Merge branch 'master' into blender2.8
[blender.git] / source / blender / blenkernel / intern / particle_system.c
index 0591ea073cce39851bd10a205a3d6a4466b31f19..ddf4f04c808fa76eae9b5fd1a912b7554388b898 100644 (file)
@@ -2320,21 +2320,21 @@ static void collision_point_on_surface(float p[3], ParticleCollisionElement *pce
                }
                case 3:
                {
-                               float p0[3], e1[3], e2[3], nor[3];
+                       float p0[3], e1[3], e2[3], nor[3];
 
-                               sub_v3_v3v3(e1, pce->x1, pce->x0);
-                               sub_v3_v3v3(e2, pce->x2, pce->x0);
-                               sub_v3_v3v3(p0, p, pce->x0);
+                       sub_v3_v3v3(e1, pce->x1, pce->x0);
+                       sub_v3_v3v3(e2, pce->x2, pce->x0);
+                       sub_v3_v3v3(p0, p, pce->x0);
 
-                               cross_v3_v3v3(nor, e1, e2);
-                               normalize_v3(nor);
+                       cross_v3_v3v3(nor, e1, e2);
+                       normalize_v3(nor);
 
-                               if (pce->inv_nor == 1)
-                                       negate_v3(nor);
+                       if (pce->inv_nor == 1)
+                               negate_v3(nor);
 
-                               madd_v3_v3v3fl(co, pce->x0, nor, col->radius);
-                               madd_v3_v3fl(co, e1, pce->uv[0]);
-                               madd_v3_v3fl(co, e2, pce->uv[1]);
+                       madd_v3_v3v3fl(co, pce->x0, nor, col->radius);
+                       madd_v3_v3fl(co, e1, pce->uv[0]);
+                       madd_v3_v3fl(co, e2, pce->uv[1]);
                        break;
                }
        }