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Diffstat (limited to 'source/blender/blenkernel/intern/dynamicpaint.c')
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index 4b61d35cac8..eadf6c5ea22 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -1347,7 +1347,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b
}
/* also add number of vertices to temp_data
- * to locate points on "mesh edge" */
+ * to locate points on "mesh edge" */
for (i = 0; i < numOfPolys; i++) {
for (int j = 0; j < mpoly[i].totloop; j++) {
temp_data[mloop[mpoly[i].loopstart + j].v]++;
@@ -1355,7 +1355,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b
}
/* now check if total number of edges+faces for
- * each vertex is even, if not -> vertex is on mesh edge */
+ * each vertex is even, if not -> vertex is on mesh edge */
for (i = 0; i < sData->total_points; i++) {
if ((temp_data[i] % 2) || (temp_data[i] < 4)) {
ad->flags[i] |= ADJ_ON_MESH_EDGE;
@@ -1389,7 +1389,7 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b
}
else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
/* for image sequences, only allocate memory.
- * bake initialization takes care of rest */
+ * bake initialization takes care of rest */
}
MEM_freeN(temp_data);
@@ -1557,7 +1557,7 @@ static void dynamicPaint_setInitialColor(const Scene *scene, DynamicPaintSurface
return;
/* for vertex surface loop through tfaces and find uv color
- * that provides highest alpha */
+ * that provides highest alpha */
if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
struct ImagePool *pool = BKE_image_pool_new();
@@ -2884,7 +2884,7 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface, flo
int cursor = 0;
/* Create a temporary array of final indexes (before unassigned
- * pixels have been dropped) */
+ * pixels have been dropped) */
for (int i = 0; i < w * h; i++) {
if (tempPoints[i].tri_index != -1) {
final_index[i] = cursor;
@@ -3349,9 +3349,9 @@ static void mesh_tris_spherecast_dp(void *userdata, int index, const BVHTreeRay
}
/* A modified callback to bvh tree nearest point. The tree must have been built using bvhtree_from_mesh_looptri.
- * userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
+ * userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
*
- * To optimize brush detection speed this doesn't calculate hit normal.
+ * To optimize brush detection speed this doesn't calculate hit normal.
*/
static void mesh_tris_nearest_point_dp(void *userdata, int index, const float co[3], BVHTreeNearest *nearest)
{
@@ -4005,7 +4005,7 @@ static void dynamic_paint_paint_mesh_cell_point_cb_ex(
interp_weights_tri_v3(weights, mvert[v1].co, mvert[v2].co, mvert[v3].co, hitCoord);
/* simple check based on brush surface velocity,
- * todo: perhaps implement something that handles volume movement as well */
+ * todo: perhaps implement something that handles volume movement as well. */
/* interpolate vertex speed vectors to get hit point velocity */
interp_v3_v3v3v3(brushPointVelocity,
@@ -4717,7 +4717,7 @@ static void surface_determineForceTargetPoints(
const float closest_dot = dot_v3v3(bNeighs[n_index].dir, bNeighs[closest_id[0]].dir);
/* only accept neighbor at "other side" of the first one in relation to force dir
- * so make sure angle between this and closest neigh is greater than first angle */
+ * so make sure angle between this and closest neigh is greater than first angle. */
if (dir_dot > closest_d[1] && closest_dot < closest_d[0] && dir_dot > 0.0f) {
closest_d[1] = dir_dot;
closest_id[1] = n_index;
@@ -4734,7 +4734,7 @@ static void surface_determineForceTargetPoints(
float temp;
/* project force vector on the plane determined by these two neighbor points
- * and calculate relative force angle from it*/
+ * and calculate relative force angle from it. */
cross_v3_v3v3(tangent, bNeighs[closest_id[0]].dir, bNeighs[closest_id[1]].dir);
normalize_v3(tangent);
force_intersect = dot_v3v3(force, tangent);
@@ -4884,7 +4884,7 @@ static void dynamic_paint_prepare_effect_cb(
/* if global gravity is enabled, add it too */
if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY)
/* also divide by 10 to about match default grav
- * with default force strength (1.0) */
+ * with default force strength (1.0). */
madd_v3_v3fl(forc, scene->physics_settings.gravity,
surface->effector_weights->global_gravity * surface->effector_weights->weight[0] / 10.f);
@@ -4946,7 +4946,7 @@ static int dynamicPaint_prepareEffectStep(
}
/* Get number of required steps using average point distance
- * so that just a few ultra close pixels wont up substeps to max */
+ * so that just a few ultra close pixels wont up substeps to max. */
/* adjust number of required substep by fastest active effect */
if (surface->effect & MOD_DPAINT_EFFECT_DO_SPREAD)
@@ -5047,7 +5047,7 @@ static void dynamic_paint_effect_shrink_cb(
totalAlpha += pPoint_prev->e_color[3];
/* Check if neighboring point has lower alpha,
- * if so, decrease this point's alpha as well*/
+ * if so, decrease this point's alpha as well. */
if (pPoint->color[3] <= 0.0f && pPoint->e_color[3] <= 0.0f && pPoint->wetness <= 0.0f)
continue;
@@ -5558,7 +5558,7 @@ static void dynamic_paint_surface_pre_step_cb(
/* now calculate new alpha for dry layer that keeps final blended color unchanged */
pPoint->color[3] = (f_color[3] - pPoint->e_color[3]) / (1.0f - pPoint->e_color[3]);
/* for each rgb component, calculate a new dry layer color that keeps the final blend color
- * with these new alpha values. (wet layer color doesnt change)*/
+ * with these new alpha values. (wet layer color doesnt change)*/
if (pPoint->color[3]) {
for (i = 0; i < 3; i++) {
pPoint->color[i] = (f_color[i] * f_color[3] - pPoint->e_color[i] * pPoint->e_color[3]) /