style cleanup: guys - set your editors to tabs!

This commit is contained in:
2012-05-01 17:51:03 +00:00
parent f2ff1da6d7
commit 933b3166fc
30 changed files with 243 additions and 243 deletions

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@@ -306,4 +306,3 @@ AviError AVI_print_error(AviError error);
void AVI_set_debug(int mode); void AVI_set_debug(int mode);
#endif /* __AVI_AVI_H__ */ #endif /* __AVI_AVI_H__ */

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@@ -42,7 +42,6 @@ typedef struct OceanResult {
float Eplus[3]; float Eplus[3];
} OceanResult; } OceanResult;
typedef struct OceanCache { typedef struct OceanCache {
struct ImBuf **ibufs_disp; struct ImBuf **ibufs_disp;
struct ImBuf **ibufs_foam; struct ImBuf **ibufs_foam;
@@ -74,7 +73,6 @@ typedef struct OceanCache {
#define OCEAN_CACHING 1 #define OCEAN_CACHING 1
#define OCEAN_CACHED 2 #define OCEAN_CACHED 2
struct Ocean *BKE_add_ocean(void); struct Ocean *BKE_add_ocean(void);
void BKE_free_ocean_data(struct Ocean *oc); void BKE_free_ocean_data(struct Ocean *oc);
void BKE_free_ocean(struct Ocean *oc); void BKE_free_ocean(struct Ocean *oc);

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@@ -150,7 +150,7 @@ typedef struct SB_thread_context {
#define SOFTGOALSNAP 0.999f #define SOFTGOALSNAP 0.999f
/* if bp-> goal is above make it a *forced follow original* and skip all ODE stuff for this bp /* if bp-> goal is above make it a *forced follow original* and skip all ODE stuff for this bp
removes *unnecessary* stiffnes from ODE system * removes *unnecessary* stiffnes from ODE system
*/ */
#define HEUNWARNLIMIT 1 /* 500 would be fine i think for detecting severe *stiff* stuff */ #define HEUNWARNLIMIT 1 /* 500 would be fine i think for detecting severe *stiff* stuff */
@@ -179,7 +179,7 @@ static void Vec3PlusStVec(float *v, float s, float *v1);
static float sb_grav_force_scale(Object *UNUSED(ob)) static float sb_grav_force_scale(Object *UNUSED(ob))
/* since unit of g is [m/sec^2] and F = mass * g we rescale unit mass of node to 1 gramm /* since unit of g is [m/sec^2] and F = mass * g we rescale unit mass of node to 1 gramm
put it to a function here, so we can add user options later without touching simulation code * put it to a function here, so we can add user options later without touching simulation code
*/ */
{ {
return (0.001f); return (0.001f);
@@ -187,7 +187,7 @@ static float sb_grav_force_scale(Object *UNUSED(ob))
static float sb_fric_force_scale(Object *UNUSED(ob)) static float sb_fric_force_scale(Object *UNUSED(ob))
/* rescaling unit of drag [1 / sec] to somehow reasonable /* rescaling unit of drag [1 / sec] to somehow reasonable
put it to a function here, so we can add user options later without touching simulation code * put it to a function here, so we can add user options later without touching simulation code
*/ */
{ {
return (0.01f); return (0.01f);
@@ -216,11 +216,11 @@ static float sb_time_scale(Object *ob)
/* helper functions for everything is animatable jow_go_for2_5 +++++++*/ /* helper functions for everything is animatable jow_go_for2_5 +++++++*/
/* introducing them here, because i know: steps in properties ( at frame timing ) /* introducing them here, because i know: steps in properties ( at frame timing )
will cause unwanted responses of the softbody system (which does inter frame calculations ) * will cause unwanted responses of the softbody system (which does inter frame calculations )
so first 'cure' would be: interpolate linear in time .. * so first 'cure' would be: interpolate linear in time ..
Q: why do i write this? * Q: why do i write this?
A: because it happend once, that some eger coder 'streamlined' code to fail. * A: because it happend once, that some eger coder 'streamlined' code to fail.
We DO linear interpolation for goals .. and i think we should do on animated properties as well * We DO linear interpolation for goals .. and i think we should do on animated properties as well
*/ */
/* animate sb->maxgoal, sb->mingoal */ /* animate sb->maxgoal, sb->mingoal */
@@ -2985,9 +2985,9 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
maxerrpos = MAX2(maxerrpos, ABS(dx[2] - bp->prevdx[2])); maxerrpos = MAX2(maxerrpos, ABS(dx[2] - bp->prevdx[2]));
/* bp->choke is set when we need to pull a vertex or edge out of the collider. /* bp->choke is set when we need to pull a vertex or edge out of the collider.
the collider object signals to get out by pushing hard. on the other hand * the collider object signals to get out by pushing hard. on the other hand
we don't want to end up in deep space so we add some <viscosity> * we don't want to end up in deep space so we add some <viscosity>
to balance that out */ * to balance that out */
if (bp->choke2 > 0.0f) { if (bp->choke2 > 0.0f) {
mul_v3_fl(bp->vec, (1.0f - bp->choke2)); mul_v3_fl(bp->vec, (1.0f - bp->choke2));
} }
@@ -3268,7 +3268,9 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
BodyPoint *bp; BodyPoint *bp;
BodySpring *bs; BodySpring *bs;
int a, totedge; int a, totedge;
BKE_mesh_tessface_ensure(me); BKE_mesh_tessface_ensure(me);
if (ob->softflag & OB_SB_EDGES) totedge= me->totedge; if (ob->softflag & OB_SB_EDGES) totedge= me->totedge;
else totedge= 0; else totedge= 0;

