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authorCampbell Barton <ideasman42@gmail.com>2012-02-22 20:52:06 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-02-22 20:52:06 +0400
commit1955407f7e85cc05601bc952f12de8464ee78ffa (patch)
tree86088aea5c02db3349af231b994c5fdc8513ee8a /source/blender/editors/space_view3d/drawarmature.c
parent34e2fb40c75f92532bdb4ceae955b38c998904ae (diff)
code cleanyp - no functional changes.
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c76
1 files changed, 38 insertions, 38 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 599e113ba97..705b3c52d4b 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -154,7 +154,7 @@ static short set_pchan_glColor (short colCode, int boneflag, short constflag)
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
- if(!(boneflag & BONE_SELECTED)) {
+ if (!(boneflag & BONE_SELECTED)) {
cp_shade_color3ub(cp, -80);
}
}
@@ -194,7 +194,7 @@ static short set_pchan_glColor (short colCode, int boneflag, short constflag)
case PCHAN_COLOR_CONSTS:
{
- if ( (bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS) ) {
+ if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) {
if (constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80);
else if (constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
else if (constflag & PCHAN_HAS_SPLINEIK) glColor4ub(200, 255, 0, 80);
@@ -317,7 +317,7 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize)
glScalef(xsize, ysize, zsize);
- if(displist==0) {
+ if (displist==0) {
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
@@ -356,7 +356,7 @@ static void drawcube_size(float xsize, float ysize, float zsize)
{
static GLuint displist=0;
- if(displist == 0) {
+ if (displist == 0) {
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
@@ -512,7 +512,7 @@ static void draw_bone_solid_octahedral(void)
#if 1
glBegin(GL_TRIANGLES);
- for(i= 0; i < 8; i++) {
+ for (i= 0; i < 8; i++) {
glNormal3fv(bone_octahedral_solid_normals[i]);
glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][0]]);
glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][1]]);
@@ -548,7 +548,7 @@ static void draw_bone_points(int dt, int armflag, unsigned int boneflag, int id)
if (id != -1)
glLoadName(id | BONESEL_ROOT);
- if(dt <= OB_WIRE) {
+ if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
else UI_ThemeColor(TH_VERTEX);
@@ -661,18 +661,18 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel
/* clear zcomp */
dirvec[2]= 0.0f;
- if(head != tail) {
+ if (head != tail) {
/* correcyion when viewing along the bones axis
* it pops in and out but better then artifacts, [#23841] */
float view_dist= len_v2(dirvec);
- if(head - view_dist > tail) {
+ if (head - view_dist > tail) {
tailvec= headvec;
tail = head;
zero_v3(dirvec);
dirvec[0]= 0.00001; // XXX. weak but ok
}
- else if(tail - view_dist > head) {
+ else if (tail - view_dist > head) {
headvec= tailvec;
head = tail;
zero_v3(dirvec);
@@ -1350,7 +1350,7 @@ static void draw_bone(int dt, int armflag, int boneflag, short constflag, unsign
static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob,
int dt, int armflag, int boneflag, unsigned int id, float length)
{
- if(ob==NULL) return;
+ if (ob==NULL) return;
glScalef(length, length, length);
@@ -1400,7 +1400,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
/* Find the chain's root */
while (parchan->parent) {
segcount++;
- if(segcount==data->rootbone || segcount>255) break; // 255 is weak
+ if (segcount==data->rootbone || segcount>255) break; // 255 is weak
parchan= parchan->parent;
}
if (parchan)
@@ -1425,7 +1425,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
while (parchan->parent) {
segcount++;
// FIXME: revise the breaking conditions
- if(segcount==data->chainlen || segcount>255) break; // 255 is weak
+ if (segcount==data->chainlen || segcount>255) break; // 255 is weak
parchan= parchan->parent;
}
if (parchan) // XXX revise the breaking conditions to only stop at the tail?
