diff options
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 12 |
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); |