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[blender.git] / source / blender / blenkernel / intern / boids.c
index f3f4d7c959844a3db37f22e84fdaac92e7c33a80..79d5e092a1015ac771b82217735b888673883a63 100644 (file)
@@ -83,15 +83,15 @@ static int rule_goal_avoid(BoidRule *rule, BoidBrainData *bbd, BoidValues *val,
        pd_point_from_particle(bbd->sim, pa, &pa->state, &epoint);
 
        /* first find out goal/predator with highest priority */
-       if(effectors) for(cur = effectors->first; cur; cur=cur->next) {
+       if (effectors) for (cur = effectors->first; cur; cur=cur->next) {
                Object *eob = cur->ob;
                PartDeflect *pd = cur->pd;
 
-               if(gabr->ob && (rule->type != eBoidRuleType_Goal || gabr->ob != bpa->ground)) {
-                       if(gabr->ob == eob) {
+               if (gabr->ob && (rule->type != eBoidRuleType_Goal || gabr->ob != bpa->ground)) {
+                       if (gabr->ob == eob) {
                                /* TODO: effectors with multiple points */
-                               if(get_effector_data(cur, &efd, &epoint, 0)) {
-                                       if(cur->pd && cur->pd->forcefield == PFIELD_BOID)
+                               if (get_effector_data(cur, &efd, &epoint, 0)) {
+                                       if (cur->pd && cur->pd->forcefield == PFIELD_BOID)
                                                priority = mul * pd->f_strength * effector_falloff(cur, &efd, &epoint, bbd->part->effector_weights);
                                        else
                                                priority = 1.0;
@@ -101,21 +101,21 @@ static int rule_goal_avoid(BoidRule *rule, BoidBrainData *bbd, BoidValues *val,
                                break;
                        }
                }
-               else if(rule->type == eBoidRuleType_Goal && eob == bpa->ground)
+               else if (rule->type == eBoidRuleType_Goal && eob == bpa->ground)
                        ; /* skip current object */
-               else if(pd->forcefield == PFIELD_BOID && mul * pd->f_strength > 0.0f && get_effector_data(cur, &cur_efd, &epoint, 0)) {
+               else if (pd->forcefield == PFIELD_BOID && mul * pd->f_strength > 0.0f && get_effector_data(cur, &cur_efd, &epoint, 0)) {
                        float temp = mul * pd->f_strength * effector_falloff(cur, &cur_efd, &epoint, bbd->part->effector_weights);
 
-                       if(temp == 0.0f)
+                       if (temp == 0.0f)
                                ; /* do nothing */
-                       else if(temp > priority) {
+                       else if (temp > priority) {
                                priority = temp;
                                eff = cur;
                                efd = cur_efd;
                                len = efd.distance;
                        }
                        /* choose closest object with same priority */
-                       else if(temp == priority && efd.distance < len) {
+                       else if (temp == priority && efd.distance < len) {
                                eff = cur;
                                efd = cur_efd;
                                len = efd.distance;
@@ -124,7 +124,7 @@ static int rule_goal_avoid(BoidRule *rule, BoidBrainData *bbd, BoidValues *val,
        }
 
        /* if the object doesn't have effector data we have to fake it */
-       if(eff == NULL && gabr->ob) {
+       if (eff == NULL && gabr->ob) {
                memset(&temp_eff, 0, sizeof(EffectorCache));
                temp_eff.ob = gabr->ob;
                temp_eff.scene = bbd->sim->scene;
@@ -134,12 +134,12 @@ static int rule_goal_avoid(BoidRule *rule, BoidBrainData *bbd, BoidValues *val,
        }
 
        /* then use that effector */
-       if(priority > (rule->type==eBoidRuleType_Avoid ? gabr->fear_factor : 0.0f)) { /* with avoid, factor is "fear factor" */
+       if (priority > (rule->type==eBoidRuleType_Avoid ? gabr->fear_factor : 0.0f)) { /* with avoid, factor is "fear factor" */
                Object *eob = eff->ob;
                PartDeflect *pd = eff->pd;
                float surface = (pd && pd->shape == PFIELD_SHAPE_SURFACE) ? 1.0f : 0.0f;
 
-               if(gabr->options & BRULE_GOAL_AVOID_PREDICT) {
+               if (gabr->options & BRULE_GOAL_AVOID_PREDICT) {
                        /* estimate future location of target */
                        get_effector_data(eff, &efd, &epoint, 1);
 
@@ -149,14 +149,14 @@ static int rule_goal_avoid(BoidRule *rule, BoidBrainData *bbd, BoidValues *val,
                        efd.distance = len_v3(efd.vec_to_point);
                }
 
-               if(rule->type == eBoidRuleType_Goal && boids->options & BOID_ALLOW_CLIMB && surface!=0.0f) {
-                       if(!bbd->goal_ob || bbd->goal_priority < priority) {
+               if (rule->type == eBoidRuleType_Goal && boids->options & BOID_ALLOW_CLIMB && surface!=0.0f) {
+                       if (!bbd->goal_ob || bbd->goal_priority < priority) {
                                bbd->goal_ob = eob;
                                copy_v3_v3(bbd->goal_co, efd.loc);
                                copy_v3_v3(bbd->goal_nor, efd.nor);
                        }
                }
-               else if(rule->type == eBoidRuleType_Avoid && bpa->data.mode == eBoidMode_Climbing &&
+               else if (rule->type == eBoidRuleType_Avoid && bpa->data.mode == eBoidMode_Climbing &&
                        priority > 2.0f * gabr->fear_factor) {
                        /* detach from surface and try to fly away from danger */
                        negate_v3_v3(efd.vec_to_point, bpa->gravity);
@@ -168,12 +168,12 @@ static int rule_goal_avoid(BoidRule *rule, BoidBrainData *bbd, BoidValues *val,
                bbd->wanted_speed = val->max_speed * priority;
 
                /* with goals factor is approach velocity factor */
-               if(rule->type == eBoidRuleType_Goal && boids->landing_smoothness > 0.0f) {
+               if (rule->type == eBoidRuleType_Goal && boids->landing_smoothness > 0.0f) {
                        float len2 = 2.0f*len_v3(pa->prev_state.vel);
 
                        surface *= pa->size * boids->height;
 
-                       if(len2 > 0.0f && efd.distance - surface < len2) {
+                       if (len2 > 0.0f && efd.distance - surface < len2) {
                                len2 = (efd.distance - surface)/len2;
                                bbd->wanted_speed *= powf(len2, boids->landing_smoothness);
                        }
@@ -199,7 +199,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
        int ret = 0;
 
