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Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index c44c339655c..adcc8551ba8 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -901,7 +901,7 @@ static void free_softbody_baked(SoftBody *sb)
static void free_scratch(SoftBody *sb)
{
if (sb->scratch) {
- /* todo make sure everything is cleaned up nicly */
+ /* TODO: make sure everything is cleaned up nicely. */
if (sb->scratch->colliderhash) {
BLI_ghash_free(sb->scratch->colliderhash,
NULL,
@@ -973,7 +973,7 @@ static void free_softbody_intern(SoftBody *sb)
* and need to tell their neighbors exactly what happens via spring forces
* unless sbObjectStep( .. ) is called on sub frame timing level
* BTW that also questions the use of a 'implicit' solvers on softbodies
- * since that would only valid for 'slow' moving collision targets and dito particles
+ * since that would only valid for 'slow' moving collision targets and ditto particles.
*/
/* +++ dependency information functions. */
@@ -1994,12 +1994,12 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene,
return 999;
}
- /* debugerin */
+ /* Debugging. */
if (sb->totpoint < ifirst) {
printf("Aye 998");
return 998;
}
- /* debugerin */
+ /* Debugging. */
bp = &sb->bpoint[ifirst];
for (bb = number_of_points_here; bb > 0; bb--, bp++) {
@@ -2413,9 +2413,9 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
copy_v3_v3(dx, bp->vec);
}
- /* so here is (x)'= v(elocity) */
- /* the euler step for location then becomes */
- /* x(t + dt) = x(t) + v(t~) * dt */
+ /* So here is: `(x)'= v(elocity)`.
+ * The euler step for location then becomes:
+ * `x(t + dt) = x(t) + v(t~) * dt` */
mul_v3_fl(dx, forcetime);
/* the freezer coming sooner or later */
@@ -2644,7 +2644,7 @@ static void interpolate_exciter(Object *ob, int timescale, int time)
*/
/* Resetting a Mesh SB object's springs */
-/* Spring length are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
+/* Spring length are calculated from 'raw' mesh vertices that are NOT altered by modifier stack. */
static void springs_from_mesh(Object *ob)
{
SoftBody *sb;
@@ -3009,7 +3009,7 @@ static void curve_surf_to_softbody(Object *ob)
for (nu = cu->nurb.first; nu; nu = nu->next) {
if (nu->bezt) {
- /* Bezier case; this is nicly said naive; who ever wrote this part,
+ /* Bezier case; this is nicely said naive; who ever wrote this part,
* it was not me (JOW) :).
*
* a: never ever make tangent handles (sub) and or (ob)ject to collision.