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Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 33da4443b6f..25cfd0da1f3 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -1055,7 +1055,7 @@ static int sb_detect_aabb_collisionCached( float UNUSED(force[3]), unsigned int
(aabbmin[0] > ccdm->bbmax[0]) ||
(aabbmin[1] > ccdm->bbmax[1]) ||
(aabbmin[2] > ccdm->bbmax[2]) ) {
- /* boxes dont intersect */
+ /* boxes don't intersect */
BLI_ghashIterator_step(ihash);
continue;
}
@@ -1126,7 +1126,7 @@ static int sb_detect_face_pointCached(float face_v1[3],float face_v2[3],float fa
(aabbmin[0] > ccdm->bbmax[0]) ||
(aabbmin[1] > ccdm->bbmax[1]) ||
(aabbmin[2] > ccdm->bbmax[2]) ) {
- /* boxes dont intersect */
+ /* boxes don't intersect */
BLI_ghashIterator_step(ihash);
continue;
}
@@ -1221,7 +1221,7 @@ static int sb_detect_face_collisionCached(float face_v1[3],float face_v2[3],floa
(aabbmin[0] > ccdm->bbmax[0]) ||
(aabbmin[1] > ccdm->bbmax[1]) ||
(aabbmin[2] > ccdm->bbmax[2]) ) {
- /* boxes dont intersect */
+ /* boxes don't intersect */
BLI_ghashIterator_step(ihash);
continue;
}
@@ -1449,7 +1449,7 @@ static int sb_detect_edge_collisionCached(float edge_v1[3],float edge_v2[3],floa
(aabbmin[0] > ccdm->bbmax[0]) ||
(aabbmin[1] > ccdm->bbmax[1]) ||
(aabbmin[2] > ccdm->bbmax[2]) ) {
- /* boxes dont intersect */
+ /* boxes don't intersect */
BLI_ghashIterator_step(ihash);
continue;
}
@@ -2217,7 +2217,7 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
compare = (obp->colball + bp->colball);
sub_v3_v3v3(def, bp->pos, obp->pos);
/* rather check the AABBoxes before ever calulating the real distance */
- /* mathematically it is completly nuts, but performace is pretty much (3) times faster */
+ /* mathematically it is completly nuts, but performance is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
distance = normalize_v3(def);
if (distance < compare ) {
@@ -2588,7 +2588,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
sub_v3_v3v3(def, bp->pos, obp->pos);
/* rather check the AABBoxes before ever calulating the real distance */
- /* mathematically it is completly nuts, but performace is pretty much (3) times faster */
+ /* mathematically it is completly nuts, but performance is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
distance = normalize_v3(def);