        //check deflector objects first
-       if(acbr->options & BRULE_ACOLL_WITH_DEFLECTORS && bbd->sim->colliders) {
+       if (acbr->options & BRULE_ACOLL_WITH_DEFLECTORS && bbd->sim->colliders) {
                ParticleCollision col;
                BVHTreeRayHit hit;
                float radius = val->personal_space * pa->size, ray_dir[3];
@@ -213,25 +213,25 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
                hit.dist = col.original_ray_length = len_v3(ray_dir);
 
                /* find out closest deflector object */
-               for(coll = bbd->sim->colliders->first; coll; coll=coll->next) {
+               for (coll = bbd->sim->colliders->first; coll; coll=coll->next) {
                        /* don't check with current ground object */
-                       if(coll->ob == bpa->ground)
+                       if (coll->ob == bpa->ground)
                                continue;
 
                        col.current = coll->ob;
                        col.md = coll->collmd;
 
-                       if(col.md && col.md->bvhtree)
+                       if (col.md && col.md->bvhtree)
                                BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, BKE_psys_collision_neartest_cb, &col);
                }
                /* then avoid that object */
-               if(hit.index>=0) {
+               if (hit.index>=0) {
                        t = hit.dist/col.original_ray_length;
 
                        /* avoid head-on collision */
-                       if(dot_v3v3(col.pce.nor, pa->prev_state.ave) < -0.99f) {
-                               /* don't know why, but uneven range [0.0,1.0] */
-                               /* works much better than even [-1.0,1.0] */
+                       if (dot_v3v3(col.pce.nor, pa->prev_state.ave) < -0.99f) {
+                               /* don't know why, but uneven range [0.0, 1.0] */
+                               /* works much better than even [-1.0, 1.0] */
                                bbd->wanted_co[0] = BLI_frand();
                                bbd->wanted_co[1] = BLI_frand();
                                bbd->wanted_co[2] = BLI_frand();
@@ -250,10 +250,9 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
        }
 
        //check boids in own system
-       if(acbr->options & BRULE_ACOLL_WITH_BOIDS)
-       {
+       if (acbr->options & BRULE_ACOLL_WITH_BOIDS) {
                neighbors = BLI_kdtree_range_search(bbd->sim->psys->tree, acbr->look_ahead * len_v3(pa->prev_state.vel), pa->prev_state.co, pa->prev_state.ave, &ptn);
-               if(neighbors > 1) for(n=1; n<neighbors; n++) {
+               if (neighbors > 1) for (n=1; n<neighbors; n++) {
                        copy_v3_v3(co1, pa->prev_state.co);
                        copy_v3_v3(vel1, pa->prev_state.vel);
                        copy_v3_v3(co2, (bbd->sim->psys->particles + ptn[n].index)->prev_state.co);
@@ -263,13 +262,13 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
 
                        sub_v3_v3v3(vec, vel1, vel2);
                        
-                       inp = dot_v3v3(vec,vec);
+                       inp = dot_v3v3(vec, vec);
 
                        /* velocities not parallel */
-                       if(inp != 0.0f) {
+                       if (inp != 0.0f) {
                                t = -dot_v3v3(loc, vec)/inp;
                                /* cpa is not too far in the future so investigate further */
-                               if(t > 0.0f && t < t_min) {
+                               if (t > 0.0f && t < t_min) {
                                        madd_v3_v3fl(co1, vel1, t);
                                        madd_v3_v3fl(co2, vel2, t);
                                        
@@ -278,7 +277,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
                                        len = normalize_v3(vec);
 
                                        /* distance of cpa is close enough */
-                                       if(len < 2.0f * val->personal_space * pa->size) {
+                                       if (len < 2.0f * val->personal_space * pa->size) {
                                                t_min = t;
 
                                                mul_v3_fl(vec, len_v3(vel1));
@@ -294,12 +293,12 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
        if (ptn) { MEM_freeN(ptn); ptn=NULL; }
 
        /* check boids in other systems */
-       for(pt=bbd->sim->psys->targets.first; pt; pt=pt->next) {
+       for (pt=bbd->sim->psys->targets.first; pt; pt=pt->next) {
                ParticleSystem *epsys = psys_get_target_system(bbd->sim->ob, pt);
 
-               if(epsys) {
+               if (epsys) {
                        neighbors = BLI_kdtree_range_search(epsys->tree, acbr->look_ahead * len_v3(pa->prev_state.vel), pa->prev_state.co, pa->prev_state.ave, &ptn);
-                       if(neighbors > 0) for(n=0; n<neighbors; n++) {
+                       if (neighbors > 0) for (n=0; n<neighbors; n++) {
                                copy_v3_v3(co1, pa->prev_state.co);
                                copy_v3_v3(vel1, pa->prev_state.vel);
                                copy_v3_v3(co2, (epsys->particles + ptn[n].index)->prev_state.co);
@@ -309,13 +308,13 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
 
                                sub_v3_v3v3(vec, vel1, vel2);
                                
-                               inp = dot_v3v3(vec,vec);
+                               inp = dot_v3v3(vec, vec);
 
                                /* velocities not parallel */
-                               if(inp != 0.0f) {
+                               if (inp != 0.0f) {
                                        t = -dot_v3v3(loc, vec)/inp;
                                        /* cpa is not too far in the future so investigate further */
-                                       if(t > 0.0f && t < t_min) {
+                                       if (t > 0.0f && t < t_min) {
                                                madd_v3_v3fl(co1, vel1, t);
                                                madd_v3_v3fl(co2, vel2, t);
                                                
@@ -324,7 +323,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
                                                len = normalize_v3(vec);
 
                                                /* distance of cpa is close enough */
-                                               if(len < 2.0f * val->personal_space * pa->size) {
+                                               if (len < 2.0f * val->personal_space * pa->size) {
                                                        t_min = t;
 
                                                        mul_v3_fl(vec, len_v3(vel1));
@@ -342,7 +341,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
        }
 
 
-       if(ptn && nearest==0)
+       if (ptn && nearest==0)
                MEM_freeN(ptn);
 
        return ret;
@@ -356,7 +355,7 @@ static int rule_separate(BoidRule *UNUSED(rule), BoidBrainData *bbd, BoidValues
        int neighbors = BLI_kdtree_range_search(bbd->sim->psys->tree, 2.0f * val->personal_space * pa->size, pa->prev_state.co, NULL, &ptn);
        int ret = 0;
 
