diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-11-14 04:53:15 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-11-14 09:10:56 +0300 |
commit | d7f55c4ff58f87b80f0ce2fa43ce2f7cd2b72675 (patch) | |
tree | 6d0777779c74a927551baa36da3bc8225ad8ead5 /source/blender/blenkernel/intern/particle_system.c | |
parent | b97a2c3688ad29b051898ff2be5f9b9e98bebdba (diff) |
Cleanup: comment block tabs
Diffstat (limited to 'source/blender/blenkernel/intern/particle_system.c')
-rw-r--r-- | source/blender/blenkernel/intern/particle_system.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c index 8def945ca7c..cc6e28b2a82 100644 --- a/source/blender/blenkernel/intern/particle_system.c +++ b/source/blender/blenkernel/intern/particle_system.c @@ -1612,7 +1612,7 @@ static void sph_density_accum_cb(void *userdata, int index, const float co[3], f * account, the forces will be biased by the tree search order. This * effectively adds energy to the system, and results in a churning motion. * But, we have to stop somewhere, and it's not the end of the world. - * - jahka and z0r + * - jahka and z0r */ if (pfr->tot_neighbors >= SPH_NEIGHBORS) return; @@ -2187,7 +2187,7 @@ static void basic_rotate(ParticleSettings *part, ParticleData *pa, float dfra, f } /************************************************ - * Collisions + * Collisions * * The algorithm is roughly: * 1. Use a BVH tree to search for faces that a particle may collide with. |