diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-09-24 18:27:41 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-09-24 18:28:40 +0300 |
commit | 0cff044d84646c2890f13b8915eb708861bb36d6 (patch) | |
tree | aae39c4caf63669e0ae760294abc2461ce1c26c1 /source/blender/blenkernel/intern/softbody.c | |
parent | ea61700a2d3b42989734f447bd37dcce9c827c42 (diff) |
Spelling fixes in comments and descriptions, patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index 93039bdace6..a2f2819d132 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -110,7 +110,7 @@ typedef struct ReferenceVert { typedef struct ReferenceState { float com[3]; /* center of mass*/ - ReferenceVert *ivert; /* list of intial values */ + ReferenceVert *ivert; /* list of initial values */ } ReferenceState; @@ -211,7 +211,7 @@ static float sb_time_scale(Object *ob) * will cause unwanted responses of the softbody system (which does inter frame calculations ) * so first 'cure' would be: interpolate linear in time .. * Q: why do i write this? - * A: because it happend once, that some eger coder 'streamlined' code to fail. + * A: because it happened once, that some eger coder 'streamlined' code to fail. * We DO linear interpolation for goals .. and i think we should do on animated properties as well */ @@ -952,7 +952,7 @@ static void free_softbody_intern(SoftBody *sb) * * it actually checks if the particle intrudes a short range force field generated * by the faces of the target object and returns a force to drive the particel out - * the strenght of the field grows exponetially if the particle is on the 'wrong' side of the face + * the strength of the field grows exponetially if the particle is on the 'wrong' side of the face * 'wrong' side : projection to the face normal is negative (all referred to a vertex in the face) * * flaw of this: 'fast' particles as well as 'fast' colliding faces @@ -1977,7 +1977,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo SoftBody *sb= ob->soft; /* is supposed to be there */ BodyPoint *bp; - /* intitialize */ + /* initialize */ if (sb) { /* check conditions for various options */ /* +++ could be done on object level to squeeze out the last bits of it */ @@ -2019,7 +2019,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo for (c=sb->totpoint, obp= sb->bpoint; c>0; c--, obp++) { compare = (obp->colball + bp->colball); sub_v3_v3v3(def, bp->pos, obp->pos); - /* rather check the AABBoxes before ever calulating the real distance */ + /* rather check the AABBoxes before ever calculating the real distance */ /* mathematically it is completely nuts, but performance is pretty much (3) times faster */ if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue; distance = normalize_v3(def); @@ -2061,7 +2061,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo bp->force[1]+= -ks*(auxvect[1]); bp->force[2]+= -ks*(auxvect[2]); - /* calulate damping forces generated by goals*/ + /* calculate damping forces generated by goals*/ sub_v3_v3v3(velgoal, bp->origS, bp->origE); kd = sb->goalfrict * sb_fric_force_scale(ob); add_v3_v3v3(auxvect, velgoal, bp->vec); @@ -2348,7 +2348,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa compare = (obp->colball + bp->colball); sub_v3_v3v3(def, bp->pos, obp->pos); - /* rather check the AABBoxes before ever calulating the real distance */ + /* rather check the AABBoxes before ever calculating the real distance */ /* mathematically it is completely nuts, but performance is pretty much (3) times faster */ if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue; @@ -2397,7 +2397,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa bp->force[1]+= -ks*(auxvect[1]); bp->force[2]+= -ks*(auxvect[2]); - /* calulate damping forces generated by goals*/ + /* calculate damping forces generated by goals*/ sub_v3_v3v3(velgoal, bp->origS, bp->origE); kd = sb->goalfrict * sb_fric_force_scale(ob); add_v3_v3v3(auxvect, velgoal, bp->vec); @@ -2827,7 +2827,7 @@ static void springs_from_mesh(Object *ob) sb= ob->soft; if (me && sb) { - /* using bp->origS as a container for spring calcualtions here + /* using bp->origS as a container for spring calculations here * will be overwritten sbObjectStep() to receive * actual modifier stack positions */ @@ -3402,7 +3402,7 @@ static void softbody_update_positions(Object *ob, SoftBody *sb, float (*vertexCo * that is: * a precise position vector denoting the motion of the center of mass * give a rotation/scale matrix using averaging method, that's why estimate and not calculate - * see: this is kind of reverse engineering: having to states of a point cloud and recover what happend + * see: this is kind of reverse engineering: having to states of a point cloud and recover what happened * our advantage here we know the identity of the vertex * there are others methods giving other results. * lloc, lrot, lscale are allowed to be NULL, just in case you don't need it. |