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authorCampbell Barton <ideasman42@gmail.com>2012-10-22 12:15:51 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-10-22 12:15:51 +0400
commitddc2dbc2a47ed2439a62e82ad6fba7d8c9dcae28 (patch)
treea7ca593a96652e6f0a784b5c6e37ab2c35b07159 /source/gameengine/Converter/KX_BlenderSceneConverter.cpp
parent30fd258a0b407419a369fbb2818c49df6b70968e (diff)
style cleanup
Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.cpp')
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp20
1 files changed, 9 insertions, 11 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index c027d8aec94..30a4209965e 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -818,13 +818,13 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
if (icu_rz) icu_rz->ipo = IPO_LIN;
}
- if (icu_rx) eulerAnglesOld[0]= eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
- if (icu_ry) eulerAnglesOld[1]= eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
- if (icu_rz) eulerAnglesOld[2]= eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
+ if (icu_rx) eulerAnglesOld[0] = eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
+ if (icu_ry) eulerAnglesOld[1] = eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
+ if (icu_rz) eulerAnglesOld[2] = eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
// orn.getValue((float *)tmat); // uses the wrong ordering, cant use this
- for (int r=0;r<3;r++)
- for (int c=0;c<3;c++)
+ for (int r = 0; r < 3; r++)
+ for (int c = 0; c < 3; c++)
tmat[r][c] = orn[c][r];
// mat3_to_eul( eulerAngles,tmat); // better to use Mat3ToCompatibleEul
@@ -1450,14 +1450,12 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene,
BLI_remlink(&m_maggie->mat, mat_new);
BLI_addtail(&maggie->mat, mat_new);
- mesh->mat[i]= mat_new;
+ mesh->mat[i] = mat_new;
/* the same material may be used twice */
- for (int j=i+1; j<mesh->totcol; j++)
- {
- if (mesh->mat[j]==mat_old)
- {
- mesh->mat[j]= mat_new;
+ for (int j = i + 1; j < mesh->totcol; j++) {
+ if (mesh->mat[j] == mat_old) {
+ mesh->mat[j] = mat_new;
mat_new->id.us++;
mat_old->id.us--;
}