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author | Campbell Barton <ideasman42@gmail.com> | 2012-04-22 15:54:53 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-04-22 15:54:53 +0400 |
commit | 5c891386842037910f5d522c7d3ffb1792b804db (patch) | |
tree | 133e551d3bf684ea1ccaa8a7d56a4f57b879a95a /source/blender/blenkernel/intern/implicit.c | |
parent | 69d0a68f0d7ed82b9701c5a7832f609e4ea4fd75 (diff) |
style cleanup: comments
Diffstat (limited to 'source/blender/blenkernel/intern/implicit.c')
-rw-r--r-- | source/blender/blenkernel/intern/implicit.c | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/blenkernel/intern/implicit.c b/source/blender/blenkernel/intern/implicit.c index 0bb9426730e..a4edc1e531a 100644 --- a/source/blender/blenkernel/intern/implicit.c +++ b/source/blender/blenkernel/intern/implicit.c @@ -1424,9 +1424,9 @@ typedef struct HairGridVert { #define HAIR_GRID_INDEX(vec, min, max, axis) (int)((vec[axis] - min[axis]) / (max[axis] - min[axis]) * 9.99f) /* Smoothing of hair velocities: * adapted from - Volumetric Methods for Simulation and Rendering of Hair - by Lena Petrovic, Mark Henne and John Anderson - * Pixar Technical Memo #06-08, Pixar Animation Studios + * Volumetric Methods for Simulation and Rendering of Hair + * by Lena Petrovic, Mark Henne and John Anderson + * Pixar Technical Memo #06-08, Pixar Animation Studios */ static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts) { @@ -1591,8 +1591,8 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), lfVec hair_velocity_smoothing(clmd, lF, lX, lV, numverts); /* multiply lF with mass matrix - // force = mass * acceleration (in this case: gravity) - */ + * force = mass * acceleration (in this case: gravity) + */ for (i = 0; i < numverts; i++) { float temp[3]; @@ -1745,10 +1745,10 @@ static void simulate_implicit_euler(lfVector *Vnew, lfVector *UNUSED(lX), lfVect del_lfvector(dFdXmV); } -/*computes where the cloth would be if it were subject to perfectly stiff edges - (edge distance constraints) in a lagrangian solver. then add forces to help - guide the implicit solver to that state. this function is called after - collisions*/ +/* computes where the cloth would be if it were subject to perfectly stiff edges + * (edge distance constraints) in a lagrangian solver. then add forces to help + * guide the implicit solver to that state. this function is called after + * collisions*/ int cloth_calc_helper_forces(Object *UNUSED(ob), ClothModifierData * clmd, float (*initial_cos)[3], float UNUSED(step), float dt) { Cloth *cloth= clmd->clothObject; |