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authorCampbell Barton <ideasman42@gmail.com>2012-03-28 09:03:24 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-28 09:03:24 +0400
commit07065b27b8b37316004f40896f436d26e066f25f (patch)
tree19713fa864612e094f21a881e9816a8e1bf42b7b /source/gameengine/Converter
parentc9f677d24d9600d9ba07f1b258c49455bc348554 (diff)
style cleanup
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp6
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp18
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.cpp2
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp2
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.cpp62
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp2
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp12
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp2
8 files changed, 53 insertions, 53 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index f4c437c04ec..f9ddc258cfe 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -146,7 +146,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
float dstweight;
int i;
- switch (mode){
+ switch (mode) {
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
@@ -158,7 +158,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
}
schan= (bPoseChannel*)src->chanbase.first;
- for (dchan = (bPoseChannel*)dst->chanbase.first; dchan; dchan=(bPoseChannel*)dchan->next, schan= (bPoseChannel*)schan->next){
+ 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) {
@@ -502,7 +502,7 @@ void BL_ArmatureObject::SetPose(bPose *pose)
bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
{
- if (curtime != m_lastframe){
+ if (curtime != m_lastframe) {
m_activePriority = 9999;
// compute the timestep for the underlying IK algorithm
m_timestep = curtime-m_lastframe;
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 1805214c6a2..9c59bf78041 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -740,7 +740,7 @@ bool ConvertMaterial(
int valid = 0;
// check for tface tex to fallback on
- if ( validface ){
+ if ( validface ) {
material->img[0] = (Image*)(tface->tpage);
// ------------------------
if (material->img[0]) {
@@ -2128,7 +2128,7 @@ void RBJconstraints(Object *ob)//not used
#include "KX_IPhysicsController.h"
#include "PHY_DynamicTypes.h"
-KX_IPhysicsController* getPhId(CListValue* sumolist,STR_String busc){//not used
+KX_IPhysicsController* getPhId(CListValue* sumolist,STR_String busc) {//not used
for (int j=0;j<sumolist->GetCount();j++)
{
@@ -2180,7 +2180,7 @@ static void bl_ConvertBlenderObject_Single(
);
MT_Vector3 eulxyz(blenderobject->rot);
MT_Vector3 scale(blenderobject->size);
- if (converter->addInitFromFrame){//rcruiz
+ if (converter->addInitFromFrame) {//rcruiz
float eulxyzPrev[3];
blenderscene->r.cfra=blenderscene->r.sfra-1;
//XXX update_for_newframe();
@@ -2277,7 +2277,7 @@ static void bl_ConvertBlenderObject_Single(
logicbrick_conversionlist->Add(gameobj->AddRef());
- if (converter->addInitFromFrame){
+ if (converter->addInitFromFrame) {
posPrev=gameobj->NodeGetWorldPosition();
angor=gameobj->NodeGetWorldOrientation();
}
@@ -2533,10 +2533,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (blenderobj->type==OB_MESH) {
Mesh *me = (Mesh*)blenderobj->data;
- if (me->dvert){
+ if (me->dvert) {
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)converter->FindGameObject(blenderobj);
- if (obj && BL_ModifierDeformer::HasArmatureDeformer(blenderobj) && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE){
+ if (obj && BL_ModifierDeformer::HasArmatureDeformer(blenderobj) && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE) {
KX_GameObject *par = converter->FindGameObject(blenderobj->parent);
if (par && obj->GetDeformer())
((BL_SkinDeformer*)obj->GetDeformer())->SetArmature((BL_ArmatureObject*) par);
@@ -2722,7 +2722,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for (i=0;i<sumolist->GetCount();i++)
{
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
- if (gameobj->IsDynamic()){
+ if (gameobj->IsDynamic()) {
gameobj->setLinearVelocity(inivel[i],false);
gameobj->setAngularVelocity(iniang[i],false);
}