-       if(neighbors > 1 && ptn[1].dist!=0.0f) {
+       if (neighbors > 1 && ptn[1].dist!=0.0f) {
                sub_v3_v3v3(vec, pa->prev_state.co, bbd->sim->psys->particles[ptn[1].index].state.co);
                mul_v3_fl(vec, (2.0f * val->personal_space * pa->size - ptn[1].dist) / ptn[1].dist);
                add_v3_v3(bbd->wanted_co, vec);
@@ -367,13 +366,13 @@ static int rule_separate(BoidRule *UNUSED(rule), BoidBrainData *bbd, BoidValues
        if (ptn) { MEM_freeN(ptn); ptn=NULL; }
 
        /* check other boid systems */
-       for(pt=bbd->sim->psys->targets.first; pt; pt=pt->next) {
+       for (pt=bbd->sim->psys->targets.first; pt; pt=pt->next) {
                ParticleSystem *epsys = psys_get_target_system(bbd->sim->ob, pt);
 
-               if(epsys) {
+               if (epsys) {
                        neighbors = BLI_kdtree_range_search(epsys->tree, 2.0f * val->personal_space * pa->size, pa->prev_state.co, NULL, &ptn);
                        
-                       if(neighbors > 0 && ptn[0].dist < len) {
+                       if (neighbors > 0 && ptn[0].dist < len) {
                                sub_v3_v3v3(vec, pa->prev_state.co, ptn[0].co);
                                mul_v3_fl(vec, (2.0f * val->personal_space * pa->size - ptn[0].dist) / ptn[1].dist);
                                add_v3_v3(bbd->wanted_co, vec);
@@ -395,8 +394,8 @@ static int rule_flock(BoidRule *UNUSED(rule), BoidBrainData *bbd, BoidValues *UN
        int n;
        int ret = 0;
 
-       if(neighbors > 1) {
-               for(n=1; n<neighbors; n++) {
+       if (neighbors > 1) {
+               for (n=1; n<neighbors; n++) {
                        add_v3_v3(loc, bbd->sim->psys->particles[ptn[n].index].prev_state.co);
                        add_v3_v3(vec, bbd->sim->psys->particles[ptn[n].index].prev_state.vel);
                }
@@ -423,10 +422,10 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
        int n = (flbr->queue_size <= 1) ? bbd->sim->psys->totpart : flbr->queue_size;
        int i, ret = 0, p = pa - bbd->sim->psys->particles;
 
-       if(flbr->ob) {
+       if (flbr->ob) {
                float vec2[3], t;
 
-               /* first check we're not blocking the leader*/
+               /* first check we're not blocking the leader */
                sub_v3_v3v3(vec, flbr->loc, flbr->oloc);
                mul_v3_fl(vec, 1.0f/bbd->timestep);
 
@@ -435,10 +434,10 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
                mul = dot_v3v3(vec, vec);
 
                /* leader is not moving */
-               if(mul < 0.01f) {
+               if (mul < 0.01f) {
                        len = len_v3(loc);
                        /* too close to leader */
-                       if(len < 2.0f * val->personal_space * pa->size) {
+                       if (len < 2.0f * val->personal_space * pa->size) {
                                copy_v3_v3(bbd->wanted_co, loc);
                                bbd->wanted_speed = val->max_speed;
                                return 1;
@@ -448,7 +447,7 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
                        t = dot_v3v3(loc, vec)/mul;
 
                        /* possible blocking of leader in near future */
-                       if(t > 0.0f && t < 3.0f) {
+                       if (t > 0.0f && t < 3.0f) {
                                copy_v3_v3(vec2, vec);
                                mul_v3_fl(vec2, t);
 
@@ -456,7 +455,7 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
 
                                len = len_v3(vec2);
 
-                               if(len < 2.0f * val->personal_space * pa->size) {
+                               if (len < 2.0f * val->personal_space * pa->size) {
                                        copy_v3_v3(bbd->wanted_co, vec2);
                                        bbd->wanted_speed = val->max_speed * (3.0f - t)/3.0f;
                                        return 1;
@@ -465,7 +464,7 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
                }
 
                /* not blocking so try to follow leader */
-               if(p && flbr->options & BRULE_LEADER_IN_LINE) {
+               if (p && flbr->options & BRULE_LEADER_IN_LINE) {
                        copy_v3_v3(vec, bbd->sim->psys->particles[p-1].prev_state.vel);
                        copy_v3_v3(loc, bbd->sim->psys->particles[p-1].prev_state.co);
                }
@@ -483,11 +482,11 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
                        
                ret = 1;
        }
-       else if(p % n) {
+       else if (p % n) {
                float vec2[3], t, t_min = 3.0f;
 
                /* first check we're not blocking any leaders */
-               for(i = 0; i< bbd->sim->psys->totpart; i+=n) {
+               for (i = 0; i< bbd->sim->psys->totpart; i+=n) {
                        copy_v3_v3(vec, bbd->sim->psys->particles[i].prev_state.vel);
 
                        sub_v3_v3v3(loc, pa->prev_state.co, bbd->sim->psys->particles[i].prev_state.co);
@@ -495,10 +494,10 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
                        mul = dot_v3v3(vec, vec);
 
                        /* leader is not moving */
-                       if(mul < 0.01f) {
+                       if (mul < 0.01f) {
                                len = len_v3(loc);
                                /* too close to leader */
-                               if(len < 2.0f * val->personal_space * pa->size) {
+                               if (len < 2.0f * val->personal_space * pa->size) {
                                        copy_v3_v3(bbd->wanted_co, loc);
                                        bbd->wanted_speed = val->max_speed;
                                        return 1;
@@ -508,7 +507,7 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
                                t = dot_v3v3(loc, vec)/mul;
 
                                /* possible blocking of leader in near future */
-                               if(t > 0.0f && t < t_min) {
+                               if (t > 0.0f && t < t_min) {
                                        copy_v3_v3(vec2, vec);
                                        mul_v3_fl(vec2, t);
 
@@ -516,7 +515,7 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
 
                                        len = len_v3(vec2);
 
-                                       if(len < 2.0f * val->personal_space * pa->size) {
+                                       if (len < 2.0f * val->personal_space * pa->size) {
                                                t_min = t;
                                                copy_v3_v3(bbd->wanted_co, loc);
                                                bbd->wanted_speed = val->max_speed * (3.0f - t)/3.0f;
@@ -526,10 +525,10 @@ static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
                        }
                }
 
-               if(ret) return 1;
+               if (ret) return 1;
 
