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authorCampbell Barton <ideasman42@gmail.com>2013-02-02 08:48:21 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-02-02 08:48:21 +0400
commit9da4cab9fdc63505b9f0e7f96214cc03ca9ad554 (patch)
tree13caedc75d5ae69e4f9fe74109fe32126b1cf1af /source/gameengine
parentc93d6f460662c79f6e82be51d2064517d7c79769 (diff)
style cleanup: comment format
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp10
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderCanvas.h5
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp24
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp26
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
-rw-r--r--source/gameengine/Expressions/EmptyValue.cpp28
-rw-r--r--source/gameengine/Expressions/PyObjectPlus.cpp8
-rw-r--r--source/gameengine/GameLogic/SCA_IInputDevice.h25
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.h8
-rw-r--r--source/gameengine/GameLogic/SCA_RandomActuator.cpp20
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_ghost.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h4
-rw-r--r--source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h4
-rw-r--r--source/gameengine/Network/NG_NetworkDeviceInterface.h18
-rw-r--r--source/gameengine/Network/NG_NetworkMessage.h4
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp10
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h8
-rw-r--r--source/gameengine/Physics/common/PHY_IController.h8
-rw-r--r--source/gameengine/Physics/common/PHY_IGraphicController.h10
-rw-r--r--source/gameengine/Physics/common/PHY_IMotionState.h6
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsController.h14
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.cpp7
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h7
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.h4
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h5
-rw-r--r--source/gameengine/SceneGraph/SG_ParentRelation.h4
-rw-r--r--source/gameengine/VideoTexture/VideoFFmpeg.cpp2
27 files changed, 137 insertions, 144 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
index 719041e8d41..6ab1d032bf2 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
@@ -154,11 +154,11 @@ SetViewPort(
int x1, int y1,
int x2, int y2
) {
- /* x1 and y1 are the min pixel coordinate (e.g. 0)
- x2 and y2 are the max pixel coordinate
- the width,height is calculated including both pixels
- therefore: max - min + 1
- */
+ /* x1 and y1 are the min pixel coordinate (e.g. 0)
+ * x2 and y2 are the max pixel coordinate
+ * the width,height is calculated including both pixels
+ * therefore: max - min + 1
+ */
int vp_width = (x2 - x1) + 1;
int vp_height = (y2 - y1) + 1;
int minx = m_frame_rect.GetLeft();
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
index 4117c13aede..430f956bc7f 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
@@ -58,8 +58,9 @@ struct wmWindow;
class KX_BlenderCanvas : public RAS_ICanvas
{
private:
- /** Rect that defines the area used for rendering,
- relative to the context */
+ /**
+ * Rect that defines the area used for rendering,
+ * relative to the context */
RAS_Rect m_displayarea;
int m_viewport[4];
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp b/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
index 19ba46ed6d7..5917ce40440 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
@@ -49,8 +49,8 @@ KX_BlenderKeyboardDevice::~KX_BlenderKeyboardDevice()
}
/**
- IsPressed gives boolean information about keyboard status, true if pressed, false if not
-*/
+ * IsPressed gives boolean information about keyboard status, true if pressed, false if not
+ */
bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
@@ -64,11 +64,11 @@ bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputco
return m_eventStatusTables[m_currentTable][inputcode];
}
*/
-/**
- NextFrame toggles currentTable with previousTable,
- and copy relevant event information from previous to current
- (pressed keys need to be remembered)
-*/
+/**
+ * NextFrame toggles currentTable with previousTable,
