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Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c43
1 files changed, 24 insertions, 19 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 5d8a4955e58..e3a309fc945 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -402,10 +402,7 @@ static void ccd_mesh_update(Object *ob,ccd_Mesh *pccd_M)
if (!cmd->numverts || !cmd->numfaces) return;
if ((pccd_M->totvert != cmd->numverts) ||
- (pccd_M->totface != cmd->numfaces))
- {
- return;
- }
+ (pccd_M->totface != cmd->numfaces)) return;
pccd_M->bbmin[0]=pccd_M->bbmin[1]=pccd_M->bbmin[2]=1e30f;
pccd_M->bbmax[0]=pccd_M->bbmax[1]=pccd_M->bbmax[2]=-1e30f;
@@ -1391,7 +1388,8 @@ static void scan_for_ext_face_forces(Object *ob,float timenow)
}
bf = sb->scratch->bodyface;
for (a=0; a<sb->scratch->totface; a++, bf++) {
- if (( bf->flag & BFF_INTERSECT) || ( bf->flag & BFF_CLOSEVERT)) {
+ if (( bf->flag & BFF_INTERSECT) || ( bf->flag & BFF_CLOSEVERT))
+ {
sb->bpoint[bf->v1].choke2=MAX2(sb->bpoint[bf->v1].choke2,choke);
sb->bpoint[bf->v2].choke2=MAX2(sb->bpoint[bf->v2].choke2,choke);
sb->bpoint[bf->v3].choke2=MAX2(sb->bpoint[bf->v3].choke2,choke);
@@ -1937,8 +1935,8 @@ static int sb_detect_vertex_collisionCached(float opco[3], float facenormal[3],
}
}
- if ((deflected < 2)&& (G.rt != 444)) { /* we did not hit a face until now */
- /* see if 'outer' hits an edge */
+ if ((deflected < 2)&& (G.rt != 444)) // we did not hit a face until now
+ { // see if 'outer' hits an edge
float dist;
closest_to_line_segment_v3(ve, opco, nv1, nv2);
@@ -2833,7 +2831,8 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
nlEnd(NL_MATRIX);
nlEnd(NL_SYSTEM);
- if ((G.rt == 32) && (nl_flags & NLF_BUILD)) {
+ if ((G.rt == 32) && (nl_flags & NLF_BUILD))
+ {
printf("####MEE#####\n");
nlPrintMatrix();
}
@@ -3231,7 +3230,8 @@ static void springs_from_mesh(Object *ob)
float scale =1.0f;
sb= ob->soft;
- if (me && sb) {
+ if (me && sb)
+ {
/* using bp->origS as a container for spring calcualtions here
** will be overwritten sbObjectStep() to receive
** actual modifier stack positions
@@ -3307,7 +3307,8 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
this enables per vertex *mass painting*
*/
- if (sb->namedVG_Mass[0]) {
+ if (sb->namedVG_Mass[0])
+ {
int grp= defgroup_name_index (ob,sb->namedVG_Mass);
/* printf("VGN %s %d\n",sb->namedVG_Mass,grp); */
if (grp > -1) {
@@ -3320,7 +3321,8 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
/* first set the default */
bp->springweight = 1.0f;
- if (sb->namedVG_Spring_K[0]) {
+ if (sb->namedVG_Spring_K[0])
+ {
int grp= defgroup_name_index (ob,sb->namedVG_Spring_K);
//printf("VGN %s %d\n",sb->namedVG_Spring_K,grp);
if (grp > -1) {
@@ -3559,7 +3561,7 @@ static void curve_surf_to_softbody(Scene *scene, Object *ob)
int a, curindex=0;
int totvert, totspring = 0, setgoal=0;
- totvert= BKE_nurbList_verts_count(&cu->nurb);
+ totvert= count_curveverts(&cu->nurb);
if (ob->softflag & OB_SB_EDGES) {
if (ob->type==OB_CURVE) {
@@ -3637,7 +3639,8 @@ static void curve_surf_to_softbody(Scene *scene, Object *ob)
}
}
- if (totspring) {
+ if (totspring)
+ {
build_bps_springlist(ob); /* link bps to springs */
if (ob->softflag & OB_SB_SELF) {calculate_collision_balls(ob);}
}
@@ -3893,7 +3896,7 @@ static void softbody_reset(Object *ob, SoftBody *sb, float (*vertexCos)[3], int
SB_estimate_transform(ob,NULL,NULL,NULL);
SB_estimate_transform(ob,NULL,NULL,NULL);
}
- switch (ob->type) {
+ switch(ob->type) {
case OB_MESH:
if (ob->softflag & OB_SB_FACECOLL) mesh_faces_to_scratch(ob);
break;
@@ -3949,7 +3952,8 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
if (sb->solver_ID>0) mid_flags |= MID_PRESERVE;
forcetime = forcetimemax; /* hope for integrating in one step */
- while ( (ABS(timedone) < ABS(dtime)) && (loops < 2000) ) {
+ while ( (ABS(timedone) < ABS(dtime)) && (loops < 2000) )
+ {
/* set goals in time */
interpolate_exciter(ob,200,(int)(200.0f*(timedone/dtime)));
@@ -4017,11 +4021,12 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
}
}
- else if (sb->solver_ID == 2) {
- /* do semi "fake" implicit euler */
+ else if (sb->solver_ID == 2)
+ {/* do semi "fake" implicit euler */
//removed
}/*SOLVER SELECT*/
- else if (sb->solver_ID == 4) {
+ else if (sb->solver_ID == 4)
+ {
/* do semi "fake" implicit euler */
}/*SOLVER SELECT*/
else if (sb->solver_ID == 3) {
@@ -4078,7 +4083,7 @@ void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], i
if (sb->bpoint == NULL ||
((ob->softflag & OB_SB_EDGES) && !ob->soft->bspring && object_has_edges(ob))) {
- switch (ob->type) {
+ switch(ob->type) {
case OB_MESH:
mesh_to_softbody(scene, ob);
break;