sim: Remove "continue physics" code
[blender.git] / source / blender / blenkernel / intern / booleanops_mesh.c
index 461b945282fccc71b0a778a31d4639a09df9d512..f53a89fccfdd6ac04658b71126d23487d27f0e02 100644 (file)
@@ -56,7 +56,7 @@ CSG_DestroyBlenderMeshInternals(
        CSG_MeshDescriptor *mesh
 ) {
        /* Free face and vertex iterators. */
-       FreeMeshDescriptors(&(mesh->m_face_iterator),&(mesh->m_vertex_iterator));
+       FreeMeshDescriptors(&(mesh->m_face_iterator), &(mesh->m_vertex_iterator));
 }
 
 
@@ -138,7 +138,7 @@ CSG_AddMeshToBlender(
        if (mesh == NULL) return 0;
        if (mesh->base == NULL) return 0;
 
-       invert_m4_m4(inv_mat,mesh->base->object->obmat);
+       invert_m4_m4(inv_mat, mesh->base->object->obmat);
 
        /* Create a new blender mesh object - using 'base' as
         * a template for the new object. */
@@ -191,7 +191,7 @@ CSG_PerformOp(
                default : op_type = e_csg_intersection;
        }
        
-       output->m_descriptor = CSG_DescibeOperands(bool_op,mesh1->m_descriptor,mesh2->m_descriptor);
+       output->m_descriptor = CSG_DescibeOperands(bool_op, mesh1->m_descriptor, mesh2->m_descriptor);
        output->base = mesh1->base;
 
        if (output->m_descriptor.user_face_vertex_data_size) {
@@ -228,8 +228,8 @@ CSG_PerformOp(
 
        /* get the ouput mesh descriptors. */
 
-       CSG_OutputFaceDescriptor(bool_op,&(output->m_face_iterator));
-       CSG_OutputVertexDescriptor(bool_op,&(output->m_vertex_iterator));
+       CSG_OutputFaceDescriptor(bool_op, &(output->m_face_iterator));
+       CSG_OutputVertexDescriptor(bool_op, &(output->m_vertex_iterator));
        output->m_destroy_func = CSG_DestroyCSGMeshInternals;
 
        return 1;
@@ -242,20 +242,20 @@ NewBooleanMeshTest(
        int op_type
 ) {
 
-       CSG_MeshDescriptor m1,m2,output;
-       CSG_MeshDescriptor output2,output3;
+       CSG_MeshDescriptor m1, m2, output;
+       CSG_MeshDescriptor output2, output3;
        
-       if (!MakeCSGMeshFromBlenderBase(base,&m1)) {
+       if (!MakeCSGMeshFromBlenderBase(base, &m1)) {
                return 0;
        }
        
-       if (!MakeCSGMeshFromBlenderBase(base_select,&m2)) {
+       if (!MakeCSGMeshFromBlenderBase(base_select, &m2)) {
                return 0;
        }
        
-       CSG_PerformOp(&m1,&m2,1,&output);
-       CSG_PerformOp(&m1,&m2,2,&output2);
-       CSG_PerformOp(&m1,&m2,3,&output3);
+       CSG_PerformOp(&m1, &m2, 1, &output);
+       CSG_PerformOp(&m1, &m2, 2, &output2);
+       CSG_PerformOp(&m1, &m2, 3, &output3);
 
        if (!CSG_AddMeshToBlender(&output)) {
                return 0;