Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2019-04-21 18:42:45 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-21 23:30:08 +0300
commit66c3a7c5502815af082feee73165d144bee78fb1 (patch)
tree96bc55293f171bab7238d60616cdeb23fc2f763b /source/blender/makesdna/DNA_object_force_types.h
parente9a01c1d2f6edaf2902f82c73c98ff7d25627878 (diff)
Cleanup: comments (long lines) in makesdna
Diffstat (limited to 'source/blender/makesdna/DNA_object_force_types.h')
-rw-r--r--source/blender/makesdna/DNA_object_force_types.h11
1 files changed, 6 insertions, 5 deletions
diff --git a/source/blender/makesdna/DNA_object_force_types.h b/source/blender/makesdna/DNA_object_force_types.h
index 7b3dfc4f4f3..2207e08558d 100644
--- a/source/blender/makesdna/DNA_object_force_types.h
+++ b/source/blender/makesdna/DNA_object_force_types.h
@@ -239,11 +239,12 @@ typedef struct PointCache {
* buf for now it's the same for all points. Without adaptivity this can effect the perceived
* simulation quite a bit though. If for example particles are colliding with a horizontal
* plane (with high damping) they quickly come to a stop on the plane, however there are still
- * forces acting on the particle (gravity and collisions), so the particle velocity isn't necessarily
- * zero for the whole duration of the frame even if the particle seems stationary. If all simulation
- * frames aren't cached (step > 1) these velocities are interpolated into movement for the non-cached
- * frames. The result will look like the point is oscillating around the collision location. So for
- * now cache step should be set to 1 for accurate reproduction of collisions.
+ * forces acting on the particle (gravity and collisions), so the particle velocity isn't
+ * necessarily zero for the whole duration of the frame even if the particle seems stationary.
+ * If all simulation frames aren't cached (step > 1) these velocities are interpolated into
+ * movement for the non-cached frames.
+ * The result will look like the point is oscillating around the collision location.
+ * So for now cache step should be set to 1 for accurate reproduction of collisions.
*/
int step;