+ * and copy relevant event information from previous to current
+ * (pressed keys need to be remembered)
+ */
void KX_BlenderKeyboardDevice::NextFrame()
{
SCA_IInputDevice::NextFrame();
@@ -87,13 +87,11 @@ void KX_BlenderKeyboardDevice::NextFrame()
}
}
-/**
- ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
- extra event information is stored, like ramp-mode (just released/pressed)
+/**
+ * ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
+ * extra event information is stored, like ramp-mode (just released/pressed)
*/
-
-
-bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode,short val)
+bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode, short val)
{
bool result = false;
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp b/source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp
index 8d90eacd27f..0cdc10264a5 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp
@@ -46,8 +46,8 @@ KX_BlenderMouseDevice::~KX_BlenderMouseDevice()
}
/**
- IsPressed gives boolean information about mouse status, true if pressed, false if not
-*/
+ * IsPressed gives boolean information about mouse status, true if pressed, false if not
+ */
bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
@@ -62,11 +62,11 @@ bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
}
*/
-/**
- NextFrame toggles currentTable with previousTable,
- and copy relevant event information from previous to current
- (pressed keys need to be remembered)
-*/
+/**
+ * NextFrame toggles currentTable with previousTable,
+ * and copy relevant event information from previous to current
+ * (pressed keys need to be remembered)
+ */
void KX_BlenderMouseDevice::NextFrame()
{
SCA_IInputDevice::NextFrame();
@@ -104,13 +104,11 @@ void KX_BlenderMouseDevice::NextFrame()
}
-/**
- ConvertBlenderEvent translates blender mouse events into ketsji kbd events
- extra event information is stored, like ramp-mode (just released/pressed)
-*/
-
-
-bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode,short val)
+/**
+ * ConvertBlenderEvent translates blender mouse events into ketsji kbd events
+ * extra event information is stored, like ramp-mode (just released/pressed)
+ */
+bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode, short val)
{
bool result = false;
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index ae902e23d65..8b81abf1728 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -933,7 +933,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace
if (ma) {
alpha_blend = ma->game.alpha_blend;
/* Commented out for now. If we ever get rid of
- * "Texture Face/Singletexture" we can then think about it */
+ * "Texture Face/Singletexture" we can then think about it */
/* Texture Face mode ignores texture but requires "Face Textures to be True "*/
#if 0
diff --git a/source/gameengine/Expressions/EmptyValue.cpp b/source/gameengine/Expressions/EmptyValue.cpp
index 2bb8f69ac51..8170c588a28 100644
--- a/source/gameengine/Expressions/EmptyValue.cpp
+++ b/source/gameengine/Expressions/EmptyValue.cpp
@@ -30,9 +30,9 @@
CEmptyValue::CEmptyValue()
/*
-pre:
-effect: constructs a new CEmptyValue
-*/
+ * pre:
+ * effect: constructs a new CEmptyValue
+ */
{
SetModified(false);
}
@@ -41,9 +41,9 @@ effect: constructs a new CEmptyValue
CEmptyValue::~CEmptyValue()
/*
-pre:
-effect: deletes the object
-*/
+ * pre:
+ * effect: deletes the object
+ */
{
}
@@ -52,10 +52,10 @@ effect: deletes the object
CValue * CEmptyValue::Calc(VALUE_OPERATOR op, CValue * val)
/*
-pre:
-ret: a new object containing the result of applying operator op to this
-object and val
-*/
+ * pre:
+ * ret: a new object containing the result of applying operator op to this
+ * object and val
+ */
{
return val->CalcFinal(VALUE_EMPTY_TYPE, op, this);
@@ -65,10 +65,10 @@ object and val
CValue * CEmptyValue::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue * val)
/*
-pre: the type of val is dtype
-ret: a new object containing the result of applying operator op to val and
-this object
-*/