@@ -1473,14 +1473,14 @@ static void draw_dof_ellipse(float ax, float az)
glBegin(GL_QUADS);
pz= 0.0f;
- for(i=1; i<n; i++) {
+ for (i=1; i<n; i++) {
z= staticSine[i];
px= 0.0f;
- for(j=1; j<n-i+1; j++) {
+ for (j=1; j<n-i+1; j++) {
x = staticSine[j];
- if(j == n-i) {
+ if (j == n-i) {
glEnd();
glBegin(GL_TRIANGLES);
bgl_sphere_project(ax*px, az*z);
@@ -1798,7 +1798,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if ((dt < OB_SOLID) || (bone->flag & BONE_DRAWWIRE)) {
glPushMatrix();
- if(pchan->custom_tx) {
+ if (pchan->custom_tx) {
glMultMatrixf(pchan->custom_tx->pose_mat);
}
else {
@@ -1806,7 +1806,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
/* prepare colors */
- if(is_ghost) {
+ if (is_ghost) {
/* 13 October 2009, Disabled this to make ghosting show the right colors (Aligorith) */
}
else if (arm->flag & ARM_POSEMODE)
@@ -2054,7 +2054,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
arm->layer_used= 0;
/* envelope (deform distance) */
- if(arm->drawtype==ARM_ENVELOPE) {
+ if (arm->drawtype==ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
copy_m4_m4(smat, rv3d->viewmatob);
mul_mat3_m4_fl(smat, 1.0f/len_v3(ob->obmat[0]));
@@ -2100,7 +2100,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
if (arm->drawtype==ARM_ENVELOPE)
draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
- else if(arm->drawtype==ARM_B_BONE)
+ else if (arm->drawtype==ARM_B_BONE)
draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
else if (arm->drawtype==ARM_WIRE)
draw_wire_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
@@ -2118,7 +2118,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
index= -1;
glLoadName(-1);
if ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) {
- if(G.f & G_PICKSEL)
+ if (G.f & G_PICKSEL)
index= 0;
}
else if (dt > OB_WIRE)
@@ -2176,11 +2176,11 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
}
}
}
- if(index!=-1) index++;
+ if (index!=-1) index++;
}
/* restore */
- if(index!=-1) glLoadName(-1);
+ if (index!=-1) glLoadName(-1);
if ELEM(arm->drawtype,ARM_LINE,ARM_WIRE);
else if (dt>OB_WIRE) bglPolygonOffset(rv3d->dist, 0.0f);
@@ -2195,7 +2195,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
for (eBone=arm->edbo->first; eBone; eBone=eBone->next) {
- if(eBone->layer & arm->layer) {
+ if (eBone->layer & arm->layer) {
if ((eBone->flag & BONE_HIDDEN_A)==0) {
UI_GetThemeColor3ubv((eBone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, col);
@@ -2468,7 +2468,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* draw from darkest blend to lowest */
- for(cur= stepsize; cur<range; cur+=stepsize) {
+ for (cur= stepsize; cur<range; cur+=stepsize) {
ctime= cur - (float)fmod(cfrao, stepsize); /* ensures consistent stepping */
colfac= ctime/range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
@@ -2522,10 +2522,10 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
bArmature *arm= ob->data;
int retval= 0;
- if(v3d->flag2 & V3D_RENDER_OVERRIDE)
+ if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return 1;
- if(dt>OB_WIRE && !ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
+ if (dt>OB_WIRE && !ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
/* we use color for solid lighting */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL);
@@ -2538,29 +2538,29 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
/* arm->flag is being used to detect mode... */
/* editmode? */
- if(arm->edbo) {
+ if (arm->edbo) {
arm->flag |= ARM_EDITMODE;
draw_ebones(v3d, ar, ob, dt);
arm->flag &= ~ARM_EDITMODE;
}
else{
/* Draw Pose */
- if(ob->pose && ob->pose->chanbase.first) {
+ if (ob->pose && ob->pose->chanbase.first) {
/* drawing posemode selection indices or colors only in these cases */
- if(!(base->flag & OB_FROMDUPLI)) {
- if(G.f & G_PICKSEL) {
+ if (!(base->flag & OB_FROMDUPLI)) {
+ if (G.f & G_PICKSEL) {
#if 0 /* nifty but actually confusing to allow bone selection out of posemode */
- if(OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
- if(ob==modifiers_isDeformedByArmature(OBACT))
+ if (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
+ if (ob==modifiers_isDeformedByArmature(OBACT))
arm->flag |= ARM_POSEMODE;
}
else
#endif
- if(ob->mode & OB_MODE_POSE) {
+ if (ob->mode & OB_MODE_POSE) {
arm->flag |= ARM_POSEMODE;
}
}
- else if(ob->mode & OB_MODE_POSE) {
+ else if (ob->mode & OB_MODE_POSE) {
if (arm->ghosttype == ARM_GHOST_RANGE) {
draw_ghost_poses_range(scene, v3d, ar, base);
}
@@ -2572,10 +2572,10 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
draw_ghost_poses(scene, v3d, ar, base);
}
if ((flag & DRAW_SCENESET)==0) {
- if(ob==OBACT)
+ if (ob==OBACT)
arm->flag |= ARM_POSEMODE;
- else if(OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
- if(ob==modifiers_isDeformedByArmature(OBACT))
+ else if (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
+ if (ob==modifiers_isDeformedByArmature(OBACT))
arm->flag |= ARM_POSEMODE;
}
draw_pose_paths(scene, v3d, ar, ob);
@@ -2585,7 +2585,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
draw_pose_bones(scene, v3d, ar, base, dt, FALSE, is_outline);
arm->flag &= ~ARM_POSEMODE;
- if(ob->mode & OB_MODE_POSE)
+ if (ob->mode & OB_MODE_POSE)
UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
}
else retval= 1;