forked from bartvdbraak/blender
Cleanup: spelling
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fb87d236ed
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0d2589d08c
@ -156,7 +156,7 @@ void _bli_array_grow_func(void **arr_p,
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* \{ */
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* \{ */
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/**
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/**
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* not part of the 'API' but handy funcs,
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* Not part of the 'API' but handy functions,
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* same purpose as #BLI_array_staticdeclare()
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* same purpose as #BLI_array_staticdeclare()
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* but use when the max size is known ahead of time */
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* but use when the max size is known ahead of time */
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#define BLI_array_fixedstack_declare(arr, maxstatic, realsize, allocstr) \
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#define BLI_array_fixedstack_declare(arr, maxstatic, realsize, allocstr) \
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@ -25,7 +25,7 @@
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* on a simple polygon representation where we _know_:
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* on a simple polygon representation where we _know_:
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*
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*
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* - The polygon is primitive with no holes with a continuous boundary.
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* - The polygon is primitive with no holes with a continuous boundary.
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* - Tris have consistent winding.
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* - Triangles have consistent winding.
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* - 2d (saves some hassles projecting face pairs on an axis for every edge-rotation)
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* - 2d (saves some hassles projecting face pairs on an axis for every edge-rotation)
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* also saves us having to store all previous edge-states (see #EdRotState in bmesh_beautify.c)
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* also saves us having to store all previous edge-states (see #EdRotState in bmesh_beautify.c)
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*
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*
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@ -935,9 +935,9 @@ static bool bm_edge_collapse_is_degenerate_topology(BMEdge *e_first)
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}
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}
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/**
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/**
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* special, highly limited edge collapse function
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* Special, highly limited edge collapse function
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* intended for speed over flexibility.
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* intended for speed over flexibility.
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* can only collapse edges connected to (1, 2) tris.
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* can only collapse edges connected to (1, 2) triangles.
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*
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*
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* Important - don't add vert/edge/face data on collapsing!
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* Important - don't add vert/edge/face data on collapsing!
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*
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*
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@ -23,8 +23,8 @@
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namespace blender::compositor {
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namespace blender::compositor {
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/* utility functions used by glare, tonemap and lens distortion */
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/* Utility functions used by glare, tone-map and lens distortion. */
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/* soms macros for color handling */
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/* Some macros for color handling. */
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typedef float fRGB[4];
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typedef float fRGB[4];
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/* TODO: replace with BLI_math_vector. */
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/* TODO: replace with BLI_math_vector. */
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@ -244,8 +244,8 @@ void ED_time_scrub_channel_search_draw(const bContext *C, ARegion *region, bDope
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UI_block_align_end(block);
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UI_block_align_end(block);
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UI_block_layout_resolve(block, NULL, NULL);
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UI_block_layout_resolve(block, NULL, NULL);
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/* Make sure the events are consumed from the search and dont reach other UI blocks since this is
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/* Make sure the events are consumed from the search and don't reach other UI blocks since this
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* drawn on top of animchannels. */
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* is drawn on top of animation-channels. */
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UI_block_flag_enable(block, UI_BLOCK_CLIP_EVENTS);
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UI_block_flag_enable(block, UI_BLOCK_CLIP_EVENTS);
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UI_block_bounds_set_normal(block, 0);
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UI_block_bounds_set_normal(block, 0);
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UI_block_end(C, block);
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UI_block_end(C, block);
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@ -164,8 +164,8 @@ void ED_mask_select_flush_all(Mask *mask)
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LISTBASE_FOREACH (MaskSpline *, spline, &mask_layer->splines) {
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LISTBASE_FOREACH (MaskSpline *, spline, &mask_layer->splines) {
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spline->flag &= ~SELECT;
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spline->flag &= ~SELECT;
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/* intentionally _dont_ do this in the mask layer loop
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/* Intentionally *don't* do this in the mask layer loop
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* so we clear flags on all splines */
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* so we clear flags on all splines. */
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if (mask_layer->restrictflag & MASK_RESTRICT_VIEW) {
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if (mask_layer->restrictflag & MASK_RESTRICT_VIEW) {
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continue;
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continue;
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}
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}
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@ -1769,7 +1769,7 @@ static void stitch_draw(const bContext *UNUSED(C), ARegion *UNUSED(region), void
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GPU_blend(GPU_BLEND_ALPHA);
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GPU_blend(GPU_BLEND_ALPHA);
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/* Static Tris */
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/* Static Triangles. */
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if (stitch_preview->static_tris) {
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if (stitch_preview->static_tris) {
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UI_GetThemeColor4fv(TH_STITCH_PREVIEW_ACTIVE, col);
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UI_GetThemeColor4fv(TH_STITCH_PREVIEW_ACTIVE, col);
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vbo = GPU_vertbuf_create_with_format(&format);
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vbo = GPU_vertbuf_create_with_format(&format);
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@ -365,8 +365,7 @@ bool USD_import(struct bContext *C,
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{
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{
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blender::io::usd::ensure_usd_plugin_path_registered();
