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authorCampbell Barton <ideasman42@gmail.com>2012-10-21 11:58:38 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-10-21 11:58:38 +0400
commitd599b643b7a1882ea79851e334d7ed133f362bb3 (patch)
tree4e4640c1b2e7cc82d9db81dbd98a39777dcbce7c /source/gameengine/Converter
parentf3ece5a108db0bdbefb4663ef4ebd9a7e039e263 (diff)
style cleanup: bge, switch statements mostly.
also left bmesh decimator on in previous commit.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp9
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp12
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp4
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp13
-rw-r--r--source/gameengine/Converter/KX_ConvertControllers.cpp3
-rw-r--r--source/gameengine/Converter/KX_ConvertProperties.cpp9
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp9
-rw-r--r--source/gameengine/Converter/KX_IpoConvert.cpp2
8 files changed, 25 insertions, 36 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index fcf09588791..4969eae67f2 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -140,8 +140,7 @@ void BL_ActionActuator::SetLocalTime(float curtime)
// Handle wrap around
if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
{
- switch(m_playtype)
- {
+ switch (m_playtype) {
case ACT_ACTION_PLAY:
// Clamp
m_localtime = m_endframe;
@@ -196,8 +195,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
return false;
// Convert our playtype to one that BL_Action likes
- switch(m_playtype)
- {
+ switch (m_playtype) {
case ACT_ACTION_LOOP_END:
case ACT_ACTION_LOOP_STOP:
playtype = BL_Action::ACT_MODE_LOOP;
@@ -312,8 +310,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
return false;
}
- switch(m_playtype)
- {
+ switch (m_playtype) {
case ACT_ACTION_LOOP_STOP:
obj->StopAction(m_layer); // Stop the action after getting the frame
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 912e2126874..e23fbd57d49 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -433,8 +433,7 @@ static void GetRGB(short type,
unsigned int &c3)
{
unsigned int color = 0xFFFFFFFFL;
- switch(type)
- {
+ switch (type) {
case 0: // vertex colors
{
if (mmcol) {
@@ -677,7 +676,7 @@ static bool ConvertMaterial(
material->mapping[i].projplane[2] = mttmp->projz;
/// --------------------------------
- switch( mttmp->blendtype ) {
+ switch (mttmp->blendtype) {
case MTEX_BLEND:
material->blend_mode[i] = BLEND_MIX;
break;
@@ -701,7 +700,7 @@ static bool ConvertMaterial(
// above one tex the switches here
// are not used
- switch(valid_index) {
+ switch (valid_index) {
case 0:
material->IdMode = DEFAULT_BLENDER;
break;
@@ -1595,7 +1594,7 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
// get Root Parent of blenderobject
struct Object* parent= blenderobject->parent;
- while(parent && parent->parent) {
+ while (parent && parent->parent) {
parent= parent->parent;
}
@@ -1929,8 +1928,7 @@ static KX_GameObject *gameobject_from_blenderobject(
KX_GameObject *gameobj = NULL;
Scene *blenderscene = kxscene->GetBlenderScene();
- switch(ob->type)
- {
+ switch (ob->type) {
case OB_LAMP:
{
KX_LightObject* gamelight = gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index 34af4038c4e..c027d8aec94 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -944,7 +944,7 @@ static void load_datablocks(Main *main_newlib, BlendHandle *bpy_openlib, const c
int i=0;
LinkNode *n= names;
- while(n) {
+ while (n) {
BLO_library_append_named_part(main_tmp, &bpy_openlib, (char *)n->link, idcode);
n= (LinkNode *)n->next;
i++;
@@ -1170,7 +1170,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
else {
/* free the mesh, we could be referecing a linked one! */
int mesh_index= gameobj->GetMeshCount();
- while(mesh_index--) {
+ while (mesh_index--) {
mesh= gameobj->GetMesh(mesh_index);
if (IS_TAGGED(mesh->GetMesh())) {
gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index ea2b85f8c5e..24d321730eb 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -136,7 +136,7 @@ void BL_ConvertActuators(const char* maggiename,
}
gameobj->ReserveActuator(actcount);
bact = (bActuator*) blenderobject->actuators.first;
