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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/Ketsji
parentde4bd55e01bc574c13977537ace1a0901dcfcaf0 (diff)
style cleanup: comment blocks
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/BL_Material.h10
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp34
-rw-r--r--source/gameengine/Ketsji/KX_Camera.h9
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp204
-rw-r--r--source/gameengine/Ketsji/KX_Dome.h7
-rw-r--r--source/gameengine/Ketsji/KX_FontObject.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_FontObject.h4
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_IPhysicsController.h10
-rw-r--r--source/gameengine/Ketsji/KX_ISceneConverter.h10
-rw-r--r--source/gameengine/Ketsji/KX_IpoActuator.h6
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.h2
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.h4
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_PythonInitTypes.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_RadarSensor.h4
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h8
25 files changed, 191 insertions, 191 deletions
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h
index 2c6316ea32b..7b1779fed10 100644
--- a/source/gameengine/Ketsji/BL_Material.h
+++ b/source/gameengine/Ketsji/BL_Material.h
@@ -24,11 +24,11 @@ struct EnvMap;
// --
/** max units
- this will default to users available units
- to build with more available, just increment this value
- although the more you add the slower the search time will be.
- we will go for eight, which should be enough
-*/
+ * this will default to users available units
+ * to build with more available, just increment this value
+ * although the more you add the slower the search time will be.
+ * we will go for eight, which should be enough
+ */
#define MAXTEX 8 //match in RAS_TexVert & RAS_OpenGLRasterizer
// different mapping modes
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
index 3febff92e18..9940b400527 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
@@ -235,9 +235,9 @@ void KX_BulletPhysicsController::setRigidBody(bool rigid)
}
/* This function dynamically adds the collision shape of another controller to
- the current controller shape provided it is a compound shape.
- The idea is that dynamic parenting on a compound object will dynamically extend the shape
-*/
+ * the current controller shape provided it is a compound shape.
+ * The idea is that dynamic parenting on a compound object will dynamically extend the shape
+ */
void KX_BulletPhysicsController::AddCompoundChild(KX_IPhysicsController* child)
{
if (child == NULL || !IsCompound())
@@ -308,8 +308,8 @@ void KX_BulletPhysicsController::AddCompoundChild(KX_IPhysicsController* chil
}
/* Reverse function of the above, it will remove a shape from a compound shape
- provided that the former was added to the later using AddCompoundChild()
-*/
+ * provided that the former was added to the later using AddCompoundChild()
+ */
void KX_BulletPhysicsController::RemoveCompoundChild(KX_IPhysicsController* child)
{
if (child == NULL || !IsCompound())
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 14a307794db..7a2d71f56ff 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -133,8 +133,8 @@ const MT_Quaternion KX_Camera::GetCameraOrientation() const
/**
-* Sets the projection matrix that is used by the rasterizer.
-*/
+ * Sets the projection matrix that is used by the rasterizer.
+ */
void KX_Camera::SetProjectionMatrix(const MT_Matrix4x4 & mat)
{
m_projection_matrix = mat;
@@ -146,8 +146,8 @@ void KX_Camera::SetProjectionMatrix(const MT_Matrix4x4 & mat)
/**
-* Sets the modelview matrix that is used by the rasterizer.
-*/
+ * Sets the modelview matrix that is used by the rasterizer.
+ */
void KX_Camera::SetModelviewMatrix(const MT_Matrix4x4 & mat)
{
m_modelview_matrix = mat;
@@ -158,8 +158,8 @@ void KX_Camera::SetModelviewMatrix(const MT_Matrix4x4 & mat)
/**
-* Gets the projection matrix that is used by the rasterizer.
-*/
+ * Gets the projection matrix that is used by the rasterizer.
+ */
const MT_Matrix4x4& KX_Camera::GetProjectionMatrix() const
{
return m_projection_matrix;
@@ -168,8 +168,8 @@ const MT_Matrix4x4& KX_Camera::GetProjectionMatrix() const
/**
-* Gets the modelview matrix that is used by the rasterizer.
-*/
+ * Gets the modelview matrix that is used by the rasterizer.