+ * pre: the type of val is dtype
+ * ret: a new object containing the result of applying operator op to val and
+ * this object
+ */
{
return val->AddRef();
}
diff --git a/source/gameengine/Expressions/PyObjectPlus.cpp b/source/gameengine/Expressions/PyObjectPlus.cpp
index 4e910a885eb..52ad95c71b6 100644
--- a/source/gameengine/Expressions/PyObjectPlus.cpp
+++ b/source/gameengine/Expressions/PyObjectPlus.cpp
@@ -43,7 +43,7 @@
* Center for the Neural Basis of Cognition (CNBC)
* http://www.python.org/doc/PyCPP.html
*
-------------------------------*/
+ * ----------------------------- */
#include <stdlib.h>
#include <stddef.h>
@@ -103,7 +103,7 @@ void PyObjectPlus::InvalidateProxy() // check typename of each parent
/*------------------------------
* PyObjectPlus Type -- Every class, even the abstract one should have a Type
-------------------------------*/
+ * ----------------------------- */
PyTypeObject PyObjectPlus::Type = {
@@ -217,8 +217,8 @@ PyObject *PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObject
}
/**
- * \param self A PyObjectPlus_Proxy
- */
+ * \param self A PyObjectPlus_Proxy
+ */
void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper
{
#ifdef USE_WEAKREFS
diff --git a/source/gameengine/GameLogic/SCA_IInputDevice.h b/source/gameengine/GameLogic/SCA_IInputDevice.h
index 1a403f40955..ceb9c1e1d4f 100644
--- a/source/gameengine/GameLogic/SCA_IInputDevice.h
+++ b/source/gameengine/GameLogic/SCA_IInputDevice.h
@@ -269,7 +269,7 @@ public:
KX_MAX_KEYS
- } ; // enum
+ }; // enum
protected:
@@ -301,17 +301,18 @@ public:
virtual void HookEscape();
- /* Next frame: we calculate the new key states. This goes as follows:
- *
- * KX_NO_INPUTSTATUS -> KX_NO_INPUTSTATUS
- * KX_JUSTACTIVATED -> KX_ACTIVE
- * KX_ACTIVE -> KX_ACTIVE
- * KX_JUSTRELEASED -> KX_NO_INPUTSTATUS
- *
- * Getting new events provides the
- * KX_NO_INPUTSTATUS->KX_JUSTACTIVATED and
- * KX_ACTIVE->KX_JUSTRELEASED transitions.
- */
+ /**
+ * Next frame: we calculate the new key states. This goes as follows:
+ *
+ * KX_NO_INPUTSTATUS -> KX_NO_INPUTSTATUS
+ * KX_JUSTACTIVATED -> KX_ACTIVE
+ * KX_ACTIVE -> KX_ACTIVE
+ * KX_JUSTRELEASED -> KX_NO_INPUTSTATUS
+ *
+ * Getting new events provides the
+ * KX_NO_INPUTSTATUS->KX_JUSTACTIVATED and
+ * KX_ACTIVE->KX_JUSTRELEASED transitions.
+ */
virtual void NextFrame();
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h
index 690930196b3..4d8c20065b5 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.h
+++ b/source/gameengine/GameLogic/SCA_LogicManager.h
@@ -52,7 +52,7 @@ using namespace std;
typedef std::list<class SCA_IController*> controllerlist;
typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
-/**
+/**
* This manager handles sensor, controllers and actuators.
* logic executes each frame the following way:
* find triggering sensors
@@ -63,7 +63,7 @@ typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
* clear triggering sensors
* clear triggered controllers
* (actuators may be active during a longer timeframe)
-*/
+ */
#include "SCA_ILogicBrick.h"
#include "SCA_IActuator.h"
@@ -117,8 +117,8 @@ public:
void RemoveGameObject(const STR_String& gameobjname);
/**
- * remove Logic Bricks from the running logicmanager
- */
+ * remove Logic Bricks from the running logicmanager
+ */
void RemoveSensor(SCA_ISensor* sensor);
void RemoveController(SCA_IController* controller);
void RemoveActuator(SCA_IActuator* actuator);
diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.cpp b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
index 5568072abcf..db6b4a63423 100644
--- a/source/gameengine/GameLogic/SCA_RandomActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
@@ -178,23 +178,15 @@ bool SCA_RandomActuator::Update()
case KX_RANDOMACT_FLOAT_NORMAL: {
/* normal (big numbers): para1 = mean, para2 = std dev */
- /*
-
- 070301 - nzc - Changed the termination condition. I think I
- made a small mistake here, but it only affects distro's where
- the seed equals 0. In that case, the algorithm locks. Let's
- just guard that case separately.