                /* not blocking so try to follow leader */
-               if(flbr->options & BRULE_LEADER_IN_LINE) {
+               if (flbr->options & BRULE_LEADER_IN_LINE) {
                        copy_v3_v3(vec, bbd->sim->psys->particles[p-1].prev_state.vel);
                        copy_v3_v3(loc, bbd->sim->psys->particles[p-1].prev_state.co);
                }
@@ -555,7 +554,7 @@ static int rule_average_speed(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
        BoidRuleAverageSpeed *asbr = (BoidRuleAverageSpeed*)rule;
        float vec[3] = {0.0f, 0.0f, 0.0f};
 
-       if(asbr->wander > 0.0f) {
+       if (asbr->wander > 0.0f) {
                /* abuse pa->r_ave for wandering */
                bpa->wander[0] += asbr->wander * (-1.0f + 2.0f * BLI_frand());
                bpa->wander[1] += asbr->wander * (-1.0f + 2.0f * BLI_frand());
@@ -574,7 +573,7 @@ static int rule_average_speed(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
                add_v3_v3(bbd->wanted_co, vec);
 
                /* leveling */
-               if(asbr->level > 0.0f && psys_uses_gravity(bbd->sim)) {
+               if (asbr->level > 0.0f && psys_uses_gravity(bbd->sim)) {
                        project_v3_v3v3(vec, bbd->wanted_co, bbd->sim->scene->physics_settings.gravity);
                        mul_v3_fl(vec, asbr->level);
                        sub_v3_v3(bbd->wanted_co, vec);
@@ -584,14 +583,14 @@ static int rule_average_speed(BoidRule *rule, BoidBrainData *bbd, BoidValues *va
                copy_v3_v3(bbd->wanted_co, pa->prev_state.ave);
 
                /* may happen at birth */
-               if(dot_v2v2(bbd->wanted_co,bbd->wanted_co)==0.0f) {
+               if (dot_v2v2(bbd->wanted_co, bbd->wanted_co)==0.0f) {
                        bbd->wanted_co[0] = 2.0f*(0.5f - BLI_frand());
                        bbd->wanted_co[1] = 2.0f*(0.5f - BLI_frand());
                        bbd->wanted_co[2] = 2.0f*(0.5f - BLI_frand());
                }
                
                /* leveling */
-               if(asbr->level > 0.0f && psys_uses_gravity(bbd->sim)) {
+               if (asbr->level > 0.0f && psys_uses_gravity(bbd->sim)) {
                        project_v3_v3v3(vec, bbd->wanted_co, bbd->sim->scene->physics_settings.gravity);
                        mul_v3_fl(vec, asbr->level);
                        sub_v3_v3(bbd->wanted_co, vec);
@@ -611,7 +610,7 @@ static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Parti
        ParticleData *enemy_pa = NULL;
        BoidParticle *bpa;
        /* friends & enemies */
-       float closest_enemy[3] = {0.0f,0.0f,0.0f};
+       float closest_enemy[3] = {0.0f, 0.0f, 0.0f};
        float closest_dist = fbr->distance + 1.0f;
        float f_strength = 0.0f, e_strength = 0.0f;
        float health = 0.0f;
@@ -619,7 +618,7 @@ static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Parti
 
        /* calculate own group strength */
        int neighbors = BLI_kdtree_range_search(bbd->sim->psys->tree, fbr->distance, pa->prev_state.co, NULL, &ptn);
-       for(n=0; n<neighbors; n++) {
+       for (n=0; n<neighbors; n++) {
                bpa = bbd->sim->psys->particles[ptn[n].index].boid;
                health += bpa->data.health;
        }
@@ -629,39 +628,39 @@ static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Parti
        if (ptn) { MEM_freeN(ptn); ptn=NULL; }
 
        /* add other friendlies and calculate enemy strength and find closest enemy */
-       for(pt=bbd->sim->psys->targets.first; pt; pt=pt->next) {
+       for (pt=bbd->sim->psys->targets.first; pt; pt=pt->next) {
                ParticleSystem *epsys = psys_get_target_system(bbd->sim->ob, pt);
-               if(epsys) {
+               if (epsys) {
                        epars = epsys->particles;
 
                        neighbors = BLI_kdtree_range_search(epsys->tree, fbr->distance, pa->prev_state.co, NULL, &ptn);
                        
                        health = 0.0f;
 
-                       for(n=0; n<neighbors; n++) {
+                       for (n=0; n<neighbors; n++) {
                                bpa = epars[ptn[n].index].boid;
                                health += bpa->data.health;
 
-                               if(n==0 && pt->mode==PTARGET_MODE_ENEMY && ptn[n].dist < closest_dist) {
+                               if (n==0 && pt->mode==PTARGET_MODE_ENEMY && ptn[n].dist < closest_dist) {
                                        copy_v3_v3(closest_enemy, ptn[n].co);
                                        closest_dist = ptn[n].dist;
                                        enemy_pa = epars + ptn[n].index;
                                }
                        }
-                       if(pt->mode==PTARGET_MODE_ENEMY)
+                       if (pt->mode==PTARGET_MODE_ENEMY)
                                e_strength += epsys->part->boids->strength * health;
-                       else if(pt->mode==PTARGET_MODE_FRIEND)
+                       else if (pt->mode==PTARGET_MODE_FRIEND)
                                f_strength += epsys->part->boids->strength * health;
 
                        if (ptn) { MEM_freeN(ptn); ptn=NULL; }
                }
        }
        /* decide action if enemy presence found */
-       if(e_strength > 0.0f) {
+       if (e_strength > 0.0f) {
                sub_v3_v3v3(bbd->wanted_co, closest_enemy, pa->prev_state.co);
 
                /* attack if in range */
-               if(closest_dist <= bbd->part->boids->range + pa->size + enemy_pa->size) {
+               if (closest_dist <= bbd->part->boids->range + pa->size + enemy_pa->size) {
                        float damage = BLI_frand();
                        float enemy_dir[3];
 
@@ -671,7 +670,7 @@ static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Parti
                        bbd->wanted_speed = 0.0f;
 
                        /* must face enemy to fight */
-                       if(dot_v3v3(pa->prev_state.ave, enemy_dir)>0.5f) {
+                       if (dot_v3v3(pa->prev_state.ave, enemy_dir)>0.5f) {
                                bpa = enemy_pa->boid;
                                bpa->data.health -= bbd->part->boids->strength * bbd->timestep * ((1.0f-bbd->part->boids->accuracy)*damage + bbd->part->boids->accuracy);
                        }
@@ -683,9 +682,9 @@ static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, Parti
 