+ */
const MT_Matrix4x4& KX_Camera::GetModelviewMatrix() const
{
return m_modelview_matrix;
@@ -187,9 +187,9 @@ void KX_Camera::InvalidateProjectionMatrix(bool valid)
}
-/*
-* These getters retrieve the clip data and the focal length
-*/
+/**
+ * These getters retrieve the clip data and the focal length
+ */
float KX_Camera::GetLens() const
{
return m_camdata.m_lens;
@@ -200,17 +200,17 @@ float KX_Camera::GetScale() const
return m_camdata.m_scale;
}
-/*
-* Gets the horizontal size of the sensor - for camera matching.
-*/
+/**
+ * Gets the horizontal size of the sensor - for camera matching.
+ */
float KX_Camera::GetSensorWidth() const
{
return m_camdata.m_sensor_x;
}
-/*
-* Gets the vertical size of the sensor - for camera matching.
-*/
+/**
+ * Gets the vertical size of the sensor - for camera matching.
+ */
float KX_Camera::GetSensorHeight() const
{
return m_camdata.m_sensor_y;
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h
index 38fc170e371..7481b2eb7f0 100644
--- a/source/gameengine/Ketsji/KX_Camera.h
+++ b/source/gameengine/Ketsji/KX_Camera.h
@@ -63,12 +63,13 @@ protected:
// Never used, I think...
// void MoveTo(const MT_Point3& movevec)
// {
- /*MT_Transform camtrans;
+#if 0
+ MT_Transform camtrans;
camtrans.invert(m_trans1);
MT_Matrix3x3 camorient = camtrans.getBasis();
camtrans.translate(camorient.inverse()*movevec);
m_trans1.invert(camtrans);
- */
+#endif
// }
/**
@@ -185,8 +186,8 @@ public:
bool hasValidProjectionMatrix() const;
/** Sets the validity of the projection matrix. Call this if you change camera
- data (eg lens, near plane, far plane) and require the projection matrix to be
- recalculated.
+ * data (eg lens, near plane, far plane) and require the projection matrix to be
+ * recalculated.
*/
void InvalidateProjectionMatrix(bool valid = false);
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp
index 1361a6122ad..b683fcb8036 100644
--- a/source/gameengine/Ketsji/KX_CameraActuator.cpp
+++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp
@@ -186,7 +186,7 @@ static void Kx_VecUpMat3(float vec[3], float mat[][3], short axis)
mat[coz][2]= vec[2];
if (Kx_Normalize((float *)mat[coz]) == 0.f) {
/* this is a very abnormal situation: the camera has reach the object center exactly
- We will choose a completely arbitrary direction */
+ * We will choose a completely arbitrary direction */
mat[coz][0] = 1.0f;
mat[coz][1] = 0.0f;
mat[coz][2] = 0.0f;
@@ -239,9 +239,9 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
/* CONSTRAINT 6: again: fixed height relative to floor below actor */
/* CONSTRAINT 7: track to floor below actor */
/* CONSTRAINT 8: look a little bit left or right, depending on how the
-
- character is looking (horizontal x)
- */
+ *
+ * character is looking (horizontal x)
+ */
/* ...and then set the camera position. Since we assume the parent of */
/* this actuator is always a camera, just set the parent position and */
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
index f78ff0081b7..322d6e60071 100644
--- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
@@ -147,8 +147,8 @@ bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo* client, KX_RayCast* resu
return true;
}
-/* this function is used to pre-filter the object before casting the ray on them.
- This is useful for "X-Ray" option when we want to see "through" unwanted object.
+/* This function is used to pre-filter the object before casting the ray on them.
+ * This is useful for "X-Ray" option when we want to see "through" unwanted object.
*/
bool KX_ConstraintActuator::NeedRayCast(KX_ClientObjectInfo* client)
{
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 610200cc235..28e7f221ce4 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -464,7 +464,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (objprop->m_dyna && !objprop->m_angular_rigidbody)
{
- /*
+#if 0
//setting the inertia could achieve similar results to constraint the up
//but it is prone to instability, so use special 'Angular' constraint
btVector3 inertia = physicscontroller->GetRigidBody()->getInvInertiaDiagLocal();
@@ -473,7 +473,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
physicscontroller->GetRigidBody()->setInvInertiaDiagLocal(inertia);
physicscontroller->GetRigidBody()->updateInertiaTensor();
- */
+#endif
//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 6bd30685696..6e989dd4d7d 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -1,26 +1,26 @@
/*
------------------------------------------------------------------------------
-
-This program is free software; you can redistribute it and/or modify it under
-the terms of the GNU Lesser General Public License as published by the Free Software
-Foundation; either version 2 of the License, or (at your option) any later
-version.