-
- */
+ /* 070301 - nzc: Changed the termination condition. I think I
+ * made a small mistake here, but it only affects distro's where
+ * the seed equals 0. In that case, the algorithm locks. Let's
+ * just guard that case separately.
+ */
float x = 0.0, y = 0.0, s = 0.0, t = 0.0;
if (m_base->GetSeed() == 0) {
- /*
-
- 070301 - nzc
- Just taking the mean here seems reasonable.
-
- */
+ /* 070301 - nzc: Just taking the mean here seems reasonable. */
tmpval = new CFloatValue(m_parameter1);
}
else {
diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
index 26e9bcbf65d..5082fca2032 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
@@ -258,10 +258,10 @@ static void usage(const char* program, bool isBlenderPlayer)
static void get_filename(int argc, char **argv, char *filename)
{
#ifdef __APPLE__
-/* On Mac we park the game file (called game.blend) in the application bundle.
-* The executable is located in the bundle as well.
-* Therefore, we can locate the game relative to the executable.
- */
+ /* On Mac we park the game file (called game.blend) in the application bundle.
+ * The executable is located in the bundle as well.
+ * Therefore, we can locate the game relative to the executable.
+ */
int srclen = ::strlen(argv[0]);
int len = 0;
char *gamefile = NULL;
@@ -471,7 +471,7 @@ int main(int argc, char** argv)
break;
case SCREEN_SAVER_MODE_PASSWORD:
/* This is W95 only, which we currently do not support.
- Fall-back to normal screen saver behavior in that case... */
+ * Fall-back to normal screen saver behavior in that case... */
case SCREEN_SAVER_MODE_SAVER:
fullScreen = true;
fullScreenParFound = true;
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index e71af674a79..253b5e26ebe 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -501,8 +501,8 @@ public:
void SetUserCollisionGroup(short filter);
void SetUserCollisionMask(short mask);
/**
- * Extra broadphase check for user controllable collisions
- */
+ * Extra broadphase check for user controllable collisions
+ */
bool CheckCollision(KX_GameObject *other);
/**
diff --git a/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h b/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h
index 7581486c80a..8bbb1e91e35 100644
--- a/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h
+++ b/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h
@@ -45,8 +45,8 @@ public:
virtual ~NG_LoopBackNetworkDeviceInterface();
/**
- * Clear message buffer
- */
+ * Clear message buffer
+ */
virtual void NextFrame();
bool Connect(char *address, unsigned int port, char *password,
diff --git a/source/gameengine/Network/NG_NetworkDeviceInterface.h b/source/gameengine/Network/NG_NetworkDeviceInterface.h
index 6da478ecda5..7fcf799db31 100644
--- a/source/gameengine/Network/NG_NetworkDeviceInterface.h
+++ b/source/gameengine/Network/NG_NetworkDeviceInterface.h
@@ -49,16 +49,16 @@ public:
virtual void NextFrame()=0;
/**
- * Mark network connection online
- */
+ * Mark network connection online
+ */
void Online(void) { m_online = true; }
/**
- * Mark network connection offline
- */
+ * Mark network connection offline
+ */
void Offline(void) { m_online = false; }
/**
- * Is the network connection established ?
- */
+ * Is the network connection established ?
