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Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 5b02731050e..d3d6a658ede 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -561,7 +561,7 @@ static void ccd_build_deflector_hash(Scene *scene, Object *vertexowner, GHash *h
}/*--- only with deflecting set */
}/* mesh && layer*/
- base = base->next;
+ base = base->next;
} /* while (base) */
}
@@ -589,7 +589,7 @@ static void ccd_update_deflector_hash(Scene *scene, Object *vertexowner, GHash *
}/*--- only with deflecting set */
}/* mesh && layer*/
- base = base->next;
+ base = base->next;
} /* while (base) */
}
@@ -2270,7 +2270,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
add_v3_v3v3(auxvect,velgoal,bp->vec);
- if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
+ if (forcetime > 0.0f) { /* make sure friction does not become rocket motor on time reversal */
bp->force[0]-= kd * (auxvect[0]);
bp->force[1]-= kd * (auxvect[1]);
bp->force[2]-= kd * (auxvect[2]);
@@ -2675,7 +2675,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
add_v3_v3v3(auxvect,velgoal,bp->vec);
- if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
+ if (forcetime > 0.0f) { /* make sure friction does not become rocket motor on time reversal */
bp->force[0]-= kd * (auxvect[0]);
bp->force[1]-= kd * (auxvect[1]);
bp->force[2]-= kd * (auxvect[2]);
@@ -3149,7 +3149,7 @@ static void apply_spring_memory(Object *ob)
bp2 =&sb->bpoint[bs->v2];
l = len_v3v3(bp1->pos,bp2->pos);
r = bs->len/l;
- if (( r > 1.05f) || (r < 0.95)){
+ if (( r > 1.05f) || (r < 0.95f)){
bs->len = ((100.0f - b) * bs->len + b*l)/100.0f;
}
}
@@ -3356,7 +3356,7 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
build_bps_springlist(ob); /* yes we need to do it again*/
}
springs_from_mesh(ob); /* write the 'rest'-length of the springs */
- if (ob->softflag & OB_SB_SELF) {calculate_collision_balls(ob);}
+ if (ob->softflag & OB_SB_SELF) {calculate_collision_balls(ob);}
}
@@ -3952,7 +3952,7 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
while ( (ABS(timedone) < ABS(dtime)) && (loops < 2000) )
{
/* set goals in time */
- interpolate_exciter(ob,200,(int)(200.0*(timedone/dtime)));
+ interpolate_exciter(ob,200,(int)(200.0f*(timedone/dtime)));
sb->scratch->flag &= ~SBF_DOFUZZY;
/* do predictive euler step */
@@ -3993,7 +3993,7 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
timedone += forcetime;
newtime=MIN2(forcetimemax,MAX2(newtime,forcetimemin));
//if (newtime > forcetime) printf("up,");
- if (forcetime > 0.0)
+ if (forcetime > 0.0f)
forcetime = MIN2(dtime - timedone,newtime);
else
forcetime = MAX2(dtime - timedone,newtime);