Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/physics')
-rw-r--r--source/blender/physics/intern/hair_volume.cpp12
-rw-r--r--source/blender/physics/intern/implicit_blender.c2
-rw-r--r--source/blender/physics/intern/implicit_eigen.cpp2
3 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/physics/intern/hair_volume.cpp b/source/blender/physics/intern/hair_volume.cpp
index 5cc1231e6cb..ad6fbed32e0 100644
--- a/source/blender/physics/intern/hair_volume.cpp
+++ b/source/blender/physics/intern/hair_volume.cpp
@@ -45,12 +45,12 @@ extern "C" {
/* ================ Volumetric Hair Interaction ================
* adapted from
- *
+ *
* Volumetric Methods for Simulation and Rendering of Hair
* (Petrovic, Henne, Anderson, Pixar Technical Memo #06-08, Pixar Animation Studios)
- *
+ *
* as well as
- *
+ *
* "Detail Preserving Continuum Simulation of Straight Hair"
* (McAdams, Selle 2009)
*/
@@ -423,11 +423,11 @@ BLI_INLINE void hair_volume_add_segment_2D(HairGrid *grid,
}
/* Uses a variation of Bresenham's algorithm for rasterizing a 3D grid with a line segment.
- *
+ *
* The radius of influence around a segment is assumed to be at most 2*cellsize,
* i.e. only cells containing the segment and their direct neighbors are examined.
- *
- *
+ *
+ *
*/
void BPH_hair_volume_add_segment(HairGrid *grid,
const float x1[3], const float v1[3], const float x2[3], const float v2[3],
diff --git a/source/blender/physics/intern/implicit_blender.c b/source/blender/physics/intern/implicit_blender.c
index 0fdc1d86d5c..49798081cff 100644
--- a/source/blender/physics/intern/implicit_blender.c
+++ b/source/blender/physics/intern/implicit_blender.c
@@ -1644,7 +1644,7 @@ bool BPH_mass_spring_force_spring_bending(Implicit_Data *data, int i, int j, flo
/* Jacobian of a direction vector.
* Basically the part of the differential orthogonal to the direction,
* inversely proportional to the length of the edge.
- *
+ *
* dD_ij/dx_i = -dD_ij/dx_j = (D_ij * D_ij^T - I) / len_ij
*/
BLI_INLINE void spring_grad_dir(Implicit_Data *data, int i, int j, float edge[3], float dir[3], float grad_dir[3][3])
diff --git a/source/blender/physics/intern/implicit_eigen.cpp b/source/blender/physics/intern/implicit_eigen.cpp
index c36fabcffb0..d56525f2e93 100644
--- a/source/blender/physics/intern/implicit_eigen.cpp
+++ b/source/blender/physics/intern/implicit_eigen.cpp
@@ -1019,7 +1019,7 @@ bool BPH_mass_spring_force_spring_bending(Implicit_Data *data, int i, int j, flo
/* Jacobian of a direction vector.
* Basically the part of the differential orthogonal to the direction,
* inversely proportional to the length of the edge.
- *
+ *
* dD_ij/dx_i = -dD_ij/dx_j = (D_ij * D_ij^T - I) / len_ij
*/
BLI_INLINE void spring_grad_dir(Implicit_Data *data, int i, int j, float edge[3], float dir[3], float grad_dir[3][3])