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authorCampbell Barton <ideasman42@gmail.com>2013-03-18 15:44:56 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-03-18 15:44:56 +0400
commit655ed9cc7f237202e8d93b47c7cb12d6fc79d8b0 (patch)
treedca6a107fbbb179a5787b651a7083f0e54f8fd00 /source/gameengine/Converter
parentb19155e76cca879724f7deae2cfd71d19f953229 (diff)
style cleanup
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ArmatureConstraint.cpp4
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp16
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp4
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.cpp2
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.cpp6
5 files changed, 16 insertions, 16 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureConstraint.cpp b/source/gameengine/Converter/BL_ArmatureConstraint.cpp
index 379be91b523..131fdaed3ec 100644
--- a/source/gameengine/Converter/BL_ArmatureConstraint.cpp
+++ b/source/gameengine/Converter/BL_ArmatureConstraint.cpp
@@ -130,10 +130,10 @@ void BL_ArmatureConstraint::ReParent(BL_ArmatureObject* armature)
m_constraint = NULL;
m_posechannel = NULL;
// and locate the constraint
- for (pchan = (bPoseChannel*)newpose->chanbase.first; pchan; pchan=(bPoseChannel*)pchan->next) {
+ for (pchan = (bPoseChannel*)newpose->chanbase.first; pchan; pchan = (bPoseChannel*)pchan->next) {
if (!strcmp(pchan->name, posechannel)) {
// now locate the constraint
- for (pcon = (bConstraint*)pchan->constraints.first; pcon; pcon=(bConstraint*)pcon->next) {
+ for (pcon = (bConstraint *)pchan->constraints.first; pcon; pcon = (bConstraint *)pcon->next) {
if (!strcmp(pcon->name, constraint)) {
m_constraint = pcon;
m_posechannel = pchan;
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 395a57d753c..55d9decb333 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -100,14 +100,14 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
/* remap pointers */
ghash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "game_copy_pose gh");
- pchan= (bPoseChannel*)src->chanbase.first;
- outpchan= (bPoseChannel*)out->chanbase.first;
+ pchan= (bPoseChannel *)src->chanbase.first;
+ outpchan= (bPoseChannel *)out->chanbase.first;
for (; pchan; pchan=pchan->next, outpchan=outpchan->next)
BLI_ghash_insert(ghash, pchan, outpchan);
- for (pchan = (bPoseChannel*)out->chanbase.first; pchan; pchan = pchan->next) {
- pchan->parent= (bPoseChannel*)BLI_ghash_lookup(ghash, pchan->parent);
- pchan->child= (bPoseChannel*)BLI_ghash_lookup(ghash, pchan->child);
+ for (pchan = (bPoseChannel *)out->chanbase.first; pchan; pchan = pchan->next) {
+ pchan->parent= (bPoseChannel *)BLI_ghash_lookup(ghash, pchan->parent);
+ pchan->child= (bPoseChannel *)BLI_ghash_lookup(ghash, pchan->child);
if (copy_constraint) {
ListBase listb;
@@ -158,8 +158,8 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
dstweight = 1.0F;
}
- schan= (bPoseChannel*)src->chanbase.first;
- for (dchan = (bPoseChannel*)dst->chanbase.first; dchan; dchan=(bPoseChannel*)dchan->next, schan= (bPoseChannel*)schan->next) {
+ schan= (bPoseChannel *)src->chanbase.first;
+ for (dchan = (bPoseChannel *)dst->chanbase.first; dchan; dchan=(bPoseChannel *)dchan->next, schan= (bPoseChannel *)schan->next) {
// always blend on all channels since we don't know which one has been set
/* quat interpolation done separate */
if (schan->rotmode == ROT_MODE_QUAT) {
@@ -376,7 +376,7 @@ void BL_ArmatureObject::LoadChannels()
BL_ArmatureChannel* proxy;
m_channelNumber = 0;
- for (pchan = (bPoseChannel*)m_pose->chanbase.first; pchan; pchan=(bPoseChannel*)pchan->next) {
+ for (pchan = (bPoseChannel *)m_pose->chanbase.first; pchan; pchan=(bPoseChannel *)pchan->next) {
proxy = new BL_ArmatureChannel(this, pchan);
m_poseChannels.AddBack(proxy);
m_channelNumber++;
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index e3fd662e16f..6262f8e48ce 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -2140,7 +2140,7 @@ static void UNUSED_FUNCTION(RBJconstraints)(Object *ob)//not used
conlist = get_active_constraints2(ob);
if (conlist) {
- for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
+ for (curcon = (bConstraint *)conlist->first; curcon; curcon = (bConstraint *)curcon->next) {
printf("%i\n",curcon->type);
}
@@ -2785,7 +2785,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
continue;
if (conlist) {
- for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
+ for (curcon = (bConstraint *)conlist->first; curcon; curcon = (bConstraint *)curcon->next) {
if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT) {
bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data;
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp
index 4967401f279..3a4a27a6722 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.cpp
+++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp
@@ -94,7 +94,7 @@ bool BL_DeformableGameObject::GetShape(vector<float> &shape)
if (key && key->type==KEY_RELATIVE)
{
KeyBlock *kb;
- for (kb = (KeyBlock*)key->block.first; kb; kb = (KeyBlock*)kb->next)
+ for (kb = (KeyBlock *)key->block.first; kb; kb = (KeyBlock *)kb->next)
{
shape.push_back(kb->curval);
}
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
index d8b4f6aaf1c..4806ed04cc6 100644
--- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
@@ -176,9 +176,9 @@ void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight)
dstweight = 1.0F - srcweight;
- for (it=m_blendshape.begin(), kb = (KeyBlock*)key->block.first;
+ for (it=m_blendshape.begin(), kb = (KeyBlock *)key->block.first;
kb && it != m_blendshape.end();
- kb = (KeyBlock*)kb->next, it++)
+ kb = (KeyBlock *)kb->next, it++)
{
kb->curval = kb->curval * dstweight + (*it) * srcweight;
}
@@ -439,7 +439,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
KeyBlock *kb;
// We go through and clear out the keyblocks so there isn't any interference
// from other shape actions
- for (kb=(KeyBlock*)key->block.first; kb; kb=(KeyBlock*)kb->next)
+ for (kb=(KeyBlock *)key->block.first; kb; kb=(KeyBlock *)kb->next)
kb->curval = 0.f;
animsys_evaluate_action(m_idptr, m_action, NULL, m_localtime);