@@ -2744,11 +2744,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (conlist) {
for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
- if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT){
+ if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT) {
bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data;
- if (!dat->child){
+ if (!dat->child) {
PHY_IPhysicsController* physctr2 = 0;
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp
index f6d9b4a5065..dd4c51b5403 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.cpp
+++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp
@@ -60,7 +60,7 @@ CValue* BL_DeformableGameObject::GetReplica()
bool BL_DeformableGameObject::SetActiveAction(BL_ShapeActionActuator *act, short priority, double curtime)
{
- if (curtime != m_lastframe){
+ if (curtime != m_lastframe) {
m_activePriority = 9999;
m_lastframe= curtime;
m_activeAct = NULL;
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index f2c30193613..682ff57be6b 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -225,7 +225,7 @@ void BL_MeshDeformer::RecalcNormals()
void BL_MeshDeformer::VerifyStorage()
{
/* Ensure that we have the right number of verts assigned */
- if (m_tvtot!=m_bmesh->totvert){
+ if (m_tvtot!=m_bmesh->totvert) {
if (m_transverts)
delete [] m_transverts;
if (m_transnors)
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
index a730041cdae..13e79b13304 100644
--- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
@@ -222,22 +222,22 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
priority = m_priority;
/* Determine pre-incrementation behavior and set appropriate flags */
- switch (m_playtype){
+ switch (m_playtype) {
case ACT_ACTION_MOTION:
- if (bNegativeEvent){
+ if (bNegativeEvent) {
keepgoing=false;
apply=false;
};
break;
case ACT_ACTION_FROM_PROP:
- if (bNegativeEvent){
+ if (bNegativeEvent) {
apply=false;
keepgoing=false;
}
break;
case ACT_ACTION_LOOP_END:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_KEYUP;
m_flag &= ~ACT_FLAG_REVERSE;
m_flag |= ACT_FLAG_LOCKINPUT;
@@ -245,20 +245,20 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
m_starttime = curtime;
}
}
- if (bNegativeEvent){
+ if (bNegativeEvent) {
m_flag |= ACT_FLAG_KEYUP;
}
break;
case ACT_ACTION_LOOP_STOP:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_REVERSE;
m_flag &= ~ACT_FLAG_KEYUP;
m_flag |= ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
}
- if (bNegativeEvent){
+ if (bNegativeEvent) {
m_flag |= ACT_FLAG_KEYUP;
m_flag &= ~ACT_FLAG_LOCKINPUT;
keepgoing=false;
@@ -266,8 +266,8 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_PINGPONG:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_KEYUP;
m_localtime = m_starttime;
m_starttime = curtime;
@@ -276,22 +276,22 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_FLIPPER:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_REVERSE;
m_flag |= ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
}
- else if (bNegativeEvent){
+ else if (bNegativeEvent) {
m_flag |= ACT_FLAG_REVERSE;
m_flag &= ~ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
break;
case ACT_ACTION_PLAY:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_REVERSE;
m_localtime = m_starttime;
m_starttime = curtime;
@@ -304,8 +304,8 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
/* Perform increment */
- if (keepgoing){
- if (m_playtype == ACT_ACTION_MOTION){
+ if (keepgoing) {
+ if (m_playtype == ACT_ACTION_MOTION) {
MT_Point3 newpos;
MT_Point3 deltapos;
@@ -322,7 +322,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
/* Check if a wrapping response is needed */
- if (length){
+ if (length) {
if (m_localtime < m_startframe || m_localtime > m_endframe)
{
m_localtime = m_startframe + fmod(m_localtime, length);
@@ -333,14 +333,14 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
m_localtime = m_startframe;
/* Perform post-increment tasks */
- switch (m_playtype){
+ switch (m_playtype) {
case ACT_ACTION_FROM_PROP:
{
CValue* propval = GetParent()->GetProperty(m_propname);
if (propval)
m_localtime = propval->GetNumber();
- if (bNegativeEvent){
+ if (bNegativeEvent) {
keepgoing=false;
}
}
@@ -350,7 +350,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
