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authorCampbell Barton <ideasman42@gmail.com>2012-03-03 20:31:46 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-03 20:31:46 +0400
commita2c182e9233333fc3b8ff40d352113ec95e7e30c (patch)
tree37a9e08f4e6c4bf794aa0c8c15af875299db4a1b /source/gameengine
parent86cec98f9e1523ed41b67ef998174289dbae9b83 (diff)
style cleanup - use aligned * prefixed blocks for descriptive comments (was already used a lot and part of proposed style guide).
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp16
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp8
-rw-r--r--source/gameengine/Converter/BL_ModifierDeformer.cpp14
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp5
4 files changed, 23 insertions, 20 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 79efc8f7586..04618bf9e2d 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -120,8 +120,10 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
}
// fails to link, props are not used in the BGE yet.
- /* if(pchan->prop)
- pchan->prop= IDP_CopyProperty(pchan->prop); */
+#if 0
+ if(pchan->prop)
+ pchan->prop= IDP_CopyProperty(pchan->prop);
+#endif
pchan->prop= NULL;
}
@@ -546,11 +548,11 @@ void BL_ArmatureObject::GetPose(bPose **pose)
/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
if (!*pose) {
- /* probably not to good of an idea to
- duplicate everying, but it clears up
- a crash and memory leakage when
- &BL_ActionActuator::m_pose is freed
- */
+ /* probably not to good of an idea to
+ * duplicate everying, but it clears up
+ * a crash and memory leakage when
+ * &BL_ActionActuator::m_pose is freed
+ */
game_copy_pose(pose, m_pose, 0);
}
else {
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 8fb87025fe8..066cfe63bb5 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -536,8 +536,8 @@ bool ConvertMaterial(
int valid_index = 0;
/* In Multitexture use the face texture if and only if
- * it is set in the buttons
- * In GLSL is not working yet :/ 3.2011 */
+ * it is set in the buttons
+ * In GLSL is not working yet :/ 3.2011 */
bool facetex = false;
if(validface && mat->mode &MA_FACETEXTURE)
facetex = true;
@@ -784,8 +784,8 @@ bool ConvertMaterial(
uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
- /* No material, what to do? let's see what is in the UV and set the material accordingly
- light and visible is always on */
+ /* No material, what to do? let's see what is in the UV and set the material accordingly
+ * light and visible is always on */
if( validface ) {
material->tile = tface->tile;
diff --git a/source/gameengine/Converter/BL_ModifierDeformer.cpp b/source/gameengine/Converter/BL_ModifierDeformer.cpp
index 08e96f421cc..500968462c3 100644
--- a/source/gameengine/Converter/BL_ModifierDeformer.cpp
+++ b/source/gameengine/Converter/BL_ModifierDeformer.cpp
@@ -141,17 +141,17 @@ bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob)
// return a deformed mesh that supports mapping (with a valid CD_ORIGINDEX layer)
struct DerivedMesh* BL_ModifierDeformer::GetPhysicsMesh()
{
- // we need to compute the deformed mesh taking into account the current
- // shape and skin deformers, we cannot just call mesh_create_derived_physics()
- // because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(),
- // so restart from scratch by forcing a full update the shape/skin deformers
- // (will do nothing if there is no such deformer)
+ /* we need to compute the deformed mesh taking into account the current
+ * shape and skin deformers, we cannot just call mesh_create_derived_physics()
+ * because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(),
+ * so restart from scratch by forcing a full update the shape/skin deformers
+ * (will do nothing if there is no such deformer) */
BL_ShapeDeformer::ForceUpdate();
BL_ShapeDeformer::Update();
// now apply the modifiers but without those that don't support mapping
Object* blendobj = m_gameobj->GetBlendObject();
/* hack: the modifiers require that the mesh is attached to the object
- It may not be the case here because of replace mesh actuator */
+ * It may not be the case here because of replace mesh actuator */
Mesh *oldmesh = (Mesh*)blendobj->data;
blendobj->data = m_bmesh;
DerivedMesh *dm = mesh_create_derived_physics(m_scene, blendobj, m_transverts, CD_MASK_MESH);
@@ -172,7 +172,7 @@ bool BL_ModifierDeformer::Update(void)
/* execute the modifiers */
Object* blendobj = m_gameobj->GetBlendObject();
/* hack: the modifiers require that the mesh is attached to the object
- It may not be the case here because of replace mesh actuator */
+ * It may not be the case here because of replace mesh actuator */
Mesh *oldmesh = (Mesh*)blendobj->data;
blendobj->data = m_bmesh;
/* execute the modifiers */
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index bed9e538090..3b156c7c01b 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -1214,7 +1214,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
// delete the entities of this scene
/* TODO - */
- /*
+#if 0
vector<pair<KX_Scene*,KX_WorldInfo*> >::iterator worldit;
size = m_worldinfos.size();
for (i=0, worldit=m_worldinfos.begin(); i<size; ) {
@@ -1227,7 +1227,8 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
i++;
worldit++;
}
- }*/
+ }
+#endif
/* Worlds dont reference original blender data so we need to make a set from them */