the joint back in its initial position
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// which means that the jacobian doesn't need to be changed
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for (unsigned int i=0 ;i<ndof ; ++i, ++q_nr) {
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@@ -1462,7 +1462,7 @@ void vec_roll_to_mat3(const float vec[3], const float roll, float mat[][3])
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* so a value inbetween these is needed.
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*
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* was 0.000001, causes bug [#30438] (which is same as [#27675, imho).
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* Reseting it to org value seems to cause no more [#23954]...
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* Resetting it to org value seems to cause no more [#23954]...
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*
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* was 0.0000000000001, caused bug [#31333], smaller values give unstable
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* roll when toggling editmode again...
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@@ -1593,7 +1593,7 @@ static void pose_proxy_synchronize(Object *ob, Object *from, int layer_protected
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if (UNLIKELY(pchanp == NULL)) {
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/* happens for proxies that become invalid because of a missing link
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* for regulat cases it shouldn't happen at all */
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* for regular cases it shouldn't happen at all */
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}
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else if (pchan->bone->layer & layer_protected) {
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ListBase proxylocal_constraints = {NULL, NULL};
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@@ -503,7 +503,7 @@ static void layer_bucket_init(MaskRasterLayer *layer, const float pixel_size)
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BLI_assert(bucket_index < bucket_tot);
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/* check if the bucket intersects with the face */
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/* note: there is a tradeoff here since checking box/tri intersections isn't
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/* note: there is a trade off here since checking box/tri intersections isn't
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* as optimal as it could be, but checking pixels against faces they will never intersect
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* with is likely the greater slowdown here - so check if the cell intersects the face */
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if (layer_bucket_isect_test(layer, face_index,
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@@ -2602,7 +2602,7 @@ int BKE_ptcache_object_reset(Scene *scene, Object *ob, int mode)
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}
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for (psys=ob->particlesystem.first; psys; psys=psys->next) {
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/* children or just redo can be calculated without reseting anything */
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/* children or just redo can be calculated without resetting anything */
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if (psys->recalc & PSYS_RECALC_REDO || psys->recalc & PSYS_RECALC_CHILD)
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skip = 1;
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/* Baked cloth hair has to be checked too, because we don't want to reset */
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@@ -193,7 +193,7 @@ void BLI_bpath_absolute_convert(Main *bmain, const char *basedir, ReportList *re
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/**
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* find this file recursively, use the biggest file so thumbnails don't get used by mistake
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* \param filename_new: the path will be copied here, caller must initialize as empyu string.
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* \param filename_new: the path will be copied here, caller must initialize as empty string.
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* \param dirname: subdir to search
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* \param filename: set this filename
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* \param filesize: filesize for the file
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@@ -490,7 +490,7 @@ static void bm_loop_interp_mdisps(BMesh *bm, BMLoop *target, BMFace *source)
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}
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/**
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* smoothes boundaries between multires grids,
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* smooths boundaries between multires grids,
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* including some borders in adjacent faces
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*/
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void BM_face_multires_bounds_smooth(BMesh *bm, BMFace *f)
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@@ -982,7 +982,7 @@ void bmo_subdivide_edges_exec(BMesh *bm, BMOperator *op)
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* This edge pair could be used by more then one face,
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* in this case it used to (2.63), split both faces along the same verts
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* while it could be calculated which face should do the split,
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* its ambigious, so in this case we're better off to skip them as exceptional cases
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* it's ambiguous, so in this case we're better off to skip them as exceptional cases
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* and not try to be clever guessing which face to cut up.