                /* check if boid doesn't want to fight */
                bpa = pa->boid;
-               if(bpa->data.health/bbd->part->boids->health * bbd->part->boids->aggression < e_strength / f_strength) {
+               if (bpa->data.health/bbd->part->boids->health * bbd->part->boids->aggression < e_strength / f_strength) {
                        /* decide to flee */
-                       if(closest_dist < fbr->flee_distance * fbr->distance) {
+                       if (closest_dist < fbr->flee_distance * fbr->distance) {
                                negate_v3(bbd->wanted_co);
                                bbd->wanted_speed = val->max_speed;
                        }
@@ -723,7 +722,7 @@ static void set_boid_values(BoidValues *val, BoidSettings *boids, ParticleData *
 {
        BoidParticle *bpa = pa->boid;
 
-       if(ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
+       if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
                val->max_speed = boids->land_max_speed * bpa->data.health/boids->health;
                val->max_acc = boids->land_max_acc * val->max_speed;
                val->max_ave = boids->land_max_ave * (float)M_PI * bpa->data.health/boids->health;
@@ -745,11 +744,11 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float grou
 {
        BoidParticle *bpa = pa->boid;
 
-       if(bpa->data.mode == eBoidMode_Climbing) {
+       if (bpa->data.mode == eBoidMode_Climbing) {
                SurfaceModifierData *surmd = NULL;
                float x[3], v[3];
                
-               surmd = (SurfaceModifierData *)modifiers_findByType ( bpa->ground, eModifierType_Surface );
+               surmd = (SurfaceModifierData *)modifiers_findByType(bpa->ground, eModifierType_Surface );
 
                /* take surface velocity into account */
                closest_point_on_surface(surmd, pa->state.co, x, NULL, v);
@@ -767,7 +766,7 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float grou
                BVHTreeRayHit hit;
                float radius = 0.0f, t, ray_dir[3];
 
-               if(!bbd->sim->colliders)
+               if (!bbd->sim->colliders)
                        return NULL;
 
                /* first try to find below boid */
@@ -779,16 +778,16 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float grou
                hit.dist = col.original_ray_length = len_v3(ray_dir);
                col.pce.inside = 0;
 
-               for(coll = bbd->sim->colliders->first; coll; coll = coll->next) {
+               for (coll = bbd->sim->colliders->first; coll; coll = coll->next) {
                        col.current = coll->ob;
                        col.md = coll->collmd;
                        col.fac1 = col.fac2 = 0.f;
 
-                       if(col.md && col.md->bvhtree)
+                       if (col.md && col.md->bvhtree)
                                BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, BKE_psys_collision_neartest_cb, &col);
                }
                /* then use that object */
-               if(hit.index>=0) {
+               if (hit.index>=0) {
                        t = hit.dist/col.original_ray_length;
                        interp_v3_v3v3(ground_co, col.co1, col.co2, t);
                        normalize_v3_v3(ground_nor, col.pce.nor);
@@ -804,15 +803,15 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float grou
                hit.index = -1;
                hit.dist = col.original_ray_length = len_v3(ray_dir);
 
-               for(coll = bbd->sim->colliders->first; coll; coll = coll->next) {
+               for (coll = bbd->sim->colliders->first; coll; coll = coll->next) {
                        col.current = coll->ob;
                        col.md = coll->collmd;
 
-                       if(col.md && col.md->bvhtree)
+                       if (col.md && col.md->bvhtree)
                                BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, BKE_psys_collision_neartest_cb, &col);
                }
                /* then use that object */
-               if(hit.index>=0) {
+               if (hit.index>=0) {
                        t = hit.dist/col.original_ray_length;
                        interp_v3_v3v3(ground_co, col.co1, col.co2, t);
                        normalize_v3_v3(ground_nor, col.pce.nor);
@@ -831,13 +830,13 @@ static int boid_rule_applies(ParticleData *pa, BoidSettings *UNUSED(boids), Boid
 {
        BoidParticle *bpa = pa->boid;
 
-       if(rule==NULL)
+       if (rule==NULL)
                return 0;
        
-       if(ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing) && rule->flag & BOIDRULE_ON_LAND)
+       if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing) && rule->flag & BOIDRULE_ON_LAND)
                return 1;
        
-       if(bpa->data.mode==eBoidMode_InAir && rule->flag & BOIDRULE_IN_AIR)
+       if (bpa->data.mode==eBoidMode_InAir && rule->flag & BOIDRULE_IN_AIR)
                return 1;
 
        return 0;
@@ -846,12 +845,12 @@ void boids_precalc_rules(ParticleSettings *part, float cfra)
 {
        BoidState *state = part->boids->states.first;
        BoidRule *rule;
-       for(; state; state=state->next) {
-               for(rule = state->rules.first; rule; rule=rule->next) {
-                       if(rule->type==eBoidRuleType_FollowLeader) {
+       for (; state; state=state->next) {
+               for (rule = state->rules.first; rule; rule=rule->next) {
+                       if (rule->type==eBoidRuleType_FollowLeader) {
                                BoidRuleFollowLeader *flbr = (BoidRuleFollowLeader*) rule;
 
-                               if(flbr->ob && flbr->cfra != cfra) {
+                               if (flbr->ob && flbr->cfra != cfra) {
                                        /* save object locations for velocity calculations */
                                        copy_v3_v3(flbr->oloc, flbr->loc);
                                        copy_v3_v3(flbr->loc, flbr->ob->obmat[3]);
@@ -890,16 +889,16 @@ static float boid_goal_signed_dist(float *boid_co, float *goal_co, float *goal_n
 /* wanted_co is relative to boid location */
 static int apply_boid_rule(BoidBrainData *bbd, BoidRule *rule, BoidValues *val, ParticleData *pa, float fuzziness)
 {
-       if(rule==NULL)
+       if (rule==NULL)
                return 0;
 
-       if(boid_rule_applies(pa, bbd->part->boids, rule)==0)
+       if (boid_rule_applies(pa, bbd->part->boids, rule)==0)
                return 0;
 
-       if(boid_rules[rule->type](rule, bbd, val, pa)==0)
+       if (boid_rules[rule->type](rule, bbd, val, pa)==0)
                return 0;
 
-       if(fuzziness < 0.0f || compare_len_v3v3(bbd->wanted_co, pa->prev_state.vel, fuzziness * len_v3(pa->prev_state.vel))==0)
+       if (fuzziness < 0.0f || compare_len_v3v3(bbd->wanted_co, pa->prev_state.vel, fuzziness * len_v3(pa->prev_state.vel))==0)
                return 1;
        else
                return 0;
@@ -909,19 +908,20 @@ static BoidState *get_boid_state(BoidSettings *boids, ParticleData *pa)
        BoidState *state = boids->states.first;
        BoidParticle *bpa = pa->boid;
 
-       for(; state; state=state->next) {
-               if(state->id==bpa->data.state_id)
+       for (; state; state=state->next) {
+               if (state->id==bpa->data.state_id)
                        return state;
        }
 
