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authorCampbell Barton <ideasman42@gmail.com>2012-03-24 11:52:14 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-24 11:52:14 +0400
commitb8a71efeba70d6c3ebc579f5043daa4162da86e8 (patch)
treed2d89da2a59f8955583f4968a35e48c578fd4d4c /source/gameengine/Converter/KX_SoftBodyDeformer.cpp
parent81d8f17843f92c6d6abbacb652ca22917910f4bc (diff)
style cleanup: follow style guide for/with/if spacing
Diffstat (limited to 'source/gameengine/Converter/KX_SoftBodyDeformer.cpp')
-rw-r--r--source/gameengine/Converter/KX_SoftBodyDeformer.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Converter/KX_SoftBodyDeformer.cpp b/source/gameengine/Converter/KX_SoftBodyDeformer.cpp
index 6fe662ac7ed..e3c12c2b966 100644
--- a/source/gameengine/Converter/KX_SoftBodyDeformer.cpp
+++ b/source/gameengine/Converter/KX_SoftBodyDeformer.cpp
@@ -88,18 +88,18 @@ bool KX_SoftBodyDeformer::Apply(class RAS_IPolyMaterial *polymat)
// share the same mesh (=the same cache). As the rendering is done per polymaterial
// cycling through the objects, the entire mesh cache cannot be updated in one shot.
mmat = m_pMeshObject->GetMeshMaterial(polymat);
- if(!mmat->m_slots[(void*)m_gameobj])
+ if (!mmat->m_slots[(void*)m_gameobj])
return true;
slot = *mmat->m_slots[(void*)m_gameobj];
// for each array
- for(slot->begin(it); !slot->end(it); slot->next(it))
+ for (slot->begin(it); !slot->end(it); slot->next(it))
{
btSoftBody::tNodeArray& nodes(softBody->m_nodes);
int index = 0;
- for(i=it.startvertex; i<it.endvertex; i++,index++) {
+ for (i=it.startvertex; i<it.endvertex; i++,index++) {
RAS_TexVert& v = it.vertex[i];
btAssert(v.getSoftBodyIndex() >= 0);