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*
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* To avoid this case we need to check:
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@@ -87,7 +87,7 @@ public:
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/**
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* @brief determine the resolution of this data going through this socket
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* @param resolution the result of this operation
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* @param preferredResolution the preferrable resolution as no resolution could be determined
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* @param preferredResolution the preferable resolution as no resolution could be determined
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*/
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void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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@@ -94,7 +94,7 @@ public:
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* @brief determine the resolution of this node
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* @note this method will not set the resolution, this is the responsibility of the caller
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* @param resolution the result of this operation
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* @param preferredResolution the preferrable resolution as no resolution could be determined
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* @param preferredResolution the preferable resolution as no resolution could be determined
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*/
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virtual void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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@@ -57,7 +57,7 @@ public:
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/**
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* @brief determine the resolution of this socket
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* @param resolution the result of this operation
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* @param preferredResolution the preferrable resolution as no resolution could be determined
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* @param preferredResolution the preferable resolution as no resolution could be determined
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*/
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void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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@@ -1252,7 +1252,7 @@ int initTransInfo(bContext *C, TransInfo *t, wmOperator *op, wmEvent *event)
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/* TRANSFORM_FIX_ME rna restrictions */
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if (t->prop_size <= 0.00001f) {
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printf("Proportional size (%f) under 0.00001, reseting to 1!\n", t->prop_size);
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printf("Proportional size (%f) under 0.00001, resetting to 1!\n", t->prop_size);
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t->prop_size = 1.0f;
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}
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@@ -280,7 +280,7 @@ typedef struct SoftBody {
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float nodemass; /* softbody mass of *vertex* */
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char namedVG_Mass[64]; /* MAX_VGROUP_NAME */
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/* along with it introduce mass painting
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* starting to fix old bug .. nastyness that VG are indexes
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* starting to fix old bug .. nastiness that VG are indexes
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* rather find them by name tag to find it -> jow20090613 */
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float grav; /* softbody amount of gravitaion to apply */
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float mediafrict; /* friction to env */
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@@ -295,7 +295,7 @@ typedef struct SoftBody {
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float defgoal; /* default goal for vertices without vgroup */
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short vertgroup; /* index starting at 1 */
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char namedVG_Softgoal[64]; /* MAX_VGROUP_NAME */
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/* starting to fix old bug .. nastyness that VG are indexes
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/* starting to fix old bug .. nastiness that VG are indexes
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* rather find them by name tag to find it -> jow20090613 */
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short fuzzyness; /* */
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@@ -305,7 +305,7 @@ typedef struct SoftBody {
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float infrict; /* softbody inner springs friction */
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char namedVG_Spring_K[64]; /* MAX_VGROUP_NAME */
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/* along with it introduce Spring_K painting
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* starting to fix old bug .. nastyness that VG are indexes
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* starting to fix old bug .. nastiness that VG are indexes
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* rather find them by name tag to find it -> jow20090613 */
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/* baking */
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@@ -62,7 +62,7 @@ typedef long long __int64;
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* - if you want a struct not to be in DNA file: add two hash marks above it (#<enter>#<enter>)
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*
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* Structure DNA data is added to each blender file and to each executable, this to detect
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* in .blend files new veriables in structs, changed array sizes, etc. It's also used for
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* in .blend files new variables in structs, changed array sizes, etc. It's also used for
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* converting endian and pointer size (32-64 bits)
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* As an extra, Python uses a call to detect run-time the contents of a blender struct.
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*
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@@ -116,7 +116,7 @@ typedef struct BPy_BMElemSeq {
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/* if this is a sequence on an existing element,
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* loops of faces for eg.
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* If this veriable is set, it will be used */
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* If this variable is set, it will be used */
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/* we hold a reference to this.
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* check in case the owner becomes invalid on access */
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@@ -1363,7 +1363,7 @@ static void shade_one_light(LampRen *lar, ShadeInput *shi, ShadeResult *shr, int
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/* inp = dotproduct, is = shader result, i = lamp energy (with shadow), i_noshad = i without shadow */
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inp= dot_v3v3(vn, lv);
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/* phong threshold to prevent backfacing faces having artefacts on ray shadow (terminator problem) */
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/* phong threshold to prevent backfacing faces having artifacts on ray shadow (terminator problem) */
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/* this complex construction screams for a nicer implementation! (ton) */
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if (R.r.mode & R_SHADOW) {
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if (ma->mode & MA_SHADOW) {
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@@ -1029,7 +1029,7 @@ void zbufsinglewire(ZSpan *zspan, int obi, int zvlnr, const float ho1[4], const
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/**
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* Fill the z buffer, but invert z order, and add the face index to
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* the corresponing face buffer.
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* the corresponding face buffer.
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*
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* This is one of the z buffer fill functions called in zbufclip() and
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* zbufwireclip().
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@@ -317,7 +317,7 @@ void WM_cursor_time(wmWindow *win, int nr)
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/* Because defining a cursor mixes declarations and executable code
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* each cursor needs it's own scoping block or it would be split up
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* over several hundred lines of code. To enforce/document this better
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* I define 2 pretty braindead macros so it's obvious what the extra "[]"
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* I define 2 pretty brain-dead macros so it's obvious what the extra "[]"
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* are for */
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#define BEGIN_CURSOR_BLOCK {
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@@ -141,7 +141,7 @@ bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, KX_RayCast* r
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KX_GameObject* hitKXObj = client_info->m_gameobject;
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/* Is this me? In the ray test, there are a lot of extra checks
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* for aliasing artefacts from self-hits. That doesn't happen
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* for aliasing artifacts from self-hits. That doesn't happen
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* here, so a simple test suffices. Or does the camera also get
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* self-hits? (No, and the raysensor shouldn't do it either, since
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* self-hits are excluded by setting the correct ignore-object.)
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@@ -103,7 +103,7 @@ SetParentRelation(
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/**
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* Update Spatial Data.
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* Calculates WorldTransform., (either doing itsself or using the linked SGControllers)
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* Calculates WorldTransform., (either doing its self or using the linked SGControllers)
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*/
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