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:
Diffstat (limited to 'source/blender/blenkernel/intern/smoke.c')
-rw-r--r--source/blender/blenkernel/intern/smoke.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/blenkernel/intern/smoke.c b/source/blender/blenkernel/intern/smoke.c
index 12bc40e62a0..ccc991ed24a 100644
--- a/source/blender/blenkernel/intern/smoke.c
+++ b/source/blender/blenkernel/intern/smoke.c
@@ -724,7 +724,7 @@ static int get_lamp(Scene *scene, float *light)
}
/**********************************************************
- * Obstacles
+ * Obstacles
**********************************************************/
typedef struct ObstaclesFromDMData {
@@ -982,7 +982,7 @@ static void update_obstacles(Scene *scene, Object *ob, SmokeDomainSettings *sds,
}
/**********************************************************
- * Flow emission code
+ * Flow emission code
**********************************************************/
typedef struct EmissionMap {
@@ -1460,8 +1460,8 @@ static void sample_derivedmesh(
if (sfs->volume_density) {
if (BLI_bvhtree_ray_cast(treeData->tree, ray_start, ray_dir, 0.0f, &hit, treeData->raycast_callback, treeData) != -1) {
float dot = ray_dir[0] * hit.no[0] + ray_dir[1] * hit.no[1] + ray_dir[2] * hit.no[2];
- /* If ray and hit face normal are facing same direction
- * hit point is inside a closed mesh. */
+ /* If ray and hit face normal are facing same direction
+ * hit point is inside a closed mesh. */
if (dot >= 0) {
/* Also cast a ray in opposite direction to make sure
* point is at least surrounded by two faces */
@@ -1508,7 +1508,7 @@ static void sample_derivedmesh(
interp_v3_v3v3v3(hit_normal, n1, n2, n3, weights);
normalize_v3(hit_normal);
/* apply normal directional and random velocity
- * - TODO: random disabled for now since it doesnt really work well as pressure calc smoothens it out... */
+ * - TODO: random disabled for now since it doesn't really work well as pressure calc smoothens it out... */
velocity_map[index * 3] += hit_normal[0] * sfs->vel_normal * 0.25f;
velocity_map[index * 3 + 1] += hit_normal[1] * sfs->vel_normal * 0.25f;
velocity_map[index * 3 + 2] += hit_normal[2] * sfs->vel_normal * 0.25f;
@@ -1691,8 +1691,8 @@ static void emit_from_derivedmesh(Object *flow_ob, SmokeDomainSettings *sds, Smo
}
}
- /* Transform dm vertices to
- * domain grid space for fast lookups */
+ /* Transform dm vertices to
+ * domain grid space for fast lookups */
for (i = 0; i < numOfVerts; i++) {
float n[3];
/* vert pos */
@@ -1775,7 +1775,7 @@ static void emit_from_derivedmesh(Object *flow_ob, SmokeDomainSettings *sds, Smo
}
/**********************************************************
- * Smoke step
+ * Smoke step
**********************************************************/
static void adjustDomainResolution(SmokeDomainSettings *sds, int new_shift[3], EmissionMap *emaps, unsigned int numflowobj, float dt)
@@ -2140,7 +2140,7 @@ static void update_flowsfluids(
VECSUB(new_shift, total_shift, sds->shift);
copy_v3_v3_int(sds->shift, total_shift);
- /* calculate new domain boundary points so that smoke doesnt slide on sub-cell movement */
+ /* calculate new domain boundary points so that smoke doesn't slide on sub-cell movement */
sds->p0[0] = sds->dp0[0] - sds->cell_size[0] * (sds->shift_f[0] - total_shift[0] - 0.5f);
sds->p0[1] = sds->dp0[1] - sds->cell_size[1] * (sds->shift_f[1] - total_shift[1] - 0.5f);
sds->p0[2] = sds->dp0[2] - sds->cell_size[2] * (sds->shift_f[2] - total_shift[2] - 0.5f);