[Bf-blender-cvs] [0c8b9cd7d10] sculpt-dev: Cleanup: Clang format
Pablo Dobarro
noreply at git.blender.org
Wed Jan 13 23:00:31 CET 2021
Commit: 0c8b9cd7d10597419d45e3b8c27d4aa290e0ad6c
Author: Pablo Dobarro
Date: Wed Jan 13 20:28:09 2021 +0100
Branches: sculpt-dev
https://developer.blender.org/rB0c8b9cd7d10597419d45e3b8c27d4aa290e0ad6c
Cleanup: Clang format
===================================================================
M source/blender/blenkernel/intern/mesh_fair.cc
M source/blender/editors/sculpt_paint/sculpt_cloth.c
===================================================================
diff --git a/source/blender/blenkernel/intern/mesh_fair.cc b/source/blender/blenkernel/intern/mesh_fair.cc
index 5644a32bda6..eac164985c0 100644
--- a/source/blender/blenkernel/intern/mesh_fair.cc
+++ b/source/blender/blenkernel/intern/mesh_fair.cc
@@ -233,10 +233,10 @@ class MeshFairingContext : public FairingContext {
/* Deformation coords. */
if (deform_mverts) {
- deform_mvert_ = deform_mverts;
+ deform_mvert_ = deform_mverts;
}
else {
- deform_mvert_ = mesh->mvert;
+ deform_mvert_ = mesh->mvert;
}
loop_to_poly_map_.resize(mesh->totloop);
@@ -255,12 +255,14 @@ class MeshFairingContext : public FairingContext {
MEM_SAFE_FREE(elmap_mem_);
}
- float *vertex_deformation_co_get(const int v) {
- return deform_mvert_[v].co;
+ float *vertex_deformation_co_get(const int v)
+ {
+ return deform_mvert_[v].co;
}
- void vertex_deformation_co_set(const int v, const float co[3]) {
- copy_v3_v3(deform_mvert_[v].co, co);
+ void vertex_deformation_co_set(const int v, const float co[3])
+ {
+ copy_v3_v3(deform_mvert_[v].co, co);
}
void adjacents_coords_from_loop(const int loop,
@@ -351,12 +353,14 @@ class BMeshFairingContext : public FairingContext {
MEM_SAFE_FREE(vlmap_mem_);
}
- float *vertex_deformation_co_get(const int v) {
- return BM_vert_at_index(bm, v)->co;
+ float *vertex_deformation_co_get(const int v)
+ {
+ return BM_vert_at_index(bm, v)->co;
}
- void vertex_deformation_co_set(const int v, const float co[3]) {
- copy_v3_v3(BM_vert_at_index(bm, v)->co, co);
+ void vertex_deformation_co_set(const int v, const float co[3])
+ {
+ copy_v3_v3(BM_vert_at_index(bm, v)->co, co);
}
void adjacents_coords_from_loop(const int loop,
diff --git a/source/blender/editors/sculpt_paint/sculpt_cloth.c b/source/blender/editors/sculpt_paint/sculpt_cloth.c
index 7572f1b5894..1a6ff117dc7 100644
--- a/source/blender/editors/sculpt_paint/sculpt_cloth.c
+++ b/source/blender/editors/sculpt_paint/sculpt_cloth.c
@@ -103,7 +103,6 @@
#include <stdlib.h>
#include <string.h>
-
/* Experimental features. */
#define USE_SOLVER_RIPPLE_CONSTRAINT false
@@ -470,17 +469,17 @@ static void do_cloth_brush_build_constraints_task_cb_ex(
BKE_pbvh_vertex_iter_end;
}
-static void cloth_brush_constraint_pos_to_line(SculptClothSimulation *cloth_sim, const int v) {
- if (!USE_SOLVER_RIPPLE_CONSTRAINT) {
- return;
- }
- float line_points[2][3];
- copy_v3_v3(line_points[0], cloth_sim->init_pos[v]);
- add_v3_v3v3(line_points[1], cloth_sim->init_pos[v], cloth_sim->init_normal[v]);
- closest_to_line_v3(cloth_sim->pos[v], cloth_sim->pos[v], line_points[0], line_points[1]);
+static void cloth_brush_constraint_pos_to_line(SculptClothSimulation *cloth_sim, const int v)
+{
+ if (!USE_SOLVER_RIPPLE_CONSTRAINT) {
+ return;
+ }
+ float line_points[2][3];
+ copy_v3_v3(line_points[0], cloth_sim->init_pos[v]);
+ add_v3_v3v3(line_points[1], cloth_sim->init_pos[v], cloth_sim->init_normal[v]);
+ closest_to_line_v3(cloth_sim->pos[v], cloth_sim->pos[v], line_points[0], line_points[1]);
}
-
static void cloth_brush_apply_force_to_vertex(SculptSession *UNUSED(ss),
SculptClothSimulation *cloth_sim,
const float force[3],
@@ -892,7 +891,6 @@ static void do_cloth_brush_solve_simulation_task_cb_ex(
cloth_sim->node_state[node_index] = SCULPT_CLOTH_NODE_INACTIVE;
}
-
static void cloth_brush_satisfy_constraints(SculptSession *ss,
Brush *brush,
SculptClothSimulation *cloth_sim)
@@ -1160,13 +1158,11 @@ SculptClothSimulation *SCULPT_cloth_brush_simulation_create(SculptSession *ss,
}
if (USE_SOLVER_RIPPLE_CONSTRAINT) {
- cloth_sim->init_normal = MEM_calloc_arrayN(
- totverts, sizeof(float) * 3, "init noramls");
- for (int i = 0; i < totverts; i++) {
+ cloth_sim->init_normal = MEM_calloc_arrayN(totverts, sizeof(float) * 3, "init noramls");
+ for (int i = 0; i < totverts; i++) {
SCULPT_vertex_normal_get(ss, i, cloth_sim->init_normal[i]);
+ }
}
- }
-
cloth_sim->mass = cloth_mass;
cloth_sim->damping = cloth_damping;
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