-
-This program is distributed in the hope that it will be useful, but WITHOUT
-ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
-FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser General Public License along with
-this program; if not, write to the Free Software Foundation, Inc., 59 Temple
-Place - Suite 330, Boston, MA 02111-1307, USA, or go to
-http://www.gnu.org/copyleft/lesser.txt.
-
-Contributor(s): Dalai Felinto
-
-This code is originally inspired on some of the ideas and codes from Paul Bourke.
-Developed as part of a Research and Development project for SAT - La Société des arts technologiques.
------------------------------------------------------------------------------
-*/
+ * -----------------------------------------------------------------------------
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU Lesser General Public License as published by the Free Software
+ * Foundation; either version 2 of the License, or (at your option) any later
+ * version.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public License along with
+ * this program; if not, write to the Free Software Foundation, Inc., 59 Temple
+ * Place - Suite 330, Boston, MA 02111-1307, USA, or go to
+ * http://www.gnu.org/copyleft/lesser.txt.
+ *
+ * Contributor(s): Dalai Felinto
+ *
+ * This code is originally inspired on some of the ideas and codes from Paul Bourke.
+ * Developed as part of a Research and Development project for SAT - La Société des arts technologiques.
+ * -----------------------------------------------------------------------------
+ */
/** \file gameengine/Ketsji/KX_Dome.cpp
* \ingroup ketsji
@@ -218,20 +218,20 @@ void KX_Dome::CreateGLImages(void)
void KX_Dome::ClearGLImages(void)
{
glDeleteTextures(m_numimages, (GLuint*)&domefacesId);
-/*
+#if 0
for (int i=0;i<m_numimages;i++)
if(glIsTexture(domefacesId[i]))
glDeleteTextures(1, (GLuint*)&domefacesId[i]);
-*/
+#endif
}
void KX_Dome::CalculateImageSize(void)
{
-/*
-- determine the minimum buffer size
-- reduce the buffer for better performace
-- create a power of 2 texture bigger than the buffer
-*/
+ /*
+ * - determine the minimum buffer size
+ * - reduce the buffer for better performace
+ * - create a power of 2 texture bigger than the buffer
+ */
canvaswidth = m_canvas->GetWidth();
canvasheight = m_canvas->GetHeight();
@@ -453,28 +453,28 @@ void KX_Dome::GLDrawWarpQuads(void)
bool KX_Dome::ParseWarpMesh(STR_String text)
{
-/*
-//Notes about the supported data format:
-File example::
- mode
- width height
- n0_x n0_y n0_u n0_v n0_i
- n1_x n1_y n1_u n1_v n1_i
- n2_x n1_y n2_u n2_v n2_i
- n3_x n3_y n3_u n3_v n3_i
- (...)
-First line is the image type the mesh is support to be applied to: 2 = fisheye, 1=radial
-Tthe next line has the mesh dimensions
-Rest of the lines are the nodes of the mesh. Each line has x y u v i
- (x,y) are the normalised screen coordinates
- (u,v) texture coordinates
- i a multiplicative intensity factor
-
-x varies from -screen aspect to screen aspect
-y varies from -1 to 1
-u and v vary from 0 to 1
-i ranges from 0 to 1, if negative don't draw that mesh node
-*/
+ /*
+ * //Notes about the supported data format:
+ * File example::
+ * mode
+ * width height
+ * n0_x n0_y n0_u n0_v n0_i
+ * n1_x n1_y n1_u n1_v n1_i
+ * n2_x n1_y n2_u n2_v n2_i
+ * n3_x n3_y n3_u n3_v n3_i
+ * (...)