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@@ -32,7 +32,7 @@
#include "BLI_utildefines.h" #include "BLI_utildefines.h"
/* XXX: using 128 for totelem and pchunk of mempool, no idea what good /* XXX: using 128 for totelem and pchunk of mempool, no idea what good
values would be though */ * values would be though */
#include "BLI_mempool.h" #include "BLI_mempool.h"
#include "bmesh.h" #include "bmesh.h"
@@ -77,7 +77,7 @@ static int edge_match(BMVert *e1_0, BMVert *e1_1, BMVert *e2[2])
} }
/* Returns true if the edge (e1, e2) is already in edges; that edge is /* Returns true if the edge (e1, e2) is already in edges; that edge is
deleted here as well. if not found just returns 0 */ * deleted here as well. if not found just returns 0 */
static int check_for_dup(ListBase *edges, BLI_mempool *pool, static int check_for_dup(ListBase *edges, BLI_mempool *pool,
BMVert *e1, BMVert *e2) BMVert *e1, BMVert *e2)
{ {

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@@ -838,7 +838,8 @@ void ED_uvedit_live_unwrap(Scene *scene, Object *obedit)
BMEditMesh *em = BMEdit_FromObject(obedit); BMEditMesh *em = BMEdit_FromObject(obedit);
if (scene->toolsettings->edge_mode_live_unwrap && if (scene->toolsettings->edge_mode_live_unwrap &&
CustomData_has_layer(&em->bm->ldata, CD_MLOOPUV)) { CustomData_has_layer(&em->bm->ldata, CD_MLOOPUV))
{
ED_unwrap_lscm(scene, obedit, FALSE); /* unwrap all not just sel */ ED_unwrap_lscm(scene, obedit, FALSE); /* unwrap all not just sel */
} }
} }