case ACT_ACTION_LOOP_STOP:
break;
case ACT_ACTION_PINGPONG:
- if (wrap){
+ if (wrap) {
if (!(m_flag & ACT_FLAG_REVERSE))
m_localtime = m_endframe;
else
@@ -362,8 +362,8 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_FLIPPER:
- if (wrap){
- if (!(m_flag & ACT_FLAG_REVERSE)){
+ if (wrap) {
+ if (!(m_flag & ACT_FLAG_REVERSE)) {
m_localtime=m_endframe;
//keepgoing = false;
}
@@ -374,8 +374,8 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_LOOP_END:
- if (wrap){
- if (m_flag & ACT_FLAG_KEYUP){
+ if (wrap) {
+ if (m_flag & ACT_FLAG_KEYUP) {
keepgoing = false;
m_localtime = m_endframe;
m_flag &= ~ACT_FLAG_LOCKINPUT;
@@ -384,7 +384,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_PLAY:
- if (wrap){
+ if (wrap) {
m_localtime = m_endframe;
keepgoing = false;
m_flag &= ~ACT_FLAG_LOCKINPUT;
@@ -415,7 +415,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
if (apply) {
/* Priority test */
- if (obj->SetActiveAction(this, priority, curtime)){
+ if (obj->SetActiveAction(this, priority, curtime)) {
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
Key *key = NULL;
@@ -430,7 +430,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
else {
ListBase tchanbase= {NULL, NULL};
- if (m_blendin && m_blendframe==0.0f){
+ if (m_blendin && m_blendframe==0.0f) {
// this is the start of the blending, remember the startup shape
obj->GetShape(m_blendshape);
m_blendstart = curtime;
@@ -451,7 +451,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
else {
// the key have changed, apply blending if needed
- if (m_blendin && (m_blendframe<m_blendin)){
+ if (m_blendin && (m_blendframe<m_blendin)) {
newweight = (m_blendframe/(float)m_blendin);
BlendShape(key, 1.0f - newweight);
@@ -471,7 +471,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
}
- if (!keepgoing){
+ if (!keepgoing) {
m_blendframe = 0.0f;
}
return keepgoing;
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index 85010ce1bbf..2aa97370330 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -305,7 +305,7 @@ void BL_SkinDeformer::BGEDeformVerts()
bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
{
/* See if the armature has been updated for this frame */
- if (PoseUpdated()){
+ if (PoseUpdated()) {
if (!shape_applied) {
/* store verts locally */
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index d82a911b4ab..bbb990462bd 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -661,7 +661,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2);
if (ipo)
{ //clear the curve data
- if (clearIpo){//rcruiz
+ if (clearIpo) {//rcruiz
IpoCurve *icu1;
int numCurves = 0;
@@ -671,7 +671,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
/*int i;
BezTriple *bezt;
- for ( bezt = tmpicu->bezt, i = 0; i < tmpicu->totvert; i++, bezt++){
+ for ( bezt = tmpicu->bezt, i = 0; i < tmpicu->totvert; i++, bezt++) {
printf("(%f,%f,%f),(%f,%f,%f),(%f,%f,%f)\n",bezt->vec[0][0],bezt->vec[0][1],bezt->vec[0][2],bezt->vec[1][0],bezt->vec[1][1],bezt->vec[1][2],bezt->vec[2][0],bezt->vec[2][1],bezt->vec[2][2]);
}*/
@@ -705,15 +705,15 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo()
{
- if (addInitFromFrame){
+ if (addInitFromFrame) {
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
- if (numScenes>=0){
+ if (numScenes>=0) {
KX_Scene* scene = scenes->at(0);
CListValue* parentList = scene->GetRootParentList();
- for (int ix=0;ix<parentList->GetCount();ix++){
+ for (int ix=0;ix<parentList->GetCount();ix++) {
KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
- if (!gameobj->IsDynamic()){
+ if (!gameobj->IsDynamic()) {
Object* blenderobject = gameobj->GetBlenderObject();
if (!blenderobject)
continue;
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index af7875e0b4f..07680297b7d 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -232,7 +232,7 @@ void BL_ConvertActuators(const char* maggiename,
}
case ACT_SHAPEACTION:
{
- if (blenderobject->type==OB_MESH){
+ if (blenderobject->type==OB_MESH) {
bActionActuator* actact = (bActionActuator*) bact->data;
STR_String propname = (actact->name ? actact->name : "");
STR_String propframe = (actact->frameProp ? actact->frameProp : "");