+ * First line is the image type the mesh is support to be applied to: 2 = fisheye, 1=radial
+ * Tthe next line has the mesh dimensions
+ * Rest of the lines are the nodes of the mesh. Each line has x y u v i
+ * (x,y) are the normalised screen coordinates
+ * (u,v) texture coordinates
+ * i a multiplicative intensity factor
+ *
+ * x varies from -screen aspect to screen aspect
+ * y varies from -1 to 1
+ * u and v vary from 0 to 1
+ * i ranges from 0 to 1, if negative don't draw that mesh node
+ */
int i;
int nodeX=0, nodeY=0;
@@ -532,16 +532,16 @@ i ranges from 0 to 1, if negative don't draw that mesh node
void KX_Dome::CreateMeshDome180(void)
{
-/*
-1)- Define the faces of half of a cube
- - each face is made out of 2 triangles
-2) Subdivide the faces
- - more resolution == more curved lines
-3) Spherize the cube
- - normalize the verts
-4) Flatten onto xz plane
- - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
-*/
+ /*
+ * 1)- Define the faces of half of a cube
+ * - each face is made out of 2 triangles
+ * 2) Subdivide the faces
+ * - more resolution == more curved lines
+ * 3) Spherize the cube
+ * - normalize the verts
+ * 4) Flatten onto xz plane
+ * - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
+ */
int i,j;
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
@@ -711,16 +711,16 @@ void KX_Dome::CreateMeshDome180(void)
void KX_Dome::CreateMeshDome250(void)
{
-/*
-1)- Define the faces of a cube without the back face
- - each face is made out of 2 triangles
-2) Subdivide the faces
- - more resolution == more curved lines
-3) Spherize the cube
- - normalize the verts
-4) Flatten onto xz plane
- - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
-*/
+ /*
+ * 1)- Define the faces of a cube without the back face
+ * - each face is made out of 2 triangles
+ * 2) Subdivide the faces
+ * - more resolution == more curved lines
+ * 3) Spherize the cube
+ * - normalize the verts
+ * 4) Flatten onto xz plane
+ * - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
+ */
int i,j;
float uv_height, uv_base;
@@ -730,20 +730,20 @@ void KX_Dome::CreateMeshDome250(void)
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
m_radangle = m_angle * M_PI/180.0;//calculates the radians angle, used for flattening
-/*
-verts_height is the exactly needed height of the cube faces (not always 1.0).
-When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube.
-Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
-(if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
-
-So I came out with this formula:
-verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
-
-Here we take half the sphere(rad_ang/2) and subtract a quarter of it (MT_PI/2)
-Therefore we have the length in radians of the dome/sphere over the horizon.
-Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
-Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
-*/
+ /*
+ * verts_height is the exactly needed height of the cube faces (not always 1.0).
+ * When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube.
+ * Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
+ * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
+ *
+ * So I came out with this formula:
+ * verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
+ *
+ * Here we take half the sphere(rad_ang/2) and subtract a quarter of it (MT_PI/2)
+ * Therefore we have the length in radians of the dome/sphere over the horizon.
+ * Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
+ * Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
+ */
verts_height = tan((rad_ang/2) - (MT_PI/2))*M_SQRT2;
uv_height = uv_ratio * ((verts_height/2) + 0.5);
@@ -995,16 +995,16 @@ Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on t
void KX_Dome::CreateMeshPanorama(void)
{
-/*
-1)- Define the faces of a cube without the top and bottom faces
- - each face is made out of 2 triangles
-2) Subdivide the faces
- - more resolution == more curved lines
-3) Spherize the cube
- - normalize the verts t
-4) Flatten onto xz plane
- - use spherical projection techniques to transform the sphere onto a flat panorama
