Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2011-09-01 06:12:53 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-01 06:12:53 +0400
commit2365c64014b3e067bb212b2061f1d14c1f944090 (patch)
treeccf060ca327a060e524ec92bba3622d9a1139a64 /source/gameengine/GameLogic
parent00143a3d557d87dda2bb7074dfe2b1a3acf5f28f (diff)
whitespace bge edits
Diffstat (limited to 'source/gameengine/GameLogic')
-rw-r--r--source/gameengine/GameLogic/SCA_2DFilterActuator.cpp32
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.cpp12
-rw-r--r--source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp78
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.cpp30
-rw-r--r--source/gameengine/GameLogic/SCA_XORController.cpp8
7 files changed, 84 insertions, 84 deletions
diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
index c270d9a312b..7c1824cd4eb 100644
--- a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
@@ -40,20 +40,20 @@ SCA_2DFilterActuator::~SCA_2DFilterActuator()
}
SCA_2DFilterActuator::SCA_2DFilterActuator(
- SCA_IObject *gameobj,
+ SCA_IObject *gameobj,
RAS_2DFilterManager::RAS_2DFILTER_MODE type,
- short flag,
- float float_arg,
- int int_arg,
- RAS_IRasterizer* rasterizer,
- SCA_IScene* scene)
+ short flag,
+ float float_arg,
+ int int_arg,
+ RAS_IRasterizer* rasterizer,
+ SCA_IScene* scene)
: SCA_IActuator(gameobj, KX_ACT_2DFILTER),
- m_type(type),
- m_disableMotionBlur(flag),
- m_float_arg(float_arg),
- m_int_arg(int_arg),
- m_rasterizer(rasterizer),
- m_scene(scene)
+ m_type(type),
+ m_disableMotionBlur(flag),
+ m_float_arg(float_arg),
+ m_int_arg(int_arg),
+ m_rasterizer(rasterizer),
+ m_scene(scene)
{
m_gameobj = NULL;
if(gameobj){
@@ -65,9 +65,9 @@ SCA_2DFilterActuator::SCA_2DFilterActuator(
CValue* SCA_2DFilterActuator::GetReplica()
{
- SCA_2DFilterActuator* replica = new SCA_2DFilterActuator(*this);
- replica->ProcessReplica();
- return replica;
+ SCA_2DFilterActuator* replica = new SCA_2DFilterActuator(*this);
+ replica->ProcessReplica();
+ return replica;
}
@@ -94,7 +94,7 @@ bool SCA_2DFilterActuator::Update()
m_scene->Update2DFilter(m_propNames, m_gameobj, m_type, m_int_arg, m_shaderText);
}
// once the filter is in place, no need to update it again => disable the actuator
- return false;
+ return false;
}
diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp
index 0d09e33a81b..85982bd3c0f 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ISensor.cpp
@@ -216,8 +216,8 @@ void SCA_ISensor::UnregisterToManager()
void SCA_ISensor::ActivateControllers(class SCA_LogicManager* logicmgr)
{
- for(vector<SCA_IController*>::const_iterator c= m_linkedcontrollers.begin();
- c!=m_linkedcontrollers.end();++c)
+ for(vector<SCA_IController*>::const_iterator c= m_linkedcontrollers.begin();
+ c!=m_linkedcontrollers.end();++c)
{
SCA_IController* contr = *c;
if (contr->IsActive())
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
index 513be43ec28..a2374ccb9da 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
@@ -132,7 +132,7 @@ bool SCA_KeyboardSensor::Evaluate()
// cerr << "SCA_KeyboardSensor::Eval event, sensing for "<< m_hotkey << " at device " << inputdev << "\n";
/* See if we need to do logging: togPropState exists and is
- * different from 0 */
+ * different from 0 */
CValue* myparent = GetParent();
CValue* togPropState = myparent->GetProperty(m_toggleprop);
if (togPropState &&
@@ -400,7 +400,7 @@ void SCA_KeyboardSensor::LogKeystrokes(void)
int index = 0;
/* Check on all keys whether they were pushed. This does not
- * untangle the ordering, so don't type too fast :) */
+ * untangle the ordering, so don't type too fast :) */
