diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-03-09 22:28:30 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-09 22:28:30 +0400 |
commit | 89a963fb7fdff543b77de790355b9dac3019bd33 (patch) | |
tree | 4e1d2245e20f8c21625e99d771776f66c233a0de /source/gameengine/Converter | |
parent | de4bd55e01bc574c13977537ace1a0901dcfcaf0 (diff) |
style cleanup: comment blocks
Diffstat (limited to 'source/gameengine/Converter')
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); |