-*/
+ /*
+ * 1)- Define the faces of a cube without the top and bottom faces
+ * - each face is made out of 2 triangles
+ * 2) Subdivide the faces
+ * - more resolution == more curved lines
+ * 3) Spherize the cube
+ * - normalize the verts t
+ * 4) Flatten onto xz plane
+ * - use spherical projection techniques to transform the sphere onto a flat panorama
+ */
int i,j;
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
@@ -1432,10 +1432,10 @@ void KX_Dome::SplitFace(vector <DomeFace>& face, int *nfaces)
void KX_Dome::CalculateFrustum(KX_Camera * cam)
{
- /*
+#if 0
// manually creating a 90deg Field of View Frustum
- the original formula:
+ // the original formula:
top = tan(fov*3.14159/360.0) * near [for fov in degrees]
fov*0.5 = arctan ((top-bottom)*0.5 / near) [for fov in radians]
bottom = -top
@@ -1446,7 +1446,7 @@ void KX_Dome::CalculateFrustum(KX_Camera * cam)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0,1.0,cam->GetCameraNear(),cam->GetCameraFar());
- */
+#endif
RAS_FrameFrustum m_frustrum; //90 deg. Frustum
@@ -1469,10 +1469,10 @@ void KX_Dome::CalculateFrustum(KX_Camera * cam)
void KX_Dome::CalculateCameraOrientation()
{
/*
-Uses 4 cameras for angles up to 180deg
-Uses 5 cameras for angles up to 250deg
-Uses 6 cameras for angles up to 360deg
-*/
+ * Uses 4 cameras for angles up to 180deg
+ * Uses 5 cameras for angles up to 250deg
+ * Uses 6 cameras for angles up to 360deg
+ */
int i;
float deg45 = MT_PI / 4;
MT_Scalar c = cos(deg45);
diff --git a/source/gameengine/Ketsji/KX_Dome.h b/source/gameengine/Ketsji/KX_Dome.h
index 922e2d4efb3..d4524d23d7d 100644
--- a/source/gameengine/Ketsji/KX_Dome.h
+++ b/source/gameengine/Ketsji/KX_Dome.h
@@ -26,8 +26,8 @@ Developed as part of a Research and Development project for SAT - La Soci�t�
* \ingroup ketsji
*/
-#if !defined KX_DOME_H
-#define KX_DOME_H
+#ifndef __KX_DOME_H__
+#define __KX_DOME_H__
#include "KX_Scene.h"
#include "KX_Camera.h"
@@ -196,5 +196,4 @@ public:
#endif
};
-#endif
-
+#endif /* __KX_DOME_H__ */
diff --git a/source/gameengine/Ketsji/KX_FontObject.cpp b/source/gameengine/Ketsji/KX_FontObject.cpp
index 3739ad0d712..5a67b052a2b 100644
--- a/source/gameengine/Ketsji/KX_FontObject.cpp
+++ b/source/gameengine/Ketsji/KX_FontObject.cpp
@@ -92,8 +92,8 @@ KX_FontObject::KX_FontObject( void* sgReplicationInfo,
m_fontid = GetFontId(text->vfont);
/* initialize the color with the object color and store it in the KX_Object class
- This is a workaround waiting for the fix:
- [#25487] BGE: Object Color only works when it has a keyed frame */
+ * This is a workaround waiting for the fix:
+ * [#25487] BGE: Object Color only works when it has a keyed frame */
copy_v4_v4(m_color, (const float*) ob->col);
this->SetObjectColor((const MT_Vector4&) m_color);
}
diff --git a/source/gameengine/Ketsji/KX_FontObject.h b/source/gameengine/Ketsji/KX_FontObject.h
index 2466a32dad4..affa882427f 100644
--- a/source/gameengine/Ketsji/KX_FontObject.h
+++ b/source/gameengine/Ketsji/KX_FontObject.h
@@ -69,13 +69,13 @@ protected:
class RAS_IRenderTools* m_rendertools; //needed for drawing routine
-/*
+#if 0 // WHY COMMENTED? - campbell
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_FontObject"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
-*/
+#endif
#ifdef WITH_PYTHON
static PyObject* pyattr_get_text(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 5c758379727..5db9958f269 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -540,8 +540,8 @@ void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
/**
-GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
-*/
+ * GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
+ */
double* KX_GameObject::GetOpenGLMatrix()
{
// todo: optimize and only update if necessary
@@ -2901,7 +2901,7 @@ bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void
}
/* this function is used to pre-filter the object before casting the ray on them.
- This is useful for "X-Ray" option when we want to see "through" unwanted object.
+ * This is useful for "X-Ray" option when we want to see "through" unwanted object.
