style cleanup: comments
[blender-staging.git] / source / blender / editors / object / object_vgroup.c
index 1be09847ef266fa6ccddf99aa0a3b0ac1f537e73..b9f6f0bc1869942e63fde50d5ce1a227207c7767 100644 (file)
@@ -941,7 +941,7 @@ static void vgroup_select_verts(Object *ob, int select)
                        }
 
                        /* this has to be called, because this function operates on vertices only */
-                       if (select) EDBM_select_flush(em);  // vertices to edges/faces
+                       if (select) EDBM_select_flush(em);  /* vertices to edges/faces */
                        else EDBM_deselect_flush(em);
                }
                else {
@@ -1180,17 +1180,18 @@ static void getVerticalAndHorizontalChange(const float norm[3], float d, const f
 
        closest_to_plane_v3(projA, coord, norm, start);
        closest_to_plane_v3(projB, coord, norm, end);
-       // (vertical and horizontal refer to the plane's y and xz respectively)
-       // vertical distance
+       /* (vertical and horizontal refer to the plane's y and xz respectively)
+        * vertical distance */
        dists[index] = dot_v3v3(norm, end) + d;
-       // vertical change
+       /* vertical change */
        changes[index][0] = dists[index] - distToStart;
        //printf("vc %f %f\n", distance(end, projB, 3)-distance(start, projA, 3), changes[index][0]);
-       // horizontal change
+       /* horizontal change */
        changes[index][1] = len_v3v3(projA, projB);
 }
 
-// I need the derived mesh to be forgotten so the positions are recalculated with weight changes (see dm_deform_recalc)
+/* I need the derived mesh to be forgotten so the positions are recalculated
+ * with weight changes (see dm_deform_recalc) */
 static void dm_deform_clear(DerivedMesh *dm, Object *ob)
 {
        if (ob->derivedDeform && (ob->derivedDeform) == dm) {
@@ -1311,7 +1312,7 @@ static void moveCloserToDistanceFromPlane(Scene *scene, Object *ob, Mesh *me, in
                                }
                        }
                }
-               // sort the changes by the vertical change
+               /* sort the changes by the vertical change */
                for (k = 0; k < totweight; k++) {
                        float tf;
                        int ti;
@@ -1323,7 +1324,7 @@ static void moveCloserToDistanceFromPlane(Scene *scene, Object *ob, Mesh *me, in
                                        bestIndex = i;
                                }
                        }
-                       // switch with k
+                       /* switch with k */
                        if (bestIndex != k) {
                                ti = upDown[k];
                                upDown[k] = upDown[bestIndex];