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authorCampbell Barton <ideasman42@gmail.com>2012-03-09 22:28:30 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-09 22:28:30 +0400
commit89a963fb7fdff543b77de790355b9dac3019bd33 (patch)
tree4e1d2245e20f8c21625e99d771776f66c233a0de /source/gameengine/Converter
parentde4bd55e01bc574c13977537ace1a0901dcfcaf0 (diff)
style cleanup: comment blocks
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp4
-rw-r--r--source/gameengine/Converter/BL_ArmatureChannel.h4
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp7
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp42
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp8
5 files changed, 31 insertions, 34 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 28b03b56370..5d87e7fd969 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -401,12 +401,12 @@ PyObject* BL_ActionActuator::PyGetChannel(PyObject* value)
PyTuple_SET_ITEM(ret, 2, list);
return ret;
-/*
+#if 0
return Py_BuildValue("([fff][fff][ffff])",
pchan->loc[0], pchan->loc[1], pchan->loc[2],
pchan->size[0], pchan->size[1], pchan->size[2],
pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] );
-*/
+#endif
}
/* setChannel */
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.h b/source/gameengine/Converter/BL_ArmatureChannel.h
index 3fd49c276ae..cd38ee2d531 100644
--- a/source/gameengine/Converter/BL_ArmatureChannel.h
+++ b/source/gameengine/Converter/BL_ArmatureChannel.h
@@ -72,8 +72,8 @@ public:
};
/* this is a factory class to access bBone data field in the GE.
- It's not supposed to be instantiated, we only need it for the Attributes and Method array.
- The actual proxy object will be manually created using NewProxyPtr */
+ * It's not supposed to be instantiated, we only need it for the Attributes and Method array.
+ * The actual proxy object will be manually created using NewProxyPtr */
class BL_ArmatureBone : public PyObjectPlus
{
// use Py_HeaderPtr since we use generic pointer in proxy
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 066cfe63bb5..89877261cd7 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1071,15 +1071,16 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
* "Texture Face/Singletexture" we can then think about it */
/* Texture Face mode ignores texture but requires "Face Textures to be True "*/
- /**
+#if 0
if ((ma->mode &MA_FACETEXTURE)==0 && (ma->game.flag &GEMAT_TEXT)==0) {
bima = NULL;
imastr = "";
alpha_blend = GEMAT_SOLID;
}
- else
+ else {
alpha_blend = ma->game.alpha_blend;
- */
+ }
+#endif
}
/* check for tface tex to fallback on */
else {
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 135a3b20d96..04342717555 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -106,8 +106,8 @@
#include "BL_BlenderDataConversion.h"
/**
-KX_BLENDERTRUNC needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
-*/
+ * KX_BLENDERTRUNC needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
+ */
#define KX_BLENDERTRUNC(x) (( x < 0.0001 && x > -0.0001 ) ? 0.0 : x)
@@ -310,30 +310,26 @@ void BL_ConvertActuators(const char* maggiename,
{
bMessageActuator *msgAct = (bMessageActuator *) bact->data;
- /**
- * Get the name of the properties that objects must own that
- * we're sending to, if present
- */
+ /* Get the name of the properties that objects must own that
+ * we're sending to, if present
+ */
STR_String toPropName = (msgAct->toPropName
? (char*) msgAct->toPropName
: "");
- /**
- * Get the Message Subject to send.
- */
+ /* Get the Message Subject to send.
+ */
STR_String subject = (msgAct->subject
? (char*) msgAct->subject
: "");
- /**
- * Get the bodyType
- */
+ /* Get the bodyType
+ */
int bodyType = msgAct->bodyType;
- /**
- * Get the body (text message or property name whose value
- * we'll be sending, might be empty
- */
+ /* Get the body (text message or property name whose value
+ * we'll be sending, might be empty
+ */
STR_String body = (msgAct->body
? (char*) msgAct->body
: "");
@@ -451,13 +447,13 @@ void BL_ConvertActuators(const char* maggiename,
SCA_IObject* destinationObj = NULL;
/*
- here the destinationobject is searched. problem with multiple scenes: other scenes
- have not been converted yet, so the destobj will not be found, so the prop will
- not be copied.
- possible solutions:
- - convert everything when possible and not realtime only when needed.
- - let the object-with-property report itself to the act when converted
- */
+ * here the destinationobject is searched. problem with multiple scenes: other scenes
+ * have not been converted yet, so the destobj will not be found, so the prop will
+ * not be copied.
+ * possible solutions:
+ * - convert everything when possible and not realtime only when needed.
+ * - let the object-with-property report itself to the act when converted
+ */
if (propact->ob)
destinationObj = converter->FindGameObject(propact->ob);
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index a672e9cd9b8..fa9eb5317b9 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -50,7 +50,7 @@
#include "DNA_material_types.h"
#include "DNA_sensor_types.h"
#include "DNA_actuator_types.h" /* for SENS_ALL_KEYS ? this define is
-probably misplaced */
+ * probably misplaced */
/* end of blender include block */
#include "RAS_IPolygonMaterial.h"
@@ -315,9 +315,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
bMouseSensor *bmouse = (bMouseSensor *)sens->data;
/* There are two main types of mouse sensors. If there is
- * no focus-related behavior requested, we can make do
- * with a basic sensor. This cuts down memory usage and
- * gives a slight performance gain. */
+ * no focus-related behavior requested, we can make do
+ * with a basic sensor. This cuts down memory usage and
+ * gives a slight performance gain. */
SCA_MouseManager *eventmgr
= (SCA_MouseManager*) logicmgr->FindEventManager(SCA_EventManager::MOUSE_EVENTMGR);