*/
bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
{
diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.h b/source/gameengine/Ketsji/KX_IPhysicsController.h
index 5fc9f5c2473..68577f09414 100644
--- a/source/gameengine/Ketsji/KX_IPhysicsController.h
+++ b/source/gameengine/Ketsji/KX_IPhysicsController.h
@@ -41,11 +41,11 @@
struct KX_ClientObjectInfo;
/**
- Physics Controller, a special kind of Scene Graph Transformation Controller.
- It get's callbacks from Physics in case a transformation change took place.
- Each time the scene graph get's updated, the controller get's a chance
- in the 'Update' method to reflect changed.
-*/
+ * Physics Controller, a special kind of Scene Graph Transformation Controller.
+ * It get's callbacks from Physics in case a transformation change took place.
+ * Each time the scene graph get's updated, the controller get's a chance
+ * in the 'Update' method to reflect changed.
+ */
class KX_IPhysicsController : public SG_Controller
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h
index dce97ea039f..50390005f2b 100644
--- a/source/gameengine/Ketsji/KX_ISceneConverter.h
+++ b/source/gameengine/Ketsji/KX_ISceneConverter.h
@@ -49,11 +49,11 @@ public:
virtual ~KX_ISceneConverter () {};
/*
- scenename: name of the scene to be converted,
- if the scenename is empty, convert the 'default' scene (whatever this means)
- destinationscene: pass an empty scene, everything goes into this
- dictobj: python dictionary (for pythoncontrollers)
- */
+ * scenename: name of the scene to be converted,
+ * if the scenename is empty, convert the 'default' scene (whatever this means)
+ * destinationscene: pass an empty scene, everything goes into this
+ * dictobj: python dictionary (for pythoncontrollers)
+ */
virtual void ConvertScene(
class KX_Scene* destinationscene,
class RAS_IRenderTools* rendertools,
diff --git a/source/gameengine/Ketsji/KX_IpoActuator.h b/source/gameengine/Ketsji/KX_IpoActuator.h
index a8b7a362bd9..58cdfc28742 100644
--- a/source/gameengine/Ketsji/KX_IpoActuator.h
+++ b/source/gameengine/Ketsji/KX_IpoActuator.h
@@ -40,13 +40,13 @@ class KX_IpoActuator : public SCA_IActuator
Py_Header
private:
/** Computes the IPO start time from the current time
- and the current frame. */
+ * and the current frame. */
void SetStartTime(float curtime);
/** Computes the current frame from the current time
- and the IPO start time. */
+ * and the IPO start time. */
void SetLocalTime(float curtime);
/** Ensures the current frame is between the start and
- end frames. */
+ * end frames. */
bool ClampLocalTime();
protected:
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 1381dcb3607..facac230e05 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -599,9 +599,9 @@ else
KX_Scene* scene = *sceneit;
/* Suspension holds the physics and logic processing for an
- * entire scene. Objects can be suspended individually, and
- * the settings for that preceed the logic and physics
- * update. */
+ * entire scene. Objects can be suspended individually, and
+ * the settings for that preceed the logic and physics
+ * update. */
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
m_sceneconverter->resetNoneDynamicObjectToIpo();//this is for none dynamic objects with ipo
@@ -1340,8 +1340,8 @@ void KX_KetsjiEngine::RenderFonts(KX_Scene* scene)
}
/*
-To run once per scene
-*/
+ * To run once per scene
+ */
void KX_KetsjiEngine::PostRenderScene(KX_Scene* scene)
{
// We need to first make sure our viewport is correct (enabling multiple viewports can mess this up)
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
index c8a916e85b6..0d81883104b 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
@@ -142,11 +142,11 @@ bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, KX_RayCast* r
KX_GameObject* hitKXObj = client_info->m_gameobject;
/* Is this me? In the ray test, there are a lot of extra checks
- * for aliasing artefacts from self-hits. That doesn't happen
- * here, so a simple test suffices. Or does the camera also get
- * self-hits? (No, and the raysensor shouldn't do it either, since
- * self-hits are excluded by setting the correct ignore-object.)
- * Hitspots now become valid. */
+ * for aliasing artefacts from self-hits. That doesn't happen
+ * here, so a simple test suffices. Or does the camera also get
+ * self-hits? (No, and the raysensor shouldn't do it either, since
+ * self-hits are excluded by setting the correct ignore-object.)
