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Diffstat (limited to 'source/blender/editors/transform/transform_snap.c')
-rw-r--r--source/blender/editors/transform/transform_snap.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c
index 0a5613bca22..a24679878bc 100644
--- a/source/blender/editors/transform/transform_snap.c
+++ b/source/blender/editors/transform/transform_snap.c
@@ -216,7 +216,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t)
cpack(0xFFFFFF);
glTranslatef(t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], 0.0f);
- //glRectf(0,0,1,1);
+ //glRectf(0, 0, 1, 1);
setlinestyle(0);
cpack(0x0);
@@ -700,7 +700,7 @@ static float RotationBetween(TransInfo *t, float p1[3], float p2[3])
mul_m3_v3(mtx, end);
mul_m3_v3(mtx, start);
- angle = atan2(start[1],start[0]) - atan2(end[1],end[0]);
+ angle = atan2(start[1], start[0]) - atan2(end[1], end[0]);
}
if (angle > (float)M_PI) {
@@ -1055,9 +1055,9 @@ static int snapFace(ARegion *ar, float v1co[3], float v2co[3], float v3co[3], fl
copy_v3_v3(location, intersect);
if (v4co)
- normal_quad_v3( normal,v1co, v2co, v3co, v4co);
+ normal_quad_v3(normal, v1co, v2co, v3co, v4co);
else
- normal_tri_v3( normal,v1co, v2co, v3co);
+ normal_tri_v3(normal, v1co, v2co, v3co);
mul_m4_v3(obmat, location);
@@ -1738,9 +1738,9 @@ static int peelDerivedMesh(Object *ob, DerivedMesh *dm, float obmat[][4],
copy_v3_v3(location, intersect);
if (f->v4)
- normal_quad_v3( normal,verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, verts[f->v4].co);
+ normal_quad_v3(normal, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, verts[f->v4].co);
else
- normal_tri_v3( normal,verts[f->v1].co, verts[f->v2].co, verts[f->v3].co);
+ normal_tri_v3(normal, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co);
mul_m4_v3(obmat, location);
@@ -1767,13 +1767,13 @@ static int peelDerivedMesh(Object *ob, DerivedMesh *dm, float obmat[][4],
copy_v3_v3(location, intersect);
if (f->v4)
- normal_quad_v3( normal,verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, verts[f->v4].co);
+ normal_quad_v3(normal, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, verts[f->v4].co);
else
- normal_tri_v3( normal,verts[f->v1].co, verts[f->v2].co, verts[f->v3].co);
+ normal_tri_v3(normal, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co);
mul_m4_v3(obmat, location);
- new_depth = len_v3v3(location, ray_start);
+ new_depth = len_v3v3(location, ray_start);
mul_m3_v3(timat, normal);
normalize_v3(normal);