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blender::io::usd::ensure_usd_plugin_path_registered();
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/* Using new here since MEM_* funcs do not call ctor to properly initialize
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/* Using new here since `MEM_*` functions do not call constructor to properly initialize data. */
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* data. */
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ImportJobData *job = new ImportJobData();
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ImportJobData *job = new ImportJobData();
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job->bmain = CTX_data_main(C);
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job->bmain = CTX_data_main(C);
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job->scene = CTX_data_scene(C);
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job->scene = CTX_data_scene(C);
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@ -496,7 +495,7 @@ CacheReader *CacheReader_open_usd_object(CacheArchiveHandle *handle,
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USDPrimReader *usd_reader = archive->create_reader(prim);
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USDPrimReader *usd_reader = archive->create_reader(prim);
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if (usd_reader == nullptr) {
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if (usd_reader == nullptr) {
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/* This object is not supported */
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/* This object is not supported. */
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return nullptr;
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return nullptr;
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}
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}
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usd_reader->object(object);
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usd_reader->object(object);
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@ -55,28 +55,29 @@ struct NodePlacementContext {
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/* Converts USD materials to Blender representation. */
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/* Converts USD materials to Blender representation. */
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/* By default, the USDMaterialReader creates a Blender material with
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/**
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By default, the #USDMaterialReader creates a Blender material with
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* the same name as the USD material. If the USD material has a
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* the same name as the USD material. If the USD material has a
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* UsdPreviewSurface source, the Blender material's viewport display
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* #UsdPreviewSurface source, the Blender material's viewport display
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* color, roughness and metallic properties are set to the corresponding
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* color, roughness and metallic properties are set to the corresponding
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* UsdPreoviewSurface inputs.
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* #UsdPreoviewSurface inputs.
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*
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*
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* If the Import USD Preview option is enabled, the current implementation
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* If the Import USD Preview option is enabled, the current implementation
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* converts UsdPreviewSurface to Blender nodes as follows:
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* converts #UsdPreviewSurface to Blender nodes as follows:
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*
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*
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* UsdPreviewSurface -> Pricipled BSDF
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* - #UsdPreviewSurface -> Principled BSDF
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* UsdUVTexture -> Texture Image + Normal Map
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* - #UsdUVTexture -> Texture Image + Normal Map
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* UsdPrimvarReader_float2 -> UV Map
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* - UsdPrimvarReader_float2 -> UV Map
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*
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*
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* Limitations: arbitrary primvar readers or UsdTransform2d not yet
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* Limitations: arbitrary primvar readers or UsdTransform2d not yet
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* supported. For UsdUVTexture, only the file, st and sourceColorSpace
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* supported. For #UsdUVTexture, only the file, st and #sourceColorSpace
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* inputs are handled.
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* inputs are handled.
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*
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*
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* TODO(makowalski): Investigate adding support for converting additional
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* TODO(makowalski): Investigate adding support for converting additional
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* shaders and inputs. Supporting certain types of inputs, such as texture
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* shaders and inputs. Supporting certain types of inputs, such as texture
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* scale and bias, will probably require creating Blender Group nodes with
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* scale and bias, will probably require creating Blender Group nodes with
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* the corresponding inputs. */
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* the corresponding inputs.
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*/
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class USDMaterialReader {
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class USDMaterialReader {
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protected:
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protected:
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USDImportParams params_;
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USDImportParams params_;
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@ -61,7 +61,7 @@ static const pxr::TfToken normalsPrimvar("normals", pxr::TfToken::Immortal);
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} // namespace usdtokens
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} // namespace usdtokens
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namespace utils {
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namespace utils {
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/* Very similar to abc mesh utils. */
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/* Very similar to #blender::io::alembic::utils. */
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static void build_mat_map(const Main *bmain, std::map<std::string, Material *> *r_mat_map)
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static void build_mat_map(const Main *bmain, std::map<std::string, Material *> *r_mat_map)
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{
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{
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if (r_mat_map == nullptr) {
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if (r_mat_map == nullptr) {
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@ -71,7 +71,7 @@ static void build_mat_map(const Main *bmain, std::map<std::string, Material *> *
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Material *material = static_cast<Material *>(bmain->materials.first);
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Material *material = static_cast<Material *>(bmain->materials.first);
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for (; material; material = static_cast<Material *>(material->id.next)) {
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for (; material; material = static_cast<Material *>(material->id.next)) {
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/* We have to do this because the stored material name is coming directly from usd. */
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/* We have to do this because the stored material name is coming directly from USD. */
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(*r_mat_map)[pxr::TfMakeValidIdentifier(material->id.name + 2)] = material;
