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Diffstat (limited to 'source/blender/blenkernel/intern/particle_system.c')
-rw-r--r--source/blender/blenkernel/intern/particle_system.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index 353c75d63c6..cc6e28b2a82 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -366,7 +366,7 @@ void psys_calc_dmcache(Object *ob, DerivedMesh *dm_final, DerivedMesh *dm_deform
for (i=0, node=nodedmelem; i<totdmelem; i++, node++) {
int origindex_final;
- node->link = SET_INT_IN_POINTER(i);
+ node->link = POINTER_FROM_INT(i);
/* may be vertex or face origindex */
if (use_modifier_stack) {
@@ -409,7 +409,7 @@ void psys_calc_dmcache(Object *ob, DerivedMesh *dm_final, DerivedMesh *dm_deform
else {
if (psys->part->from == PART_FROM_VERT) {
if (pa->num < totelem && nodearray[pa->num])
- pa->num_dmcache= GET_INT_FROM_POINTER(nodearray[pa->num]->link);
+ pa->num_dmcache= POINTER_AS_INT(nodearray[pa->num]->link);
else
pa->num_dmcache = DMCACHE_NOTFOUND;
}
@@ -1546,7 +1546,7 @@ static EdgeHash *sph_springhash_build(ParticleSystem *psys)
springhash = BLI_edgehash_new_ex(__func__, psys->tot_fluidsprings);
for (i=0, spring=psys->fluid_springs; i<psys->tot_fluidsprings; i++, spring++)
- BLI_edgehash_insert(springhash, spring->particle_index[0], spring->particle_index[1], SET_INT_IN_POINTER(i+1));
+ BLI_edgehash_insert(springhash, spring->particle_index[0], spring->particle_index[1], POINTER_FROM_INT(i+1));
return springhash;
}
@@ -1610,9 +1610,9 @@ static void sph_density_accum_cb(void *userdata, int index, const float co[3], f
/* Ugh! One particle has too many neighbors! If some aren't taken into
* account, the forces will be biased by the tree search order. This
- * effectively adds enery to the system, and results in a churning motion.
+ * effectively adds energy to the system, and results in a churning motion.
* But, we have to stop somewhere, and it's not the end of the world.
- * - jahka and z0r
+ * - jahka and z0r
*/
if (pfr->tot_neighbors >= SPH_NEIGHBORS)
return;
@@ -1748,7 +1748,7 @@ static void sph_force_cb(void *sphdata_v, ParticleKey *state, float *force, floa
/* Viscoelastic spring force */
if (pfn->psys == psys[0] && fluid->flag & SPH_VISCOELASTIC_SPRINGS && springhash) {
/* BLI_edgehash_lookup appears to be thread-safe. - z0r */
- spring_index = GET_INT_FROM_POINTER(BLI_edgehash_lookup(springhash, index, pfn->index));
+ spring_index = POINTER_AS_INT(BLI_edgehash_lookup(springhash, index, pfn->index));
if (spring_index) {
spring = psys[0]->fluid_springs + spring_index - 1;
@@ -2187,7 +2187,7 @@ static void basic_rotate(ParticleSettings *part, ParticleData *pa, float dfra, f
}
/************************************************
- * Collisions
+ * Collisions
*
* The algorithm is roughly:
* 1. Use a BVH tree to search for faces that a particle may collide with.
@@ -4335,7 +4335,7 @@ void particle_system_update(Main *bmain, Scene *scene, Object *ob, ParticleSyste
pa->flag &= ~PARS_NO_DISP;
}
- /* free unexisting after reseting particles */
+ /* free unexisting after resetting particles */
if (free_unexisting)
free_unexisting_particles(&sim);