- while(bact)
+ while (bact)
{
STR_String uniquename = bact->name;
STR_String& objectname = gameobj->GetName();
@@ -358,7 +358,7 @@ void BL_ConvertActuators(const char* maggiename,
KX_SoundActuator::KX_SOUNDACT_TYPE
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_NODEF;
- switch(soundact->type) {
+ switch (soundact->type) {
case ACT_SND_PLAY_STOP_SOUND:
soundActuatorType = KX_SoundActuator::KX_SOUNDACT_PLAYSTOP;
break;
@@ -946,8 +946,7 @@ void BL_ConvertActuators(const char* maggiename,
SCA_2DFilterActuator *tmp = NULL;
RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode;
- switch(_2dfilter->type)
- {
+ switch (_2dfilter->type) {
case ACT_2DFILTER_MOTIONBLUR:
filtermode = RAS_2DFilterManager::RAS_2DFILTER_MOTIONBLUR;
break;
@@ -1026,8 +1025,7 @@ void BL_ConvertActuators(const char* maggiename,
bool ghost = true;
KX_GameObject *tmpgob = NULL;
- switch(parAct->type)
- {
+ switch (parAct->type) {
case ACT_PARENT_SET:
mode = KX_ParentActuator::KX_PARENT_SET;
tmpgob = converter->FindGameObject(parAct->ob);
@@ -1081,8 +1079,7 @@ void BL_ConvertActuators(const char* maggiename,
KX_GameObject *targetob = converter->FindGameObject(stAct->target);
int mode = KX_SteeringActuator::KX_STEERING_NODEF;
- switch(stAct->type)
- {
+ switch (stAct->type) {
case ACT_STEERING_SEEK:
mode = KX_SteeringActuator::KX_STEERING_SEEK;
break;
diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp
index 3a6aa228957..769abd01ce0 100644
--- a/source/gameengine/Converter/KX_ConvertControllers.cpp
+++ b/source/gameengine/Converter/KX_ConvertControllers.cpp
@@ -110,8 +110,7 @@ void BL_ConvertControllers(
while (bcontr)
{
SCA_IController* gamecontroller = NULL;
- switch(bcontr->type)
- {
+ switch (bcontr->type) {
case CONT_LOGIC_AND:
{
gamecontroller = new SCA_ANDController(gameobj);
diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp
index a63f4c38fb6..7222c673322 100644
--- a/source/gameengine/Converter/KX_ConvertProperties.cpp
+++ b/source/gameengine/Converter/KX_ConvertProperties.cpp
@@ -69,13 +69,12 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
bProperty* prop = (bProperty*)object->prop.first;
CValue* propval;
bool show_debug_info;
- while(prop)
- {
-
+
+ while (prop) {
propval = NULL;
show_debug_info = bool (prop->flag & PROP_DEBUG);
- switch(prop->type) {
+ switch (prop->type) {
case GPROP_BOOL:
{
propval = new CBoolValue((bool)(prop->data != 0));
@@ -184,7 +183,7 @@ void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEvent
STR_String str = curve->str;
CValue* propval = NULL;
- switch(prop->type) {
+ switch (prop->type) {
case GPROP_BOOL:
{
int value = atoi(str);
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index 859257e192d..d3d3256312e 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -118,8 +118,8 @@ void BL_ConvertSensors(struct Object* blenderobject,
}
gameobj->ReserveSensor(count);
sens = (bSensor*)blenderobject->sensors.first;
- while(sens)
- {
+
+ while (sens) {
SCA_ISensor* gamesensor=NULL;
/* All sensors have a pulse toggle, frequency, and invert field. */
/* These are extracted here, and set when the sensor is added to the */
@@ -398,7 +398,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
/* Better do an explicit conversion here! (was implicit */
/* before...) */
- switch(blenderpropsensor->type) {
+ switch (blenderpropsensor->type) {
case SENS_PROP_EQUAL:
propchecktype = SCA_PropertySensor::KX_PROPSENSOR_EQUAL;
break;
@@ -573,8 +573,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
int hatf =0;
int prec =0;
- switch(bjoy->type)
- {
+ switch (bjoy->type) {
case SENS_JOY_AXIS:
axis = bjoy->axis;
axisf = bjoy->axisf;
diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp
index 4fc0b0ad3ec..a81d52f6698 100644
--- a/source/gameengine/Converter/KX_IpoConvert.cpp
+++ b/source/gameengine/Converter/KX_IpoConvert.cpp
@@ -96,7 +96,7 @@ SG_Controller *BL_CreateIPO(struct bAction *action, KX_GameObject* gameobj, KX_B
const char *rotmode, *drotmode;
- switch(blenderobject->rotmode) {
+ switch (blenderobject->rotmode) {
case ROT_MODE_AXISANGLE:
rotmode = "rotation_axis_angle";
drotmode = "delta_rotation_axis_angle";