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@@ -62,8 +62,8 @@ static int tc_types[] = { IMB_TC_RECORD_RUN,
#define INDEX_FILE_VERSION 1 #define INDEX_FILE_VERSION 1
/* ---------------------------------------------------------------------- /* ----------------------------------------------------------------------
- time code index functions * - time code index functions
---------------------------------------------------------------------- */ * ---------------------------------------------------------------------- */
anim_index_builder * IMB_index_builder_create(const char * name) anim_index_builder * IMB_index_builder_create(const char * name)
{ {
@@ -354,8 +354,8 @@ int IMB_timecode_to_array_index(IMB_Timecode_Type tc)
/* ---------------------------------------------------------------------- /* ----------------------------------------------------------------------
- rebuild helper functions * - rebuild helper functions
---------------------------------------------------------------------- */ * ---------------------------------------------------------------------- */
static void get_index_dir(struct anim * anim, char * index_dir) static void get_index_dir(struct anim * anim, char * index_dir)
{ {
@@ -427,8 +427,8 @@ static void get_tc_filename(struct anim * anim, IMB_Timecode_Type tc,
} }
/* ---------------------------------------------------------------------- /* ----------------------------------------------------------------------
- common rebuilder structures * - common rebuilder structures
---------------------------------------------------------------------- */ * ---------------------------------------------------------------------- */
typedef struct IndexBuildContext { typedef struct IndexBuildContext {
int anim_type; int anim_type;
@@ -436,8 +436,8 @@ typedef struct IndexBuildContext {
/* ---------------------------------------------------------------------- /* ----------------------------------------------------------------------
- ffmpeg rebuilder * - ffmpeg rebuilder
---------------------------------------------------------------------- */ * ---------------------------------------------------------------------- */
#ifdef WITH_FFMPEG #ifdef WITH_FFMPEG
@@ -952,8 +952,8 @@ static int index_rebuild_ffmpeg(FFmpegIndexBuilderContext *context,
#endif #endif
/* ---------------------------------------------------------------------- /* ----------------------------------------------------------------------
- internal AVI (fallback) rebuilder * - internal AVI (fallback) rebuilder
---------------------------------------------------------------------- */ * ---------------------------------------------------------------------- */
typedef struct FallbackIndexBuilderContext { typedef struct FallbackIndexBuilderContext {
int anim_type; int anim_type;
@@ -1116,8 +1116,8 @@ static void index_rebuild_fallback(FallbackIndexBuilderContext *context,
} }
/* ---------------------------------------------------------------------- /* ----------------------------------------------------------------------
- public API * - public API
---------------------------------------------------------------------- */ * ---------------------------------------------------------------------- */
IndexBuildContext *IMB_anim_index_rebuild_context(struct anim *anim, IMB_Timecode_Type tcs_in_use, IndexBuildContext *IMB_anim_index_rebuild_context(struct anim *anim, IMB_Timecode_Type tcs_in_use,
IMB_Proxy_Size proxy_sizes_in_use, int quality) IMB_Proxy_Size proxy_sizes_in_use, int quality)

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@@ -313,7 +313,7 @@ float *node_composit_get_float_buffer(RenderData *rd, ImBuf *ibuf, int *alloc)
} }
/* note: this function is used for multilayer too, to ensure uniform /* note: this function is used for multilayer too, to ensure uniform
handling with BKE_image_get_ibuf() */ * handling with BKE_image_get_ibuf() */
static CompBuf *node_composit_get_image(RenderData *rd, Image *ima, ImageUser *iuser) static CompBuf *node_composit_get_image(RenderData *rd, Image *ima, ImageUser *iuser)
{ {
ImBuf *ibuf; ImBuf *ibuf;

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@@ -5691,13 +5691,13 @@ void RE_Database_FromScene_Vectors(Render *re, Main *bmain, Scene *sce, unsigned
/* setup for shaded view or bake, so only lamps and materials are initialized */ /* setup for shaded view or bake, so only lamps and materials are initialized */
/* type: /* type:
RE_BAKE_LIGHT: for shaded view, only add lamps * RE_BAKE_LIGHT: for shaded view, only add lamps
RE_BAKE_ALL: for baking, all lamps and objects * RE_BAKE_ALL: for baking, all lamps and objects
RE_BAKE_NORMALS:for baking, no lamps and only selected objects * RE_BAKE_NORMALS:for baking, no lamps and only selected objects
RE_BAKE_AO: for baking, no lamps, but all objects * RE_BAKE_AO: for baking, no lamps, but all objects
RE_BAKE_TEXTURE:for baking, no lamps, only selected objects * RE_BAKE_TEXTURE:for baking, no lamps, only selected objects
RE_BAKE_DISPLACEMENT:for baking, no lamps, only selected objects * RE_BAKE_DISPLACEMENT:for baking, no lamps, only selected objects
RE_BAKE_SHADOW: for baking, only shadows, but all objects * RE_BAKE_SHADOW: for baking, only shadows, but all objects
*/ */
void RE_Database_Baking(Render *re, Main *bmain, Scene *scene, unsigned int lay, const int type, Object *actob) void RE_Database_Baking(Render *re, Main *bmain, Scene *scene, unsigned int lay, const int type, Object *actob)
{ {