for (int i=SCA_IInputDevice::KX_BEGINKEY ; i<= SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.cpp b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
index a1836163e9c..93d2ae2c1c5 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
@@ -50,12 +50,12 @@
/* ------------------------------------------------------------------------- */
SCA_MouseSensor::SCA_MouseSensor(SCA_MouseManager* eventmgr,
- int startx,int starty,
- short int mousemode,
- SCA_IObject* gameobj)
+ int startx,int starty,
+ short int mousemode,
+ SCA_IObject* gameobj)
: SCA_ISensor(gameobj,eventmgr),
- m_x(startx),
- m_y(starty)
+ m_x(startx),
+ m_y(starty)
{
m_mousemode = mousemode;
m_triggermode = true;
@@ -72,7 +72,7 @@ void SCA_MouseSensor::Init()
SCA_MouseSensor::~SCA_MouseSensor()
{
- /* Nothing to be done here. */
+ /* Nothing to be done here. */
}
void SCA_MouseSensor::UpdateHotkey(void *self)
diff --git a/source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp b/source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp
index 06c24c8211b..67af6237a8d 100644
--- a/source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp
@@ -68,12 +68,12 @@ SCA_RandomNumberGenerator::~SCA_RandomNumberGenerator() {
void SCA_RandomNumberGenerator::SetStartVector(void) {
/* setting initial seeds to mt[N] using */
- /* the generator Line 25 of Table 1 in */
- /* [KNUTH 1981, The Art of Computer Programming */
- /* Vol. 2 (2nd Ed.), pp102] */
- mt[0] = m_seed & 0xffffffff;
- for (mti = 1; mti < N; mti++)
- mt[mti] = (69069 * mt[mti-1]) & 0xffffffff;
+ /* the generator Line 25 of Table 1 in */
+ /* [KNUTH 1981, The Art of Computer Programming */
+ /* Vol. 2 (2nd Ed.), pp102] */
+ mt[0] = m_seed & 0xffffffff;
+ for (mti = 1; mti < N; mti++)
+ mt[mti] = (69069 * mt[mti-1]) & 0xffffffff;
}
long SCA_RandomNumberGenerator::GetSeed() { return m_seed; }
@@ -87,39 +87,39 @@ void SCA_RandomNumberGenerator::SetSeed(long newseed)
* This is the important part: copied verbatim :)
*/
unsigned long SCA_RandomNumberGenerator::Draw() {
- static unsigned long mag01[2] = { 0x0, MATRIX_A };
- /* mag01[x] = x * MATRIX_A for x=0,1 */
-
- unsigned long y;
-
- if (mti >= N) { /* generate N words at one time */
- int kk;
-
- /* I set this in the constructor, so it is always satisfied ! */
-// if (mti == N+1) /* if sgenrand() has not been called, */
-// GEN_srand(4357); /* a default initial seed is used */
-
- for (kk = 0; kk < N - M; kk++) {
- y = (mt[kk] & UPPER_MASK) | (mt[kk+1] & LOWER_MASK);
- mt[kk] = mt[kk+M] ^ (y >> 1) ^ mag01[y & 0x1];
- }
- for (; kk < N-1; kk++) {
- y = (mt[kk] & UPPER_MASK) | (mt[kk+1] & LOWER_MASK);
- mt[kk] = mt[kk+(M-N)] ^ (y >> 1) ^ mag01[y & 0x1];
- }
- y = (mt[N-1] & UPPER_MASK) | (mt[0] & LOWER_MASK);
- mt[N-1] = mt[M-1] ^ (y >> 1) ^ mag01[y & 0x1];
-
- mti = 0;
- }
-
- y = mt[mti++];
- y ^= TEMPERING_SHIFT_U(y);
- y ^= TEMPERING_SHIFT_S(y) & TEMPERING_MASK_B;
- y ^= TEMPERING_SHIFT_T(y) & TEMPERING_MASK_C;
- y ^= TEMPERING_SHIFT_L(y);
-
- return y;
+ static unsigned long mag01[2] = { 0x0, MATRIX_A };
+ /* mag01[x] = x * MATRIX_A for x=0,1 */
+
+ unsigned long y;
+
+ if (mti >= N) { /* generate N words at one time */
+ int kk;
+
+ /* I set this in the constructor, so it is always satisfied ! */
+ // if (mti == N+1) /* if sgenrand() has not been called, */
+ // GEN_srand(4357); /* a default initial seed is used */
+
+ for (kk = 0; kk < N - M; kk++) {
+ y = (mt[kk] & UPPER_MASK) | (mt[kk+1] & LOWER_MASK);
+ mt[kk] = mt[kk+M] ^ (y >> 1) ^ mag01[y & 0x1];
+ }
+ for (; kk < N-1; kk++) {
+ y = (mt[kk] & UPPER_MASK) | (mt[kk+1] & LOWER_MASK);
