diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-05-01 21:51:03 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-05-01 21:51:03 +0400 |
commit | 933b3166fc212f8fc47e7dba9ac0e6b26d85653c (patch) | |
tree | ea5e9dcfd0ae0c38f9647efb1a9ccfafbed49717 /source/blender/blenkernel | |
parent | f2ff1da6d70609d6b741038349aafba7f141ebc7 (diff) |
style cleanup: guys - set your editors to tabs!
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/BKE_ocean.h | 10 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/customdata.c | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 36 |
3 files changed, 24 insertions, 24 deletions
diff --git a/source/blender/blenkernel/BKE_ocean.h b/source/blender/blenkernel/BKE_ocean.h index 5f7f7740a9f..1c659b61d7d 100644 --- a/source/blender/blenkernel/BKE_ocean.h +++ b/source/blender/blenkernel/BKE_ocean.h @@ -32,17 +32,16 @@ extern "C" { typedef struct OceanResult { float disp[3]; - float normal[3]; + float normal[3]; float foam; /* raw eigenvalues/vectors */ float Jminus; - float Jplus; + float Jplus; float Eminus[3]; - float Eplus[3]; + float Eplus[3]; } OceanResult; - - + typedef struct OceanCache { struct ImBuf **ibufs_disp; struct ImBuf **ibufs_foam; @@ -74,7 +73,6 @@ typedef struct OceanCache { #define OCEAN_CACHING 1 #define OCEAN_CACHED 2 - struct Ocean *BKE_add_ocean(void); void BKE_free_ocean_data(struct Ocean *oc); void BKE_free_ocean(struct Ocean *oc); diff --git a/source/blender/blenkernel/intern/customdata.c b/source/blender/blenkernel/intern/customdata.c index 4cf48ff6005..5855cc67719 100644 --- a/source/blender/blenkernel/intern/customdata.c +++ b/source/blender/blenkernel/intern/customdata.c @@ -1046,7 +1046,7 @@ static const LayerTypeInfo LAYERTYPEINFO[CD_NUMTYPES] = { {sizeof(float), "", 0, "BevelWeight", NULL, NULL, layerInterp_bweight}, /* 30: CD_CREASE */ {sizeof(float), "", 0, "SubSurfCrease", NULL, NULL, layerInterp_bweight}, - /* 31: CD_ORIGSPACE_MLOOP */ + /* 31: CD_ORIGSPACE_MLOOP */ {sizeof(OrigSpaceLoop), "OrigSpaceLoop", 1, "OS Loop", NULL, NULL, layerInterp_mloop_origspace, NULL, NULL, layerEqual_mloop_origspace, layerMultiply_mloop_origspace, layerInitMinMax_mloop_origspace, layerAdd_mloop_origspace, layerDoMinMax_mloop_origspace, layerCopyValue_mloop_origspace}, diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index c41c8d1f50f..690b6c83870 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -150,8 +150,8 @@ typedef struct SB_thread_context { #define SOFTGOALSNAP 0.999f /* if bp-> goal is above make it a *forced follow original* and skip all ODE stuff for this bp - removes *unnecessary* stiffnes from ODE system -*/ + * removes *unnecessary* stiffnes from ODE system + */ #define HEUNWARNLIMIT 1 /* 500 would be fine i think for detecting severe *stiff* stuff */ @@ -179,16 +179,16 @@ static void Vec3PlusStVec(float *v, float s, float *v1); static float sb_grav_force_scale(Object *UNUSED(ob)) /* since unit of g is [m/sec^2] and F = mass * g we rescale unit mass of node to 1 gramm - put it to a function here, so we can add user options later without touching simulation code -*/ + * put it to a function here, so we can add user options later without touching simulation code + */ { return (0.001f); } static float sb_fric_force_scale(Object *UNUSED(ob)) /* rescaling unit of drag [1 / sec] to somehow reasonable - put it to a function here, so we can add user options later without touching simulation code -*/ + * put it to a function here, so we can add user options later without touching simulation code + */ { return (0.01f); } @@ -216,12 +216,12 @@ static float sb_time_scale(Object *ob) /* helper functions for everything is animatable jow_go_for2_5 +++++++*/ /* introducing them here, because i know: steps in properties ( at frame timing ) - 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. - We DO linear interpolation for goals .. and i think we should do on animated properties as well -*/ + * 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. + * We DO linear interpolation for goals .. and i think we should do on animated properties as well + */ /* animate sb->maxgoal, sb->mingoal */ static float _final_goal(Object *ob, BodyPoint *bp)/*jow_go_for2_5 */ @@ -2984,10 +2984,10 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float * maxerrpos = MAX2(maxerrpos, ABS(dx[1] - bp->prevdx[1])); maxerrpos = MAX2(maxerrpos, ABS(dx[2] - bp->prevdx[2])); -/* bp->choke is set when we need to pull a vertex or edge out of the collider. - the collider object signals to get out by pushing hard. on the other hand - we don't want to end up in deep space so we add some <viscosity> - to balance that out */ + /* bp->choke is set when we need to pull a vertex or edge out of the collider. + * the collider object signals to get out by pushing hard. on the other hand + * we don't want to end up in deep space so we add some <viscosity> + * to balance that out */ if (bp->choke2 > 0.0f) { mul_v3_fl(bp->vec, (1.0f - bp->choke2)); } @@ -3268,7 +3268,9 @@ static void mesh_to_softbody(Scene *scene, Object *ob) BodyPoint *bp; BodySpring *bs; int a, totedge; - BKE_mesh_tessface_ensure(me); + + BKE_mesh_tessface_ensure(me); + if (ob->softflag & OB_SB_EDGES) totedge= me->totedge; else totedge= 0; |