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authorJoshua Leung <aligorith@gmail.com>2006-11-13 07:37:42 +0300
committerJoshua Leung <aligorith@gmail.com>2006-11-13 07:37:42 +0300
commit001fb2c72269fb94a3f4e56f662fc82de990786a (patch)
tree6fb39445fef4141a108e10c391d44ffc2f968042 /source/blender/blenlib
parentfb9f21b6146c51b2249b7c3abfc5ad42d620ae84 (diff)
Just a few fixes to the indention of some functions (purely cosmetic code changes)
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/intern/arithb.c42
1 files changed, 21 insertions, 21 deletions
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c
index 4e8c78729dd..21cf2fa2e56 100644
--- a/source/blender/blenlib/intern/arithb.c
+++ b/source/blender/blenlib/intern/arithb.c
@@ -3098,45 +3098,45 @@ e.g. all points of triangular prism are within the intersection of 3 'slices'
onother trivial case : cube
but see a 'spat' which is a deformed cube with paired parallel planes needs only 3 slices too
*/
-float h,rp[3],cp[3],q[3];
+ float h,rp[3],cp[3],q[3];
-lambda_cp_line_ex(v1,l1,l2,cp);
-VecSubf(q,cp,v1);
+ lambda_cp_line_ex(v1,l1,l2,cp);
+ VecSubf(q,cp,v1);
-VecSubf(rp,p,v1);
-h=Inpf(q,rp)/Inpf(q,q);
-if (h < 0.0f || h > 1.0f) return 0;
-return 1;
+ VecSubf(rp,p,v1);
+ h=Inpf(q,rp)/Inpf(q,q);
+ if (h < 0.0f || h > 1.0f) return 0;
+ return 1;
}
/*adult sister defining the slice planes by the origin and the normal
NOTE |normal| may not be 1 but defining the thickness of the slice*/
int point_in_slice_as(float p[3],float origin[3],float normal[3])
{
-float h,rp[3];
-VecSubf(rp,p,origin);
-h=Inpf(normal,rp)/Inpf(normal,normal);
-if (h < 0.0f || h > 1.0f) return 0;
-return 1;
+ float h,rp[3];
+ VecSubf(rp,p,origin);
+ h=Inpf(normal,rp)/Inpf(normal,normal);
+ if (h < 0.0f || h > 1.0f) return 0;
+ return 1;
}
/*mama (knowing the squared lenght of the normal)*/
int point_in_slice_m(float p[3],float origin[3],float normal[3],float lns)
{
-float h,rp[3];
-VecSubf(rp,p,origin);
-h=Inpf(normal,rp)/lns;
-if (h < 0.0f || h > 1.0f) return 0;
-return 1;
+ float h,rp[3];
+ VecSubf(rp,p,origin);
+ h=Inpf(normal,rp)/lns;
+ if (h < 0.0f || h > 1.0f) return 0;
+ return 1;
}
int point_in_tri_prism(float p[3], float v1[3], float v2[3], float v3[3])
{
-if(!point_in_slice(p,v1,v2,v3)) return 0;
-if(!point_in_slice(p,v2,v3,v1)) return 0;
-if(!point_in_slice(p,v3,v1,v2)) return 0;
-return 1;
+ if(!point_in_slice(p,v1,v2,v3)) return 0;
+ if(!point_in_slice(p,v2,v3,v1)) return 0;
+ if(!point_in_slice(p,v3,v1,v2)) return 0;
+ return 1;
}
/********************************************************/