+ * Hitspots now become valid. */
KX_GameObject* thisObj = (KX_GameObject*) GetParent();
if ((m_focusmode == 2) || hitKXObj == thisObj)
{
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
index f8f5426dc8d..db9e3697492 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
@@ -120,7 +120,7 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
private:
/**
* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
- */
+ */
int m_focusmode;
/**
diff --git a/source/gameengine/Ketsji/KX_NearSensor.h b/source/gameengine/Ketsji/KX_NearSensor.h
index 1327f0aea37..8655d93d406 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.h
+++ b/source/gameengine/Ketsji/KX_NearSensor.h
@@ -55,7 +55,7 @@ public:
bool bFindMaterial,
const STR_String& touchedpropname,
PHY_IPhysicsController* ctrl);
-/*
+#if 0
public:
KX_NearSensor(class SCA_EventManager* eventmgr,
class KX_GameObject* gameobj,
@@ -64,7 +64,7 @@ public:
bool bFindMaterial,
const STR_String& touchedpropname,
class KX_Scene* scene);
-*/
+#endif
virtual ~KX_NearSensor();
virtual void SynchronizeTransform();
virtual CValue* GetReplica();
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index cbf08a674ef..82016e2fff3 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -2025,7 +2025,7 @@ PyObject* initRasterizer(RAS_IRasterizer* rasty,RAS_ICanvas* canvas)
PyObject* item;
/* Use existing module where possible
- * be careful not to init any runtime vars after this */
+ * be careful not to init any runtime vars after this */
m = PyImport_ImportModule( "Rasterizer" );
if(m) {
Py_DECREF(m);
diff --git a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
index e367ef83eb8..6a60fc08244 100644
--- a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
@@ -168,9 +168,9 @@ void initPyTypes(void)
{
/*
- initPyObjectPlusType(BL_ActionActuator::Parents);
- .....
-*/
+ * initPyObjectPlusType(BL_ActionActuator::Parents);
+ * .....
+ */
/* For now just do PyType_Ready */
PyObject *mod= PyModule_New("GameTypes");
diff --git a/source/gameengine/Ketsji/KX_RadarSensor.h b/source/gameengine/Ketsji/KX_RadarSensor.h
index f647189ab35..903413ca89b 100644
--- a/source/gameengine/Ketsji/KX_RadarSensor.h
+++ b/source/gameengine/Ketsji/KX_RadarSensor.h
@@ -36,8 +36,8 @@
#include "MT_Point3.h"
/**
-* Radar 'cone' sensor. Very similar to a near-sensor, but instead of a sphere, a cone is used.
-*/
+ * Radar 'cone' sensor. Very similar to a near-sensor, but instead of a sphere, a cone is used.
+ */
class KX_RadarSensor : public KX_NearSensor
{
protected:
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
index 0cc0e7318c1..58ca847b617 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ b/source/gameengine/Ketsji/KX_RaySensor.cpp
@@ -151,7 +151,7 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void
}
/* this function is used to pre-filter the object before casting the ray on them.
- This is useful for "X-Ray" option when we want to see "through" unwanted object.
+ * This is useful for "X-Ray" option when we want to see "through" unwanted object.
*/
bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo* client)
{
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 2763dea04ec..74a0abe526d 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1574,8 +1574,8 @@ void KX_Scene::LogicEndFrame()
/**
- * UpdateParents: SceneGraph transformation update.
- */
+ * UpdateParents: SceneGraph transformation update.
+ */
void KX_Scene::UpdateParents(double curtime)
{
// we use the SG dynamic list
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 9f12d9473bc..7e3378bd13f 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -160,8 +160,8 @@ protected:
// Used to deregister objects that are deleted
class KX_BlenderSceneConverter* m_sceneConverter;
/**
- * physics engine abstraction
- */
+ * physics engine abstraction
+ */
//e_PhysicsEngine m_physicsEngine; //who needs this ?
class PHY_IPhysicsEnvironment* m_physicsEnvironment;
@@ -582,8 +582,8 @@ public:
void SetNodeTree(SG_Tree* root);
/**
- * 2D Filters
- */
+ * 2D Filters
+ */
void Update2DFilter(std::vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
void Render2DFilters(RAS_ICanvas* canvas);