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Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c11
1 files changed, 5 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 55236bfefd0..5af3f22cad2 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -952,7 +952,7 @@ static void free_softbody_intern(SoftBody *sb)
*
* it actually checks if the particle intrudes a short range force field generated
* by the faces of the target object and returns a force to drive the particel out
- * the strength of the field grows exponetially if the particle is on the 'wrong' side of the face
+ * the strength of the field grows exponentially if the particle is on the 'wrong' side of the face
* 'wrong' side : projection to the face normal is negative (all referred to a vertex in the face)
*
* flaw of this: 'fast' particles as well as 'fast' colliding faces
@@ -962,7 +962,7 @@ static void free_softbody_intern(SoftBody *sb)
* besides our h is way larger than in QM because forces propagate way slower here
* we have to deal with fuzzy(time) in the range of 1/25 seconds (typical frame rate)
* yup collision targets are not known here any better
- * and 1/25 second is looong compared to real collision events
+ * and 1/25 second is very long compared to real collision events
* Q: why not use 'simple' collision here like bouncing back a particle
* --> reverting is velocity on the face normal
* A: because our particles are not alone here
@@ -1707,11 +1707,10 @@ static int sb_detect_vertex_collisionCached(float opco[3],
copy_v3_v3(nv3, mvert[vt->tri[2]].co);
if (mprevvert) {
- /* grab the average speed of the collider vertices
- * before we spoil nvX
+ /* Grab the average speed of the collider vertices before we spoil nvX
* humm could be done once a SB steps but then we' need to store that too
- * since the AABB reduced propabitlty to get here drasticallly
- * it might be a nice tradeof CPU <--> memory
+ * since the AABB reduced probability to get here drastically
+ * it might be a nice tradeoff CPU <--> memory.
*/
sub_v3_v3v3(vv1, nv1, mprevvert[vt->tri[0]].co);
sub_v3_v3v3(vv2, nv2, mprevvert[vt->tri[1]].co);