+ mt[kk] = mt[kk+(M-N)] ^ (y >> 1) ^ mag01[y & 0x1];
+ }
+ y = (mt[N-1] & UPPER_MASK) | (mt[0] & LOWER_MASK);
+ mt[N-1] = mt[M-1] ^ (y >> 1) ^ mag01[y & 0x1];
+
+ mti = 0;
+ }
+
+ y = mt[mti++];
+ y ^= TEMPERING_SHIFT_U(y);
+ y ^= TEMPERING_SHIFT_S(y) & TEMPERING_MASK_B;
+ y ^= TEMPERING_SHIFT_T(y) & TEMPERING_MASK_C;
+ y ^= TEMPERING_SHIFT_L(y);
+
+ return y;
}
float SCA_RandomNumberGenerator::DrawFloat() {
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.cpp b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
index 99e25042582..c23722d2d3c 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
@@ -48,8 +48,8 @@
/* ------------------------------------------------------------------------- */
SCA_RandomSensor::SCA_RandomSensor(SCA_EventManager* eventmgr,
- SCA_IObject* gameobj,
- int startseed)
+ SCA_IObject* gameobj,
+ int startseed)
: SCA_ISensor(gameobj,eventmgr)
{
m_basegenerator = new SCA_RandomNumberGenerator(startseed);
@@ -65,10 +65,10 @@ SCA_RandomSensor::~SCA_RandomSensor()
void SCA_RandomSensor::Init()
{
- m_iteration = 0;
+ m_iteration = 0;
m_interval = 0;
m_lastdraw = false;
- m_currentDraw = m_basegenerator->Draw();
+ m_currentDraw = m_basegenerator->Draw();
}
@@ -97,19 +97,19 @@ bool SCA_RandomSensor::IsPositiveTrigger()
bool SCA_RandomSensor::Evaluate()
{
- /* Random generator is the generator from Line 25 of Table 1 in */
- /* [KNUTH 1981, The Art of Computer Programming Vol. 2 */
- /* (2nd Ed.), pp102] */
- /* It's a very simple max. length sequence generator. We can */
- /* draw 32 bool values before having to generate the next */
- /* sequence value. There are some theorems that will tell you */
- /* this is a reasonable way of generating bools. Check Knuth. */
- /* Furthermore, we only draw each <delay>-eth frame. */
+ /* Random generator is the generator from Line 25 of Table 1 in */
+ /* [KNUTH 1981, The Art of Computer Programming Vol. 2 */
+ /* (2nd Ed.), pp102] */
+ /* It's a very simple max. length sequence generator. We can */
+ /* draw 32 bool values before having to generate the next */
+ /* sequence value. There are some theorems that will tell you */
+ /* this is a reasonable way of generating bools. Check Knuth. */
+ /* Furthermore, we only draw each <delay>-eth frame. */
bool evaluateResult = false;
if (++m_interval > m_pulse_frequency) {
- bool drawResult = false;
+ bool drawResult = false;
m_interval = 0;
if (m_iteration > 31) {
m_currentDraw = m_basegenerator->Draw();
@@ -122,8 +122,8 @@ bool SCA_RandomSensor::Evaluate()
evaluateResult = drawResult != m_lastdraw;
m_lastdraw = drawResult;
}
-
- /* now pass this result to some controller */
+
+ /* now pass this result to some controller */
return evaluateResult;
}
diff --git a/source/gameengine/GameLogic/SCA_XORController.cpp b/source/gameengine/GameLogic/SCA_XORController.cpp
index f5eefd5cc08..4a03062b6ad 100644
--- a/source/gameengine/GameLogic/SCA_XORController.cpp
+++ b/source/gameengine/GameLogic/SCA_XORController.cpp
@@ -63,22 +63,22 @@ void SCA_XORController::Trigger(SCA_LogicManager* logicmgr)
bool sensorresult = false;
for (vector<SCA_ISensor*>::const_iterator is=m_linkedsensors.begin();
- !(is==m_linkedsensors.end());is++)
+ !(is==m_linkedsensors.end());is++)
{
SCA_ISensor* sensor = *is;
if (sensor->GetState())
{
if (sensorresult == true)
{
- sensorresult = false;
+ sensorresult = false;
break;
}
- sensorresult = true;
+ sensorresult = true;
}
}
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
- !(i==m_linkedactuators.end());i++)
+ !(i==m_linkedactuators.end());i++)
{
SCA_IActuator* actua = *i;
logicmgr->AddActiveActuator(actua,sensorresult);