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authorCampbell Barton <ideasman42@gmail.com>2018-06-17 18:01:43 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-06-17 18:03:10 +0300
commit4be752a93cf37700668c604296f37ea08248f13b (patch)
tree0f838c87eaa6bf289b76f232e6b1571a28a55cba /source/gameengine/SceneGraph/SG_IObject.h
parent5513da65b24a3ce77b1709acea841475115f3a7a (diff)
Cleanup: trailing space in source/gameengine/
Diffstat (limited to 'source/gameengine/SceneGraph/SG_IObject.h')
-rw-r--r--source/gameengine/SceneGraph/SG_IObject.h64
1 files changed, 32 insertions, 32 deletions
diff --git a/source/gameengine/SceneGraph/SG_IObject.h b/source/gameengine/SceneGraph/SG_IObject.h
index 2dcf3c6492e..91f53d04c90 100644
--- a/source/gameengine/SceneGraph/SG_IObject.h
+++ b/source/gameengine/SceneGraph/SG_IObject.h
@@ -28,7 +28,7 @@
/** \file SG_IObject.h
* \ingroup bgesg
*/
-
+
#ifndef __SG_IOBJECT_H__
#define __SG_IOBJECT_H__
@@ -63,7 +63,7 @@ inline void SG_SetActiveStage(SG_Stage stage)
{
gSG_Stage = stage;
}
-
+
class SG_Controller;
@@ -109,13 +109,13 @@ typedef bool (*SG_RescheduleUpdateCallback)(
* with replicated nodes and their children.
* The second is called when a node is destroyed and again
* is their for synchronization purposes
- * These callbacks may both be NULL.
- * The efficacy of this approach has not been proved some
+ * These callbacks may both be NULL.
+ * The efficacy of this approach has not been proved some
* alternatives might be to perform all replication and destruction
- * externally.
+ * externally.
* To define a class interface rather than a simple function
- * call back so that replication information can be transmitted from
- * parent->child.
+ * call back so that replication information can be transmitted from
+ * parent->child.
*/
struct SG_Callbacks
{
@@ -135,7 +135,7 @@ struct SG_Callbacks
SG_UpdateTransformCallback updatefunc,
SG_ScheduleUpdateCallback schedulefunc,
SG_RescheduleUpdateCallback reschedulefunc
- ):
+ ):
m_replicafunc(repfunc),
m_destructionfunc(destructfunc),
m_updatefunc(updatefunc),
@@ -168,12 +168,12 @@ public:
/**
- * Add a pointer to a controller allocated on the heap, to
- * this node. This memory for this controller becomes the
+ * Add a pointer to a controller allocated on the heap, to
+ * this node. This memory for this controller becomes the
* responsibility of this class. It will be deleted when
* this object is deleted.
*/
-
+
void
AddSGController(
SG_Controller* cont
@@ -189,45 +189,45 @@ public:
SG_Controller* cont
);
- /**
- * Clear the array of pointers to controllers associated with
+ /**
+ * Clear the array of pointers to controllers associated with
* this node. This does not delete the controllers themselves!
* This should be used very carefully to avoid memory
* leaks.
*/
-
+
void
RemoveAllControllers(
- );
+ );
/// Needed for replication
- /**
- * Return a reference to this node's controller list.
+ /**
+ * Return a reference to this node's controller list.
* Whilst we don't wish to expose full control of the container
* to the user we do allow them to call non_const methods
* on pointers in the container. C++ topic: how to do this in
- * using STL?
+ * using STL?
*/
SGControllerList& GetSGControllerList()
- {
- return m_SGcontrollers;
+ {
+ return m_SGcontrollers;
}
/**
- *
+ *
*/
SG_Callbacks& GetCallBackFunctions()
{
return m_callbacks;
}
-
+
/**
* Get the client object associated with this
* node. This interface allows you to associate
* arbitrary external objects with this node. They are
- * passed to the callback functions when they are
+ * passed to the callback functions when they are
* activated so you can synchronize these external objects
* upon replication and destruction
* This may be NULL.
@@ -239,17 +239,17 @@ public:
}
inline void* GetSGClientObject()
- {
+ {
return m_SGclientObject;
}
/**
- * Set the client object for this node. This is just a
- * pointer to an object allocated that should exist for
+ * Set the client object for this node. This is just a
+ * pointer to an object allocated that should exist for
* the duration of the lifetime of this object, or until
* this function is called again.
*/
-
+
void SetSGClientObject(void* clientObject)
{
m_SGclientObject = clientObject;
@@ -271,15 +271,15 @@ public:
}
- /**
+ /**
* Set the current simulation time for this node.
* The implementation of this function runs through
* the nodes list of controllers and calls their SetSimulatedTime methods
*/
-
+
void SetControllerTime(double time);
-
- virtual
+
+ virtual
void
Destruct(
) = 0;
@@ -316,7 +316,7 @@ protected :
delete this;
}
}
-
+
void
ActivateUpdateTransformCallback(
)