forked from bartvdbraak/blender
Cleanup: spelling
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@ -527,7 +527,7 @@ void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
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builtin_images_load();
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/* Attempt to free all data which is held by Blender side, since at this
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* point we knwo that we've got everything to render current view layer.
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* point we know that we've got everything to render current view layer.
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*/
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/* At the moment we only free if we are not doing multi-view
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* (or if we are rendering the last view). See T58142/D4239 for discussion.
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@ -3940,7 +3940,7 @@ void BKE_animsys_evaluate_all_animation(Main *main,
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* - this is like EVAL_ANIM_IDS, but this handles the case "embedded nodetrees"
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* (i.e. scene/material/texture->nodetree) which we need a special exception
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* for, otherwise they'd get skipped
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* - ntp = "node tree parent" = data-block where node tree stuff resides
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* - 'ntp' stands for "node tree parent" = data-block where node tree stuff resides
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*/
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#define EVAL_ANIM_NODETREE_IDS(first, NtId_Type, aflag) \
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for (id = first; id; id = id->next) { \
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@ -1233,14 +1233,14 @@ Mesh *BKE_mesh_new_from_object_to_bmain(Main *bmain,
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BKE_library_foreach_ID_link(
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NULL, &mesh->id, foreach_libblock_make_original_callback, NULL, IDWALK_NOP);
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/* Append the mesh to bmain.
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* We do it a bit longer way since there is no simple and clear way of adding existing datablock
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* to the bmain. So we allocate new empty mesh in the bmain (which guarantess all the naming and
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* orders and flags) and move the temporary mesh in place there. */
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/* Append the mesh to 'bmain'.
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* We do it a bit longer way since there is no simple and clear way of adding existing data-block
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* to the 'bmain'. So we allocate new empty mesh in the 'bmain' (which guarantees all the naming
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* and orders and flags) and move the temporary mesh in place there. */
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Mesh *mesh_in_bmain = BKE_mesh_add(bmain, mesh->id.name + 2);
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/* NOTE: BKE_mesh_nomain_to_mesh() does not copy materials and instead it preserves them in the
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* destinaion mesh. So we "steal" all related fields before calling it.
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* destination mesh. So we "steal" all related fields before calling it.
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*
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* TODO(sergey): We really better have a function which gets and ID and accepts it for the bmain.
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*/
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@ -1607,7 +1607,7 @@ static void rigidbody_update_sim_ob(
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/* create dummy 'point' which represents last known position of object as result of sim */
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/* XXX: this can create some inaccuracies with sim position,
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* but is probably better than using unsimulated vals? */
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* but is probably better than using un-simulated values? */
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RB_body_get_position(rbo->shared->physics_object, eff_loc);
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RB_body_get_linear_velocity(rbo->shared->physics_object, eff_vel);
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@ -336,7 +336,7 @@ void AnimationExporter::export_curve_animation(Object *ob, BCAnimationCurve &cur
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/*
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* Some curves can not be exported as is and need some conversion
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* For more information see implementation oif get_modified_export_curve()
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* For more information see implementation of get_modified_export_curve()
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* note: if mcurve is not NULL then it must be deleted at end of this method;
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*/
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@ -966,7 +966,7 @@ void AnimationImporter::apply_matrix_curves(Object *ob,
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}
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/*
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* This function returns the aspet ration from the Collada camera.
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* This function returns the aspect ration from the Collada camera.
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*
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* Note:COLLADA allows to specify either XFov, or YFov alone.
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* In that case the aspect ratio can be determined from
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@ -195,7 +195,7 @@ class ExecutionGroup {
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/**
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* \brief Determine the rect (minx, maxx, miny, maxy) of a chunk at a position.
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* \note Only gives useful results ater the determination of the chunksize
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* \note Only gives useful results after the determination of the chunksize
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* \see determineChunkSize()
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*/
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void determineChunkRect(rcti *rect, const unsigned int xChunk, const unsigned int yChunk) const;
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@ -406,7 +406,7 @@ class ExecutionGroup {
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/**
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* \brief Determine the rect (minx, maxx, miny, maxy) of a chunk.
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* \note Only gives useful results ater the determination of the chunksize
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* \note Only gives useful results after the determination of the chunksize
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* \see determineChunkSize()
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*/
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void determineChunkRect(rcti *rect, const unsigned int chunkNumber) const;
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@ -33,7 +33,7 @@ class ExecutionGroup;
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* In order to get to an efficient model for execution, several steps are being done. these steps
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* are explained below.
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*
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* \section EM_Step1 Step 1: translating blender node system to the new compsitor system
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* \section EM_Step1 Step 1: translating blender node system to the new compositor system
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* Blenders node structure is based on C structs (DNA). These structs are not efficient in the new
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* architecture. We want to use classes in order to simplify the system. during this step the
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* blender node_tree is evaluated and converted to a CPP node system.
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@ -85,7 +85,7 @@ class BokehImageOperation : public NodeOperation {
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bool m_deleteData;
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/**
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* \brief determine the coordinate of a flap cornder
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* \brief determine the coordinate of a flap corner.
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*
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* \param r: result in bokehimage space are stored [x,y]
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* \param flapNumber: the flap number to calculate
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@ -305,7 +305,7 @@ static int sound_bake_animation_exec(bContext *C, wmOperator *UNUSED(op))
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{
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Main *bmain = CTX_data_main(C);
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Scene *scene = CTX_data_scene(C);
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/* NOTE: We will be forefully evaluating dependency graph at every frame, so no need to ensure
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/* NOTE: We will be forcefully evaluating dependency graph at every frame, so no need to ensure
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* current scene state is evaluated as it will be lost anyway. */
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struct Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
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int oldfra = scene->r.cfra;
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@ -233,7 +233,7 @@ static void createVertRingMap(const int mvert_tot,
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*
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* This Laplacian Matrix is described in the paper:
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* Desbrun M. et.al, Implicit fairing of irregular meshes using diffusion and curvature flow,
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* SIGGRAPH '99, pag 317-324, New York, USA
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* SIGGRAPH '99, page 317-324, New York, USA
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*
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* The computation of Laplace Beltrami operator on Hybrid Triangle/Quad Meshes is described in the
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* paper: Pinzon A., Romero E., Shape Inflation With an Adapted Laplacian Operator For
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@ -491,7 +491,7 @@ static Mesh *applyModifier(ModifierData *md, const ModifierEvalContext *ctx, Mes
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* extra space by abusing the vert array before its filled with new verts.
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* The new array for vert_connect must be at least sizeof(ScrewVertConnect) * totvert
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* and the size of our resulting meshes array is sizeof(MVert) * totvert * 3
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* so its safe to use the second 2 thrids of MVert the array for vert_connect,
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* so its safe to use the second 2 thirds of MVert the array for vert_connect,
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* just make sure ScrewVertConnect struct is no more than twice as big as MVert,
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* at the moment there is no chance of that being a problem,
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* unless MVert becomes half its current size.
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