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(*r_mat_map)[pxr::TfMakeValidIdentifier(material->id.name + 2)] = material;
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}
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}
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}
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}
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@ -212,7 +212,7 @@ void USDMeshReader::read_object_data(Main *bmain, const double motionSampleTime)
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is_initial_load_ = false;
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is_initial_load_ = false;
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if (read_mesh != mesh) {
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if (read_mesh != mesh) {
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/* XXX fixme after 2.80; mesh->flag isn't copied by BKE_mesh_nomain_to_mesh() */
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/* FIXME: after 2.80; `mesh->flag` isn't copied by #BKE_mesh_nomain_to_mesh() */
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/* read_mesh can be freed by BKE_mesh_nomain_to_mesh(), so get the flag before that happens. */
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/* read_mesh can be freed by BKE_mesh_nomain_to_mesh(), so get the flag before that happens. */
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short autosmooth = (read_mesh->flag & ME_AUTOSMOOTH);
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short autosmooth = (read_mesh->flag & ME_AUTOSMOOTH);
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BKE_mesh_nomain_to_mesh(read_mesh, mesh, object_, &CD_MASK_MESH, true);
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BKE_mesh_nomain_to_mesh(read_mesh, mesh, object_, &CD_MASK_MESH, true);
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@ -334,7 +334,7 @@ void USDMeshReader::read_uvs(Mesh *mesh, const double motionSampleTime, const bo
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pxr::TfToken uv_token;
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pxr::TfToken uv_token;
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/* If first time seeing uv token, store in map of <layer->uid, TfToken> */
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/* If first time seeing uv token, store in map of `<layer->uid, TfToken>`. */
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if (uv_token_map_.find(layer_name) == uv_token_map_.end()) {
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if (uv_token_map_.find(layer_name) == uv_token_map_.end()) {
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uv_token = pxr::TfToken(layer_name);
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uv_token = pxr::TfToken(layer_name);
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uv_token_map_.insert(std::make_pair(layer_name, uv_token));
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uv_token_map_.insert(std::make_pair(layer_name, uv_token));
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@ -347,7 +347,7 @@ void USDMeshReader::read_uvs(Mesh *mesh, const double motionSampleTime, const bo
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if (uv_token.IsEmpty()) {
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if (uv_token.IsEmpty()) {
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continue;
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continue;
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}
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}
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/* Early out if not first load and uvs arent animated. */
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/* Early out if not first load and UVs aren't animated. */
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if (!load_uvs && primvar_varying_map_.find(uv_token) != primvar_varying_map_.end() &&
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if (!load_uvs && primvar_varying_map_.find(uv_token) != primvar_varying_map_.end() &&
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!primvar_varying_map_.at(uv_token)) {
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!primvar_varying_map_.at(uv_token)) {
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continue;
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continue;
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@ -630,7 +630,7 @@ void USDMeshReader::read_mesh_sample(ImportSettings *settings,
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const bool new_mesh)
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const bool new_mesh)
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{
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{
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/* Note that for new meshes we always want to read verts and polys,
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/* Note that for new meshes we always want to read verts and polys,
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* regradless of the value of the read_flag, to avoid a crash downstream
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* regardless of the value of the read_flag, to avoid a crash downstream
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* in code that expect this data to be there. */
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* in code that expect this data to be there. */
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if (new_mesh || (settings->read_flag & MOD_MESHSEQ_READ_VERT) != 0) {
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if (new_mesh || (settings->read_flag & MOD_MESHSEQ_READ_VERT) != 0) {
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@ -684,7 +684,7 @@ void USDMeshReader::assign_facesets_to_mpoly(double motionSampleTime,
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}
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}
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/* Find the geom subsets that have bound materials.
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/* Find the geom subsets that have bound materials.
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* We don't call pxr::UsdShadeMaterialBindingAPI::GetMaterialBindSubsets()
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* We don't call #pxr::UsdShadeMaterialBindingAPI::GetMaterialBindSubsets()
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* because this function returns only those subsets that are in the 'materialBind'
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* because this function returns only those subsets that are in the 'materialBind'
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* family, but, in practice, applications (like Houdini) might export subsets
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* family, but, in practice, applications (like Houdini) might export subsets
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* in different families that are bound to materials.
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* in different families that are bound to materials.
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@ -780,7 +780,7 @@ Mesh *USDMeshReader::read_mesh(Mesh *existing_mesh,
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bool is_uv = false;
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bool is_uv = false;
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/* Assume all uvs are stored in one of these primvar types */
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/* Assume all UVs are stored in one of these primvar types */
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if (type == pxr::SdfValueTypeNames->TexCoord2hArray ||
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if (type == pxr::SdfValueTypeNames->TexCoord2hArray ||
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type == pxr::SdfValueTypeNames->TexCoord2fArray ||
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type == pxr::SdfValueTypeNames->TexCoord2fArray ||
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type == pxr::SdfValueTypeNames->TexCoord2dArray) {
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type == pxr::SdfValueTypeNames->TexCoord2dArray) {
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@ -817,7 +817,7 @@ Mesh *USDMeshReader::read_mesh(Mesh *existing_mesh,
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Mesh *active_mesh = existing_mesh;
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Mesh *active_mesh = existing_mesh;
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bool new_mesh = false;
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bool new_mesh = false;
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/* TODO(makowalski): inmplement the optimization of only updating the mesh points when
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/* TODO(makowalski): implement the optimization of only updating the mesh points when
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* the topology is consistent, as in the Alembic importer. */
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* the topology is consistent, as in the Alembic importer. */
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ImportSettings settings;
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ImportSettings settings;
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