        /* for some reason particle isn't at a valid state */
        state = boids->states.first;
-       if(state)
+       if (state)
                bpa->data.state_id = state->id;
 
        return state;
 }
-//static int boid_condition_is_true(BoidCondition *cond) {
+//static int boid_condition_is_true(BoidCondition *cond)
+//{
 //     /* TODO */
 //     return 0;
 //}
@@ -938,7 +938,7 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
        int rand;
        //BoidCondition *cond;
 
-       if(bpa->data.health <= 0.0f) {
+       if (bpa->data.health <= 0.0f) {
                pa->alive = PARS_DYING;
                pa->dietime = bbd->cfra;
                return;
@@ -946,8 +946,8 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
 
        //planned for near future
        //cond = state->conditions.first;
-       //for(; cond; cond=cond->next) {
-       //      if(boid_condition_is_true(cond)) {
+       //for (; cond; cond=cond->next) {
+       //      if (boid_condition_is_true(cond)) {
        //              pa->boid->state_id = cond->state_id;
        //              state = get_boid_state(boids, pa);
        //              break; /* only first true condition is used */
@@ -963,11 +963,11 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
        set_boid_values(&val, bbd->part->boids, pa);
 
        /* go through rules */
-       switch(state->ruleset_type) {
+       switch (state->ruleset_type) {
                case eBoidRulesetType_Fuzzy:
                {
-                       for(rule = state->rules.first; rule; rule = rule->next) {
-                               if(apply_boid_rule(bbd, rule, &val, pa, state->rule_fuzziness))
+                       for (rule = state->rules.first; rule; rule = rule->next) {
+                               if (apply_boid_rule(bbd, rule, &val, pa, state->rule_fuzziness))
                                        break; /* only first nonzero rule that comes through fuzzy rule is applied */
                        }
                        break;
@@ -983,8 +983,8 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
                {
                        float wanted_co[3] = {0.0f, 0.0f, 0.0f}, wanted_speed = 0.0f;
                        int n = 0;
-                       for(rule = state->rules.first; rule; rule=rule->next) {
-                               if(apply_boid_rule(bbd, rule, &val, pa, -1.0f)) {
+                       for (rule = state->rules.first; rule; rule=rule->next) {
+                               if (apply_boid_rule(bbd, rule, &val, pa, -1.0f)) {
                                        add_v3_v3(wanted_co, bbd->wanted_co);
                                        wanted_speed += bbd->wanted_speed;
                                        n++;
@@ -992,7 +992,7 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
                                }
                        }
 
-                       if(n > 1) {
+                       if (n > 1) {
                                mul_v3_fl(wanted_co, 1.0f/(float)n);
                                wanted_speed /= (float)n;
                        }
@@ -1005,11 +1005,11 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
        }
 
        /* decide on jumping & liftoff */
-       if(bpa->data.mode == eBoidMode_OnLand) {
+       if (bpa->data.mode == eBoidMode_OnLand) {
                /* fuzziness makes boids capable of misjudgement */
                float mul = 1.0f + state->rule_fuzziness;
                
-               if(boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) {
+               if (boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) {
                        float cvel[3], dir[3];
 
                        copy_v3_v3(dir, pa->prev_state.ave);
@@ -1018,15 +1018,15 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
                        copy_v3_v3(cvel, bbd->wanted_co);
                        normalize_v2(cvel);
 
-                       if(dot_v2v2(cvel, dir) > 0.95f / mul)
+                       if (dot_v2v2(cvel, dir) > 0.95f / mul)
                                bpa->data.mode = eBoidMode_Liftoff;
                }
-               else if(val.jump_speed > 0.0f) {
+               else if (val.jump_speed > 0.0f) {
                        float jump_v[3];
                        int jump = 0;
 
                        /* jump to get to a location */
-                       if(bbd->wanted_co[2] > 0.0f) {
+                       if (bbd->wanted_co[2] > 0.0f) {
                                float cvel[3], dir[3];
                                float z_v, ground_v, cur_v;
                                float len;
@@ -1041,7 +1041,7 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
 
                                /* first of all, are we going in a suitable direction? */
                                /* or at a suitably slow speed */
-                               if(dot_v2v2(cvel, dir) > 0.95f / mul || len <= state->rule_fuzziness) {
+                               if (dot_v2v2(cvel, dir) > 0.95f / mul || len <= state->rule_fuzziness) {
                                        /* try to reach goal at highest point of the parabolic path */
                                        cur_v = len_v2(pa->prev_state.vel);
                                        z_v = sasqrt(-2.0f * bbd->sim->scene->physics_settings.gravity[2] * bbd->wanted_co[2]);
@@ -1049,7 +1049,7 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
 
                                        len = sasqrt((ground_v-cur_v)*(ground_v-cur_v) + z_v*z_v);
 
-                                       if(len < val.jump_speed * mul || bbd->part->boids->options & BOID_ALLOW_FLIGHT) {
+                                       if (len < val.jump_speed * mul || bbd->part->boids->options & BOID_ALLOW_FLIGHT) {
                                                jump = 1;
 
                                                len = MIN2(len, val.jump_speed);
@@ -1066,11 +1066,11 @@ void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
                        }
 
                        /* jump to go faster */
-                       if(jump == 0 && val.jump_speed > val.max_speed && bbd->wanted_speed > val.max_speed) {
+                       if (jump == 0 && val.jump_speed > val.max_speed && bbd->wanted_speed > val.max_speed) {
                                
                        }
 
-                       if(jump) {
+                       if (jump) {
                                copy_v3_v3(pa->prev_state.vel, jump_v);
                                bpa->data.mode = eBoidMode_Falling;
                        }
@@ -1097,16 +1097,16 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
        set_boid_values(&val, boids, pa);
 
        /* make sure there's something in new velocity, location & rotation */
-       copy_particle_key(&pa->state,&pa->prev_state,0);
+       copy_particle_key(&pa->state, &pa->prev_state, 0);
 
-       if(bbd->part->flag & PART_SIZEMASS)
+       if (bbd->part->flag & PART_SIZEMASS)
                pa_mass*=pa->size;
 
        /* if boids can't fly they fall to the ground */
-       if((boids->options & BOID_ALLOW_FLIGHT)==0 && ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)==0 && psys_uses_gravity(bbd->sim))
+       if ((boids->options & BOID_ALLOW_FLIGHT)==0 && ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)==0 && psys_uses_gravity(bbd->sim))
                bpa->data.mode = eBoidMode_Falling;
 
