fixed some indentation, and removed
[blender.git] / intern / smoke / intern / FLUID_3D_STATIC.cpp
index 2d3ec125c2b95a707c53461ae6064723ef93ef7e..0215dfc417f8c39ccc2b2cd18b99fea2848c8349 100644 (file)
@@ -54,23 +54,21 @@ void FLUID_3D::addSmokeTestCase(float* field, Vec3Int res)
        float yTotal = dx * res[1];
        float zTotal = dx * res[2];
 
-  float heighMin = 0.05;
-  float heighMax = 0.10;
-
-  for (int y = 0; y < res[2]; y++)
-    for (int z = (int)(heighMin*res[2]); z <= (int)(heighMax * res[2]); z++)
-      for (int x = 0; x < res[0]; x++)
-      {
-        float xLength = x * dx - xTotal * 0.4f;
-        float yLength = y * dx - yTotal * 0.5f;
-        float radius = sqrtf(xLength * xLength + yLength * yLength);
-
-        if (radius < 0.075f * xTotal)
-        {
-          int index = x + y * res[0] + z * slabSize;
-          field[index] = 1.0f;
-        }
-      }
+       float heighMin = 0.05;
+       float heighMax = 0.10;
+
+       for (int y = 0; y < res[2]; y++)
+               for (int z = (int)(heighMin*res[2]); z <= (int)(heighMax * res[2]); z++)
+                       for (int x = 0; x < res[0]; x++) {
+                               float xLength = x * dx - xTotal * 0.4f;
+                               float yLength = y * dx - yTotal * 0.5f;
+                               float radius = sqrtf(xLength * xLength + yLength * yLength);
+
+                               if (radius < 0.075f * xTotal) {
+                                       int index = x + y * res[0] + z * slabSize;
+                                       field[index] = 1.0f;
+                               }
+                       }
 }
 
 
@@ -98,7 +96,7 @@ void FLUID_3D::setNeumannX(float* field, Vec3Int res)
                for (int z = 0; z < res[2]; z++)
                {
                        // top slab
-                       int index = y * res[0] + z * slabSize;
+                       index = y * res[0] + z * slabSize;
                        index += res[0] - 1;
                        if(field[index]<0.) field[index] = 0.;
                        index -= 1;
@@ -130,7 +128,7 @@ void FLUID_3D::setNeumannY(float* field, Vec3Int res)
                for (int x = 0; x < res[0]; x++)
                {
                        // top slab
-                       int index = x + z * slabSize;
+                       index = x + z * slabSize;
                        index += slabSize - res[0];
                        if(field[index]<0.) field[index] = 0.;
                        index -= res[0];
@@ -164,7 +162,7 @@ void FLUID_3D::setNeumannZ(float* field, Vec3Int res)
                for (int x = 0; x < res[0]; x++)
                {
                        // top slab
-                       int index = x + y * res[0];
+                       index = x + y * res[0];
                        index += totalCells - slabSize;
                        if(field[index]<0.) field[index] = 0.;
                        index -= slabSize;