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authorCampbell Barton <ideasman42@gmail.com>2012-04-22 15:54:53 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-04-22 15:54:53 +0400
commit5c891386842037910f5d522c7d3ffb1792b804db (patch)
tree133e551d3bf684ea1ccaa8a7d56a4f57b879a95a /source/blender/blenkernel/intern/implicit.c
parent69d0a68f0d7ed82b9701c5a7832f609e4ea4fd75 (diff)
style cleanup: comments
Diffstat (limited to 'source/blender/blenkernel/intern/implicit.c')
-rw-r--r--source/blender/blenkernel/intern/implicit.c18
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;