converted more mixed tab/space indentations to tabs. only whitespace changes.
[blender.git] / source / blender / blenkernel / intern / softbody.c
index 0578b15..30d2816 100644 (file)
@@ -1648,12 +1648,12 @@ static void _scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow,
 
 static void scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow)
 {
-  SoftBody *sb = ob->soft;
-  ListBase *do_effector = NULL;
+       SoftBody *sb = ob->soft;
+       ListBase *do_effector = NULL;
 
-  do_effector = pdInitEffectors(scene, ob, NULL, sb->effector_weights);
-  _scan_for_ext_spring_forces(scene, ob, timenow, 0, sb->totspring, do_effector);
-  pdEndEffectors(&do_effector);
+       do_effector = pdInitEffectors(scene, ob, NULL, sb->effector_weights);
+       _scan_for_ext_spring_forces(scene, ob, timenow, 0, sb->totspring, do_effector);
+       pdEndEffectors(&do_effector);
 }
 
 static void *exec_scan_for_ext_spring_forces(void *data)
@@ -2216,50 +2216,50 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
                /* naive ball self collision */
                /* needs to be done if goal snaps or not */
                if(do_selfcollision){
-                                int attached;
-                               BodyPoint   *obp;
-                               BodySpring *bs;
-                               int c,b;
-                               float velcenter[3],dvel[3],def[3];
-                               float distance;
-                               float compare;
-                                float bstune = sb->ballstiff;
-
-                               for(c=sb->totpoint, obp= sb->bpoint; c>=ifirst+bb; c--, obp++) {
-                                       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 */
-                                       if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
-                                       distance = normalize_v3(def);
-                                       if (distance < compare ){
-                                               /* exclude body points attached with a spring */
-                                               attached = 0;
-                                               for(b=obp->nofsprings;b>0;b--){
-                                                       bs = sb->bspring + obp->springs[b-1];
-                                                       if (( ilast-bb == bs->v2)  || ( ilast-bb == bs->v1)){
-                                                               attached=1;
-                                                               continue;}
-                                               }
-                                               if (!attached){
-                                                       float f = bstune/(distance) + bstune/(compare*compare)*distance - 2.0f*bstune/compare ;
+                       int attached;
+                       BodyPoint   *obp;
+                       BodySpring *bs;
+                       int c,b;
+                       float velcenter[3],dvel[3],def[3];
+                       float distance;
+                       float compare;
+                       float bstune = sb->ballstiff;
+
+                       for(c=sb->totpoint, obp= sb->bpoint; c>=ifirst+bb; c--, obp++) {
+                               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 */
+                               if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
+                               distance = normalize_v3(def);
+                               if (distance < compare ){
+                                       /* exclude body points attached with a spring */
+                                       attached = 0;
+                                       for(b=obp->nofsprings;b>0;b--){
+                                               bs = sb->bspring + obp->springs[b-1];
+                                               if (( ilast-bb == bs->v2)  || ( ilast-bb == bs->v1)){
+                                                       attached=1;
+                                                       continue;}
+                                       }
+                                       if (!attached){
+                                               float f = bstune/(distance) + bstune/(compare*compare)*distance - 2.0f*bstune/compare ;
 
-                                                       mid_v3_v3v3(velcenter, bp->vec, obp->vec);
-                                                       sub_v3_v3v3(dvel,velcenter,bp->vec);
-                                                       mul_v3_fl(dvel,_final_mass(ob,bp));
+                                               mid_v3_v3v3(velcenter, bp->vec, obp->vec);
+                                               sub_v3_v3v3(dvel,velcenter,bp->vec);
+                                               mul_v3_fl(dvel,_final_mass(ob,bp));
 
-                                                       Vec3PlusStVec(bp->force,f*(1.0f-sb->balldamp),def);
-                                                       Vec3PlusStVec(bp->force,sb->balldamp,dvel);
+                                               Vec3PlusStVec(bp->force,f*(1.0f-sb->balldamp),def);
+                                               Vec3PlusStVec(bp->force,sb->balldamp,dvel);
 
-                                                       /* exploit force(a,b) == -force(b,a) part2/2 */
-                                                       sub_v3_v3v3(dvel,velcenter,obp->vec);
-                                                       mul_v3_fl(dvel,_final_mass(ob,bp));
+                                               /* exploit force(a,b) == -force(b,a) part2/2 */
+                                               sub_v3_v3v3(dvel,velcenter,obp->vec);
+                                               mul_v3_fl(dvel,_final_mass(ob,bp));
 
-                                                       Vec3PlusStVec(obp->force,sb->balldamp,dvel);
-                                                       Vec3PlusStVec(obp->force,-f*(1.0f-sb->balldamp),def);
-                                               }
+                                               Vec3PlusStVec(obp->force,sb->balldamp,dvel);
+                                               Vec3PlusStVec(obp->force,-f*(1.0f-sb->balldamp),def);
                                        }
                                }
+                       }
                }
                /* naive ball self collision done */
 
@@ -2930,7 +2930,7 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
 /* now we have individual masses   */
 /* claim a minimum mass for vertex */
                if (_final_mass(ob,bp) > 0.009999f) timeovermass = forcetime/_final_mass(ob,bp);
-                 else timeovermass = forcetime/0.009999f;
+               else timeovermass = forcetime/0.009999f;
 
 
                if(_final_goal(ob,bp) < SOFTGOALSNAP){