diff options
Diffstat (limited to 'source/blender/blenkernel/intern/boids.c')
-rw-r--r-- | source/blender/blenkernel/intern/boids.c | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/blenkernel/intern/boids.c b/source/blender/blenkernel/intern/boids.c index d454bef3184..f3f4d7c9598 100644 --- a/source/blender/blenkernel/intern/boids.c +++ b/source/blender/blenkernel/intern/boids.c @@ -291,7 +291,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues * } } } - if(ptn){ MEM_freeN(ptn); ptn=NULL; } + if (ptn) { MEM_freeN(ptn); ptn=NULL; } /* check boids in other systems */ for(pt=bbd->sim->psys->targets.first; pt; pt=pt->next) { @@ -337,7 +337,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues * } } - if(ptn){ MEM_freeN(ptn); ptn=NULL; } + if (ptn) { MEM_freeN(ptn); ptn=NULL; } } } @@ -364,7 +364,7 @@ static int rule_separate(BoidRule *UNUSED(rule), BoidBrainData *bbd, BoidValues len = ptn[1].dist; ret = 1; } - if(ptn){ MEM_freeN(ptn); ptn=NULL; } + if (ptn) { MEM_freeN(ptn); ptn=NULL; } /* check other boid systems */ for(pt=bbd->sim->psys->targets.first; pt; pt=pt->next) { @@ -382,7 +382,7 @@ static int rule_separate(BoidRule *UNUSED(rule), BoidBrainData *bbd, BoidValues ret = 1; } - if(ptn){ MEM_freeN(ptn); ptn=NULL; } + if (ptn) { MEM_freeN(ptn); ptn=NULL; } } } return ret; @@ -487,7 +487,7 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va float vec2[3], t, t_min = 3.0f; /* first check we're not blocking any leaders */ - for(i = 0; i< bbd->sim->psys->totpart; i+=n){ + for(i = 0; i< bbd->sim->psys->totpart; i+=n) { copy_v3_v3(vec, bbd->sim->psys->particles[i].prev_state.vel); sub_v3_v3v3(loc, pa->prev_state.co, bbd->sim->psys->particles[i].prev_state.co); @@ -626,7 +626,7 @@ static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Parti f_strength += bbd->part->boids->strength * health; - if(ptn){ MEM_freeN(ptn); ptn=NULL; } + if (ptn) { MEM_freeN(ptn); ptn=NULL; } /* add other friendlies and calculate enemy strength and find closest enemy */ for(pt=bbd->sim->psys->targets.first; pt; pt=pt->next) { @@ -653,7 +653,7 @@ static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Parti else if(pt->mode==PTARGET_MODE_FRIEND) f_strength += epsys->part->boids->strength * health; - if(ptn){ MEM_freeN(ptn); ptn=NULL; } + if (ptn) { MEM_freeN(ptn); ptn=NULL; } } } /* decide action if enemy presence found */ @@ -779,7 +779,7 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float grou hit.dist = col.original_ray_length = len_v3(ray_dir); col.pce.inside = 0; - for(coll = bbd->sim->colliders->first; coll; coll = coll->next){ + for(coll = bbd->sim->colliders->first; coll; coll = coll->next) { col.current = coll->ob; col.md = coll->collmd; col.fac1 = col.fac2 = 0.f; @@ -804,7 +804,7 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float grou hit.index = -1; hit.dist = col.original_ray_length = len_v3(ray_dir); - for(coll = bbd->sim->colliders->first; coll; coll = coll->next){ + for(coll = bbd->sim->colliders->first; coll; coll = coll->next) { col.current = coll->ob; col.md = coll->collmd; @@ -1325,7 +1325,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa) boid_climb(boids, pa, ground_co, ground_nor); } /* land boid when really near ground */ - else if(pa->state.co[2] <= ground_co[2] + 1.01f * pa->size * boids->height){ + else if(pa->state.co[2] <= ground_co[2] + 1.01f * pa->size * boids->height) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; bpa->data.mode = eBoidMode_OnLand; |