/* bproot= sb->bpoint; */ /* need this for proper spring addressing */ /* UNUSED */
if (do_springcollision || do_aero)
- sb_sfesf_threads_run(scene, ob, timenow, sb->totspring, NULL);
+ sb_sfesf_threads_run(scene, ob, timenow, sb->totspring, NULL);
/* after spring scan because it uses Effoctors too */
do_effector= pdInitEffectors(scene, ob, NULL, sb->effector_weights, true);
float BLI_easing_quint_ease_in_out(float time, float begin, float change, float duration)
{
if ((time /= duration / 2) < 1.0f)
- return change / 2 * time * time * time * time * time + begin;
+ return change / 2 * time * time * time * time * time + begin;
time -= 2.0f;
return change / 2 * (time * time * time * time * time + 2) + begin;
}
/* Assuming we can only have a void queue in 'exit' case here seems logical (we should only be here after
* our worker thread has been woken up from a condition_wait(), which only happens after a new task was
* added to the queue), but it is wrong.
- * Waiting on condition may wake up the thread even if condition is not signaled (spurious wakeups), and some
+ * Waiting on condition may wake up the thread even if condition is not signaled (spurious wake-ups), and some
* race condition may also empty the queue **after** condition has been signaled, but **before** awoken thread
* reaches this point...
- * See http://stackoverflow.com/questions/8594591/why-does-pthread-cond-wait-have-spurious-wakeups
+ * See http://stackoverflow.com/questions/8594591
*
* So we only abort here if do_exit is set.
*/
* \a BLI_task_pool_work_and_wait() on it to be sure it will be processed).
*
* \note Background pools are non-recursive (that is, you should not create other background pools in tasks assigned
- * to a brackground pool, they could end never being executed, since the 'fallback' background thread is already
+ * to a background pool, they could end never being executed, since the 'fallback' background thread is already
* busy with parent task in single-threaded context).
*/
TaskPool *BLI_task_pool_create_background(TaskScheduler *scheduler, void *userdata)
/* loop over calculated triangles and create new geometry */
for (i = 0; i < totfilltri; i++) {
- /* the order is reverse, otherwise the normal is flipped */
BMLoop *l_tri[3] = {
loops[tris[i][0]],
loops[tris[i][1]],
BLI_split_dirfile(filepath, sfile->params->dir, sfile->params->file,
sizeof(sfile->params->dir), sizeof(sfile->params->file));
}
- else{
+ else {
BLI_split_dir_part(filepath, sfile->params->dir, sizeof(sfile->params->dir));
}
}
}
}
else if (entry2->typeflag & FILE_TYPE_DIR) {
- return 1;
+ return 1;
}
/* make sure "." and ".." are always first */
// printf("%s: %d - %s - %p\n", __func__, preview->index, preview->path, preview->img);
BLI_assert(preview->flags & (FILE_TYPE_IMAGE | FILE_TYPE_MOVIE | FILE_TYPE_FTFONT |
- FILE_TYPE_BLENDER | FILE_TYPE_BLENDER_BACKUP | FILE_TYPE_BLENDERLIB));
+ FILE_TYPE_BLENDER | FILE_TYPE_BLENDER_BACKUP | FILE_TYPE_BLENDERLIB));
if (preview->flags & FILE_TYPE_IMAGE) {
source = THB_SOURCE_IMAGE;
}
else {
glaDrawPixelsSafe(x, y, dx, dy, dx, GL_LUMINANCE, GL_UNSIGNED_INT,
- (unsigned char*)rect + channel_offset);
+ (unsigned char *)rect + channel_offset);
}
}
}
Object *parent;
if (!base) {
- return NULL;
+ return NULL;
}
for (child_base = scene->base.first; child_base; child_base = base_next) {
static int sequencer_export_subtitles_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
- Sequence *seq = BKE_sequencer_active_get(scene);
- Sequence *seq_next;
+ Sequence *seq, *seq_next;
Editing *ed = BKE_sequencer_editing_get(scene, false);
ListBase text_seq = {0};
int iter = 0;
float (*faces_center)[3] = BLI_array_alloca(faces_center, l_num);
BMLoop *l;
- BM_ITER_ELEM_INDEX (l, &liter, sv->v, BM_LOOPS_OF_VERT, j) {;
+ BM_ITER_ELEM_INDEX (l, &liter, sv->v, BM_LOOPS_OF_VERT, j) {
BM_face_calc_center_mean(l->f, faces_center[j]);
}
string SceneHash::toString()
{
- stringstream ss;
- ss << hex << _sum;
- return ss.str();
+ stringstream ss;
+ ss << hex << _sum;
+ return ss.str();
}
void SceneHash::visitNodeSceneRenderLayer(NodeSceneRenderLayer& node)