-       if(bpa->data.mode == eBoidMode_Falling) {
+       if (bpa->data.mode == eBoidMode_Falling) {
                /* Falling boids are only effected by gravity. */
                acc[2] = bbd->sim->scene->physics_settings.gravity[2];
        }
@@ -1116,11 +1116,11 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
                float level = landing_level + 1.0f;
                float new_vel[3];
 
-               if(bpa->data.mode == eBoidMode_Liftoff) {
+               if (bpa->data.mode == eBoidMode_Liftoff) {
                        bpa->data.mode = eBoidMode_InAir;
                        bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor);
                }
-               else if(bpa->data.mode == eBoidMode_InAir && boids->options & BOID_ALLOW_LAND) {
+               else if (bpa->data.mode == eBoidMode_InAir && boids->options & BOID_ALLOW_LAND) {
                        /* auto-leveling & landing if close to ground */
 
                        bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor);
@@ -1130,13 +1130,13 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
 
                        landing_level = - boids->landing_smoothness * pa->prev_state.vel[2] * pa_mass;
 
-                       if(pa->prev_state.vel[2] < 0.0f) {
-                               if(level < 1.0f) {
+                       if (pa->prev_state.vel[2] < 0.0f) {
+                               if (level < 1.0f) {
                                        bbd->wanted_co[0] = bbd->wanted_co[1] = bbd->wanted_co[2] = 0.0f;
                                        bbd->wanted_speed = 0.0f;
                                        bpa->data.mode = eBoidMode_Falling;
                                }
-                               else if(level < landing_level) {
+                               else if (level < landing_level) {
                                        bbd->wanted_speed *= (level - 1.0f)/landing_level;
                                        bbd->wanted_co[2] *= (level - 1.0f)/landing_level;
                                }
@@ -1147,7 +1147,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
                new_speed = normalize_v3_v3(wanted_dir, bbd->wanted_co);
 
                /* first check if we have valid direction we want to go towards */
-               if(new_speed == 0.0f) {
+               if (new_speed == 0.0f) {
                        copy_v3_v3(new_dir, old_dir);
                }
                else {
@@ -1159,7 +1159,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
 
                        /* choose random direction to turn if wanted velocity */
                        /* is directly behind regardless of z-coordinate */
-                       if(dot_v2v2(old_dir2, wanted_dir2) < -0.99f) {
+                       if (dot_v2v2(old_dir2, wanted_dir2) < -0.99f) {
                                wanted_dir[0] = 2.0f*(0.5f - BLI_frand());
                                wanted_dir[1] = 2.0f*(0.5f - BLI_frand());
                                wanted_dir[2] = 2.0f*(0.5f - BLI_frand());
@@ -1168,16 +1168,16 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
 
                        /* constrain direction with maximum angular velocity */
                        angle = saacos(dot_v3v3(old_dir, wanted_dir));
-                       angle = MIN2(angle, val.max_ave);
+                       angle = minf(angle, val.max_ave);
 
                        cross_v3_v3v3(nor, old_dir, wanted_dir);
-                       axis_angle_to_quat( q,nor, angle);
+                       axis_angle_to_quat(q, nor, angle);
                        copy_v3_v3(new_dir, old_dir);
                        mul_qt_v3(q, new_dir);
                        normalize_v3(new_dir);
 
                        /* save direction in case resulting velocity too small */
-                       axis_angle_to_quat( q,nor, angle*dtime);
+                       axis_angle_to_quat(q, nor, angle*dtime);
                        copy_v3_v3(pa->state.ave, old_dir);
                        mul_qt_v3(q, pa->state.ave);
                        normalize_v3(pa->state.ave);
@@ -1186,7 +1186,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
                /* constrain speed with maximum acceleration */
                old_speed = len_v3(pa->prev_state.vel);
                
-               if(bbd->wanted_speed < old_speed)
+               if (bbd->wanted_speed < old_speed)
                        new_speed = MAX2(bbd->wanted_speed, old_speed - val.max_acc);
                else
                        new_speed = MIN2(bbd->wanted_speed, old_speed + val.max_acc);
@@ -1196,8 +1196,8 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
                mul_v3_fl(new_vel, new_speed);
 
                /* maintain minimum flying velocity if not landing */
-               if(level >= landing_level) {
-                       float len2 = dot_v2v2(new_vel,new_vel);
+               if (level >= landing_level) {
+                       float len2 = dot_v2v2(new_vel, new_vel);
                        float root;
 
                        len2 = MAX2(len2, val.min_speed*val.min_speed);
@@ -1225,7 +1225,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
        pd_point_from_particle(bbd->sim, pa, &pa->state, &epoint);
        pdDoEffectors(bbd->sim->psys->effectors, bbd->sim->colliders, bbd->part->effector_weights, &epoint, force, NULL);
 
-       if(ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
+       if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
                float length = normalize_v3(force);
 
                length = MAX2(0.0f, length - boids->land_stick_force);
@@ -1255,11 +1255,11 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
 
        madd_v3_v3fl(pa->state.vel, acc, dtime);
 
-       //if(bpa->data.mode != eBoidMode_InAir)
+       //if (bpa->data.mode != eBoidMode_InAir)
        bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor);
 
        /* change modes, constrain movement & keep track of down vector */
-       switch(bpa->data.mode) {
+       switch (bpa->data.mode) {
                case eBoidMode_InAir:
                {
                        float grav[3];
@@ -1269,7 +1269,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
                        grav[2]= bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f;
 
                        /* don't take forward acceleration into account (better banking) */
-                       if(dot_v3v3(bpa->data.acc, pa->state.vel) > 0.0f) {
+                       if (dot_v3v3(bpa->data.acc, pa->state.vel) > 0.0f) {
                                project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel);
                                sub_v3_v3v3(dvec, bpa->data.acc, dvec);
                        }
@@ -1282,21 +1282,21 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
                        normalize_v3(bpa->gravity);
 
                        /* stick boid on goal when close enough */
-                       if(bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) {
+                       if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) {
                                bpa->data.mode = eBoidMode_Climbing;
                                bpa->ground = bbd->goal_ob;
                                boid_find_ground(bbd, pa, ground_co, ground_nor);
                                boid_climb(boids, pa, ground_co, ground_nor);
                        }
-                       else if(pa->state.co[2] <= ground_co[2] + pa->size * boids->height) {
+                       else if (pa->state.co[2] <= ground_co[2] + pa->size * boids->height) {
                                /* land boid when below ground */
-                               if(boids->options & BOID_ALLOW_LAND) {
+                               if (boids->options & BOID_ALLOW_LAND) {
                                        pa->state.co[2] = ground_co[2] + pa->size * boids->height;
                                        pa->state.vel[2] = 0.0f;
                                        bpa->data.mode = eBoidMode_OnLand;
                                }
                                /* fly above ground */
-                               else if(bpa->ground) {
+                               else if (bpa->ground) {
                                        pa->state.co[2] = ground_co[2] + pa->size * boids->height;
                                        pa->state.vel[2] = 0.0f;
                                }
@@ -1316,22 +1316,22 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
                        madd_v3_v3fl(bpa->gravity, grav, dtime);
                        normalize_v3(bpa->gravity);
 