+ */
bool IsOnline(void) { return m_online; }
virtual bool Connect(char *address, unsigned int port, char *password,
@@ -67,9 +67,9 @@ public:
virtual void SendNetworkMessage(NG_NetworkMessage* msg)=0;
/**
- * read NG_NetworkMessage from library buffer, may be
- * irrelevant for loopbackdevices
- */
+ * read NG_NetworkMessage from library buffer, may be
+ * irrelevant for loopbackdevices
+ */
virtual std::vector<NG_NetworkMessage*> RetrieveNetworkMessages()=0;
diff --git a/source/gameengine/Network/NG_NetworkMessage.h b/source/gameengine/Network/NG_NetworkMessage.h
index 5185849f8d7..6ed266557fc 100644
--- a/source/gameengine/Network/NG_NetworkMessage.h
+++ b/source/gameengine/Network/NG_NetworkMessage.h
@@ -123,8 +123,8 @@ public:
}
/**
- * get the unique Network Message ID
- */
+ * get the unique Network Message ID
+ */
int GetMessageID() {
return m_uniqueMessageID;
}
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 0bf11fd2f9d..01c56b43f4f 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -675,9 +675,9 @@ CcdPhysicsController::~CcdPhysicsController()
}
- /**
- SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
- */
+/**
+ * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
+ */
bool CcdPhysicsController::SynchronizeMotionStates(float time)
{
//sync non-static to motionstate, and static from motionstate (todo: add kinematic etc.)
@@ -760,8 +760,8 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
}
/**
- WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
- */
+ * WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
+ */
void CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
{
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index d06403a55a2..b271b9c424f 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -503,12 +503,12 @@ protected:
/**
- SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
- */
+ * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
+ */
virtual bool SynchronizeMotionStates(float time);
/**
- WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
- */
+ * WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
+ */
virtual void WriteMotionStateToDynamics(bool nondynaonly);
virtual void WriteDynamicsToMotionState();
diff --git a/source/gameengine/Physics/common/PHY_IController.h b/source/gameengine/Physics/common/PHY_IController.h
index 003c4edf598..77864b740bd 100644
--- a/source/gameengine/Physics/common/PHY_IController.h
+++ b/source/gameengine/Physics/common/PHY_IController.h
@@ -41,10 +41,10 @@ class PHY_IPhysicsEnvironment;
#endif
/**
- PHY_IController is the abstract simplified Interface to objects
- controlled by the physics engine. This includes the physics objects
- and the graphics object for view frustrum and occlusion culling.
-*/
+ * PHY_IController is the abstract simplified Interface to objects
+ * controlled by the physics engine. This includes the physics objects
+ * and the graphics object for view frustrum and occlusion culling.
+ */
class PHY_IController
{
public:
diff --git a/source/gameengine/Physics/common/PHY_IGraphicController.h b/source/gameengine/Physics/common/PHY_IGraphicController.h
index cb13eda4f18..fb36481ddbc 100644
--- a/source/gameengine/Physics/common/PHY_IGraphicController.h
+++ b/source/gameengine/Physics/common/PHY_IGraphicController.h
@@ -36,16 +36,16 @@
/**
- PHY_IPhysicsController is the abstract simplified Interface to a physical object.
- It contains the IMotionState and IDeformableMesh Interfaces.
-*/
+ * PHY_IPhysicsController is the abstract simplified Interface to a physical object.
+ * It contains the IMotionState and IDeformableMesh Interfaces.
+ */
class PHY_IGraphicController : public PHY_IController
{
public:
virtual ~PHY_IGraphicController();
/**
- SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
- */
+ * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
+ */
virtual bool SetGraphicTransform()=0;
virtual void Activate(bool active=true)=0;
virtual void setLocalAabb(const PHY__Vector3& aabbMin,const PHY__Vector3& aabbMax)=0;
diff --git a/source/gameengine/Physics/common/PHY_IMotionState.h b/source/gameengine/Physics/common/PHY_IMotionState.h
index ccf7cf74724..61ed87362c0 100644
--- a/source/gameengine/Physics/common/PHY_IMotionState.h
+++ b/source/gameengine/Physics/common/PHY_IMotionState.h
@@ -37,9 +37,9 @@
#endif
/**
- PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
- Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
-*/
+ * PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
+ * Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
+ */
class PHY_IMotionState
{
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h
index bc7671abe80..871edeec752 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsController.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h
@@ -38,21 +38,21 @@ class PHY_IMotionState;
class PHY_IPhysicsEnvironment;
/**
- PHY_IPhysicsController is the abstract simplified Interface to a physical object.
