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authorCampbell Barton <ideasman42@gmail.com>2012-04-29 19:47:02 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-04-29 19:47:02 +0400
commite701f9b67010279db02ceb51f7d08078cb34170a (patch)
tree22134b33527f2d3a1b05f4265422bf5d98420bbc /source/blender/collada/ArmatureImporter.cpp
parent038c12895f50a97607dd372cb0780c55eb38fe22 (diff)
style cleanup: whitespace / commas
Diffstat (limited to 'source/blender/collada/ArmatureImporter.cpp')
-rw-r--r--source/blender/collada/ArmatureImporter.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp
index 05a2e5643f2..833904e20c2 100644
--- a/source/blender/collada/ArmatureImporter.cpp
+++ b/source/blender/collada/ArmatureImporter.cpp
@@ -81,7 +81,7 @@ void ArmatureImporter::create_unskinned_bone( COLLADAFW::Node *node, EditBone *p
float parent_mat[][4], Object * ob_arm)
{
std::vector<COLLADAFW::Node*>::iterator it;
- it = std::find(finished_joints.begin(),finished_joints.end(),node);
+ it = std::find(finished_joints.begin(), finished_joints.end(), node);
if ( it != finished_joints.end()) return;
float mat[4][4];
@@ -159,7 +159,7 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
{
//Checking if bone is already made.
std::vector<COLLADAFW::Node*>::iterator it;
- it = std::find(finished_joints.begin(),finished_joints.end(),node);
+ it = std::find(finished_joints.begin(), finished_joints.end(), node);
if ( it != finished_joints.end()) return;
float joint_inv_bind_mat[4][4];
@@ -189,7 +189,7 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
else
copy_m4_m4(mat, obmat);
- float loc[3], size[3], rot[3][3] , angle;
+ float loc[3], size[3], rot[3][3], angle;
mat4_to_loc_rot_size( loc, rot, size, obmat);
mat3_to_vec_roll(rot, NULL, &angle );
bone->roll=angle;
@@ -261,7 +261,7 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
// in second case it's not a leaf bone, but we handle it the same way
if (!children.getCount() || children.getCount() > 1) {
- add_leaf_bone(mat, bone , node);
+ add_leaf_bone(mat, bone, node);
}
finished_joints.push_back(node);
@@ -282,11 +282,11 @@ void ArmatureImporter::add_leaf_bone(float mat[][4], EditBone *bone, COLLADAFW:
et = etit->second;
//else return;
- float x,y,z;
- et->setData("tip_x",&x);
- et->setData("tip_y",&y);
- et->setData("tip_z",&z);
- float vec[3] = {x,y,z};
+ float x, y, z;
+ et->setData("tip_x", &x);
+ et->setData("tip_y", &y);
+ et->setData("tip_z", &z);
+ float vec[3] = {x, y, z};
copy_v3_v3(leaf.bone->tail, leaf.bone->head);
add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
}else
@@ -440,7 +440,7 @@ void ArmatureImporter::create_armature_bones( )
ED_armature_from_edit(ob_arm);
- set_pose(ob_arm , *ri, NULL, NULL );
+ set_pose(ob_arm, *ri, NULL, NULL );
ED_armature_edit_free(ob_arm);
DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB|OB_RECALC_DATA);
@@ -569,7 +569,7 @@ void ArmatureImporter::create_armature_bones(SkinInfo& skin)
// is a child of a node (not joint), root should be true since
// this is where we build armature bones from
-void ArmatureImporter::set_pose ( Object * ob_arm , COLLADAFW::Node * root_node , const char *parentname, float parent_mat[][4])
+void ArmatureImporter::set_pose(Object * ob_arm, COLLADAFW::Node * root_node, const char *parentname, float parent_mat[][4])
{
char * bone_name = (char *) bc_get_joint_name ( root_node);
float mat[4][4];
@@ -582,7 +582,7 @@ void ArmatureImporter::set_pose ( Object * ob_arm , COLLADAFW::Node * root_node
get_node_mat(obmat, root_node, NULL, NULL);
//if (*edbone)
- bPoseChannel * pchan = get_pose_channel(ob_arm -> pose , bone_name);
+ bPoseChannel * pchan = get_pose_channel(ob_arm -> pose, bone_name);
//else fprintf ( "",
// get world-space
@@ -600,7 +600,7 @@ void ArmatureImporter::set_pose ( Object * ob_arm , COLLADAFW::Node * root_node
mult_m4_m4m4(pchan->pose_mat, invObmat, mat);
}
- mat4_to_axis_angle(ax,&angle,mat);
+ mat4_to_axis_angle(ax, &angle, mat);
pchan->bone->roll = angle;