-                       if(boids->options & BOID_ALLOW_LAND) {
+                       if (boids->options & BOID_ALLOW_LAND) {
                                /* stick boid on goal when close enough */
-                               if(bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) {
+                               if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) {
                                        bpa->data.mode = eBoidMode_Climbing;
                                        bpa->ground = bbd->goal_ob;
                                        boid_find_ground(bbd, pa, ground_co, ground_nor);
                                        boid_climb(boids, pa, ground_co, ground_nor);
                                }
                                /* land boid when really near ground */
-                               else if(pa->state.co[2] <= ground_co[2] + 1.01f * pa->size * boids->height) {
+                               else if (pa->state.co[2] <= ground_co[2] + 1.01f * pa->size * boids->height) {
                                        pa->state.co[2] = ground_co[2] + pa->size * boids->height;
                                        pa->state.vel[2] = 0.0f;
                                        bpa->data.mode = eBoidMode_OnLand;
                                }
                                /* if we're falling, can fly and want to go upwards lets fly */
-                               else if(boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f)
+                               else if (boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f)
                                        bpa->data.mode = eBoidMode_InAir;
                        }
                        else
@@ -1360,14 +1360,14 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
                case eBoidMode_OnLand:
                {
                        /* stick boid on goal when close enough */
-                       if(bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) {
+                       if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) {
                                bpa->data.mode = eBoidMode_Climbing;
                                bpa->ground = bbd->goal_ob;
                                boid_find_ground(bbd, pa, ground_co, ground_nor);
                                boid_climb(boids, pa, ground_co, ground_nor);
                        }
                        /* ground is too far away so boid falls */
-                       else if(pa->state.co[2]-ground_co[2] > 1.1f * pa->size * boids->height)
+                       else if (pa->state.co[2]-ground_co[2] > 1.1f * pa->size * boids->height)
                                bpa->data.mode = eBoidMode_Falling;
                        else {
                                /* constrain to surface */
@@ -1375,7 +1375,7 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
                                pa->state.vel[2] = 0.0f;
                        }
 
-                       if(boids->banking > 0.0f) {
+                       if (boids->banking > 0.0f) {
                                float grav[3];
                                /* Don't take gravity's strength in to account, */
                                /* otherwise amount of banking is hard to control. */
@@ -1399,18 +1399,18 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
 
        /* save direction to state.ave unless the boid is falling */
        /* (boids can't effect their direction when falling) */
-       if(bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1f*pa->size) {
+       if (bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1f*pa->size) {
                copy_v3_v3(pa->state.ave, pa->state.vel);
                pa->state.ave[2] *= bbd->part->boids->pitch;
                normalize_v3(pa->state.ave);
        }
 
        /* apply damping */
-       if(ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing))
+       if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing))
                mul_v3_fl(pa->state.vel, 1.0f - 0.2f*bbd->part->dampfac);
 
        /* calculate rotation matrix based on forward & down vectors */
-       if(bpa->data.mode == eBoidMode_InAir) {
+       if (bpa->data.mode == eBoidMode_InAir) {
                copy_v3_v3(mat[0], pa->state.ave);
 
                project_v3_v3v3(dvec, bpa->gravity, pa->state.ave);
@@ -1428,17 +1428,17 @@ void boid_body(BoidBrainData *bbd, ParticleData *pa)
        cross_v3_v3v3(mat[1], mat[2], mat[0]);
        
        /* apply rotation */
-       mat3_to_quat_is_ok( q,mat);
+       mat3_to_quat_is_ok(q, mat);
        copy_qt_qt(pa->state.rot, q);
 }
 
 BoidRule *boid_new_rule(int type)
 {
        BoidRule *rule = NULL;
-       if(type <= 0)
+       if (type <= 0)
                return NULL;
 
-       switch(type) {
+       switch (type) {
                case eBoidRuleType_Goal:
                case eBoidRuleType_Avoid:
                        rule = MEM_callocN(sizeof(BoidRuleGoalAvoid), "BoidRuleGoalAvoid");
@@ -1502,7 +1502,7 @@ BoidState *boid_new_state(BoidSettings *boids)
        BoidState *state = MEM_callocN(sizeof(BoidState), "BoidState");
 
        state->id = boids->last_state_id++;
-       if(state->id)
+       if (state->id)
                BLI_snprintf(state->name, sizeof(state->name), "State %i", state->id);
        else
                strcpy(state->name, "State");
@@ -1528,10 +1528,10 @@ BoidState *boid_duplicate_state(BoidSettings *boids, BoidState *state)
 }
 void boid_free_settings(BoidSettings *boids)
 {
-       if(boids) {
+       if (boids) {
                BoidState *state = boids->states.first;
 
-               for(; state; state=state->next) {
+               for (; state; state=state->next) {
                        BLI_freelistN(&state->rules);
                        BLI_freelistN(&state->conditions);
                        BLI_freelistN(&state->actions);
@@ -1546,7 +1546,7 @@ BoidSettings *boid_copy_settings(BoidSettings *boids)
 {
        BoidSettings *nboids = NULL;
 
-       if(boids) {
+       if (boids) {
                BoidState *state;
                BoidState *nstate;
 
@@ -1556,7 +1556,7 @@ BoidSettings *boid_copy_settings(BoidSettings *boids)
 
                state = boids->states.first;
                nstate = nboids->states.first;
-               for(; state; state=state->next, nstate=nstate->next) {
+               for (; state; state=state->next, nstate=nstate->next) {
                        BLI_duplicatelist(&nstate->rules, &state->rules);
                        BLI_duplicatelist(&nstate->conditions, &state->conditions);
                        BLI_duplicatelist(&nstate->actions, &state->actions);
@@ -1569,8 +1569,8 @@ BoidState *boid_get_current_state(BoidSettings *boids)
 {
        BoidState *state = boids->states.first;
 
-       for(; state; state=state->next) {
-               if(state->flag & BOIDSTATE_CURRENT)
+       for (; state; state=state->next) {
+               if (state->flag & BOIDSTATE_CURRENT)
                        break;
        }