- It contains the IMotionState and IDeformableMesh Interfaces.
-*/
+ * PHY_IPhysicsController is the abstract simplified Interface to a physical object.
+ * It contains the IMotionState and IDeformableMesh Interfaces.
+ */
class PHY_IPhysicsController : public PHY_IController
{
public:
virtual ~PHY_IPhysicsController();
/**
- SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
- */
+ * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
+ */
virtual bool SynchronizeMotionStates(float time)=0;
/**
- WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
- */
+ * WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
+ */
virtual void WriteMotionStateToDynamics(bool nondynaonly)=0;
virtual void WriteDynamicsToMotionState()=0;
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.cpp b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.cpp
index 142318cc7c2..110ffc705fe 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.cpp
@@ -33,9 +33,10 @@
#include "PHY_IPhysicsEnvironment.h"
/**
-* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
-* A derived class may be able to 'construct' entities by loading and/or converting
-*/
+ * Physics Environment takes care of stepping the simulation and is a container for physics entities
+ * (rigidbodies,constraints, materials etc.)
+ * A derived class may be able to 'construct' entities by loading and/or converting
+ */
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index bfbe570ad0c..6a76745c7ca 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -96,9 +96,10 @@ public:
};
/**
-* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
-* A derived class may be able to 'construct' entities by loading and/or converting
-*/
+ * Physics Environment takes care of stepping the simulation and is a container for physics entities
+ * (rigidbodies,constraints, materials etc.)
+ * A derived class may be able to 'construct' entities by loading and/or converting
+ */
class PHY_IPhysicsEnvironment
{
public:
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
index b267879611e..7aeeb364b47 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
@@ -177,8 +177,8 @@ public:
virtual void Replace_IScene(SCA_IScene *val) {} /* overridden by KX_BlenderMaterial */
/**
- * \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
- */
+ * \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode).
+ */
int ConvertFaceMode(struct GameSettings *game, bool image) const;
/*
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 5ff2709747d..64c07358d95 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -117,8 +117,9 @@ protected:
/** Stores the caching information for the last material activated. */
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
- /** Making use of a Strategy desing pattern for storage behavior.
- Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
+ /**
+ * Making use of a Strategy desing pattern for storage behavior.
+ * Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
int m_storage_type;
RAS_IStorage* m_storage;
RAS_IStorage* m_failsafe_storage; //So derived mesh can use immediate mode
diff --git a/source/gameengine/SceneGraph/SG_ParentRelation.h b/source/gameengine/SceneGraph/SG_ParentRelation.h
index 6e314996456..ce45b42c148 100644
--- a/source/gameengine/SceneGraph/SG_ParentRelation.h
+++ b/source/gameengine/SceneGraph/SG_ParentRelation.h
@@ -29,7 +29,7 @@
/** \file SG_ParentRelation.h
* \ingroup bgesg
* \page SG_ParentRelationPage SG_ParentRelation
-
+ *
* \section SG_ParentRelationSection SG_ParentRelation
*
* This is an abstract interface class to the Scene Graph library.
@@ -48,7 +48,7 @@
* should not be value types and should be allocated on the heap.
*
*/
-
+
#ifndef __SG_PARENTRELATION_H__
#define __SG_PARENTRELATION_H__
diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.cpp b/source/gameengine/VideoTexture/VideoFFmpeg.cpp
index 10eef9e0cf2..93a1d09869b 100644
--- a/source/gameengine/VideoTexture/VideoFFmpeg.cpp
+++ b/source/gameengine/VideoTexture/VideoFFmpeg.cpp
@@ -1022,7 +1022,7 @@ AVFrame *VideoFFmpeg::grabFrame(long position)
AVFrame * input = m_frame;
/* This means the data wasnt read properly,
- this check stops crashing */
+ * this check stops crashing */
if ( input->data[0]==0 && input->data[1]==0
&& input->data[2]==0 && input->data[3]==0)
{