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-rw-r--r--source/blender/blenkernel/intern/node.c6
-rw-r--r--source/blender/collada/ArmatureImporter.h2
-rw-r--r--source/blender/editors/animation/keyframing.c6
-rw-r--r--source/blender/editors/space_node/drawnode.c4
-rw-r--r--source/blender/imbuf/intern/colormanagement.c2
-rw-r--r--source/blender/modifiers/intern/MOD_skin.c8
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c2
-rw-r--r--source/blender/quicktime/apple/qtkit_export.m24
-rw-r--r--source/blender/windowmanager/intern/wm_event_system.c6
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_RandomActuator.cpp63
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp26
-rw-r--r--source/gameengine/Ketsji/KX_Camera.h2
-rw-r--r--source/gameengine/Ketsji/KX_IPOTransform.h4
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.h12
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp4
17 files changed, 93 insertions, 94 deletions
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 3112e8dc13d..8738251fa78 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -1580,11 +1580,11 @@ int BKE_node_clipboard_validate(void)
/* lists must be aligned */
BLI_assert(BLI_countlist(&node_clipboard.nodes) ==
- BLI_countlist(&node_clipboard.nodes_extra_info));
+ BLI_countlist(&node_clipboard.nodes_extra_info));
for (node = node_clipboard.nodes.first, node_info = node_clipboard.nodes_extra_info.first;
- node;
- node = node->next, node_info = node_info->next)
+ node;
+ node = node->next, node_info = node_info->next)
{
/* validate the node against the stored node info */
diff --git a/source/blender/collada/ArmatureImporter.h b/source/blender/collada/ArmatureImporter.h
index eead45353af..a6b37287479 100644
--- a/source/blender/collada/ArmatureImporter.h
+++ b/source/blender/collada/ArmatureImporter.h
@@ -104,7 +104,7 @@ private:
#endif
void create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
- float parent_mat[][4], bArmature *arm);
+ float parent_mat[][4], bArmature *arm);
void create_unskinned_bone(COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[][4], Object * ob_arm);
diff --git a/source/blender/editors/animation/keyframing.c b/source/blender/editors/animation/keyframing.c
index 4f16c1a6622..8ba330e7c3c 100644
--- a/source/blender/editors/animation/keyframing.c
+++ b/source/blender/editors/animation/keyframing.c
@@ -479,10 +479,10 @@ static short new_key_needed(FCurve *fcu, float cFrame, float nValue)
/* Frame in which to add a new-keyframe occurs after all other keys
* -> If there are at least two existing keyframes, then if the values of the
- * last two keyframes and the new-keyframe match, the last existing keyframe
- * gets deleted as it is no longer required.
+ * last two keyframes and the new-keyframe match, the last existing keyframe
+ * gets deleted as it is no longer required.
* -> Otherwise, a keyframe is just added. 1.0 is added so that fake-2nd-to-last
- * keyframe is not equal to last keyframe.
+ * keyframe is not equal to last keyframe.
*/
bezt = (fcu->bezt + (fcu->totvert - 1));
valA = bezt->vec[1][1];
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 711944809fd..420f0f1c413 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -1388,7 +1388,7 @@ static void node_shader_buts_glossy(uiLayout *layout, bContext *UNUSED(C), Point
static void node_shader_set_butfunc(bNodeType *ntype)
{
switch (ntype->type) {
- /* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
+ /* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
case SH_NODE_MATERIAL:
case SH_NODE_MATERIAL_EXT:
@@ -2639,7 +2639,7 @@ static void node_composit_buts_trackpos(uiLayout *layout, bContext *C, PointerRN
static void node_composit_set_butfunc(bNodeType *ntype)
{
switch (ntype->type) {
- /* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
+ /* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
case CMP_NODE_IMAGE:
ntype->uifunc = node_composit_buts_image;
diff --git a/source/blender/imbuf/intern/colormanagement.c b/source/blender/imbuf/intern/colormanagement.c
index ff474d85a8c..6581987aed7 100644
--- a/source/blender/imbuf/intern/colormanagement.c
+++ b/source/blender/imbuf/intern/colormanagement.c
@@ -1225,7 +1225,7 @@ static void *display_buffer_apply_get_linear_buffer(DisplayBufferThread *handle)
/* first convert byte buffer to float, keep in image space */
for (i = 0, fp = linear_buffer, cp = byte_buffer;
i < channels * width * height;
- i++, fp++, cp++)
+ i++, fp++, cp++)
{
*fp = (float)(*cp) / 255.0f;
}
diff --git a/source/blender/modifiers/intern/MOD_skin.c b/source/blender/modifiers/intern/MOD_skin.c
index 5cc38ff0489..8a4d70da6e8 100644
--- a/source/blender/modifiers/intern/MOD_skin.c
+++ b/source/blender/modifiers/intern/MOD_skin.c
@@ -697,11 +697,11 @@ static void build_emats_stack(BLI_Stack *stack, int *visited_e, EMat *emat,
}
static EMat *build_edge_mats(const MVertSkin *vs,
- const MVert *mvert,
- int totvert,
+ const MVert *mvert,
+ int totvert,
const MEdge *medge,
- const MeshElemMap *emap,
- int totedge)
+ const MeshElemMap *emap,
+ int totedge)
{
BLI_Stack *stack;
EMat *emat;
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
index 30bfe1704ae..abe8e0190c8 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -83,7 +83,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, GPUNod
}
}
- return ret;
+ return ret;
}
/* node type definition */
diff --git a/source/blender/quicktime/apple/qtkit_export.m b/source/blender/quicktime/apple/qtkit_export.m
index bf37faa07ff..e0858cd5ec2 100644
--- a/source/blender/quicktime/apple/qtkit_export.m
+++ b/source/blender/quicktime/apple/qtkit_export.m
@@ -561,19 +561,21 @@ int start_qt(struct Scene *scene, struct RenderData *rd, int rectx, int recty, R
/* specifying the codec attributes : try to retrieve them from render data first*/
if (rd->qtcodecsettings.codecType) {
- qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:
- stringWithCodecType(rd->qtcodecsettings.codecType),
- QTAddImageCodecType,
- [NSNumber numberWithLong:((rd->qtcodecsettings.codecSpatialQuality)*codecLosslessQuality)/100],
- QTAddImageCodecQuality,
- nil];
+ qtexport->frameAttributes = [
+ NSDictionary dictionaryWithObjectsAndKeys:
+ stringWithCodecType(rd->qtcodecsettings.codecType),
+ QTAddImageCodecType,
+ [NSNumber numberWithLong:((rd->qtcodecsettings.codecSpatialQuality)*codecLosslessQuality)/100],
+ QTAddImageCodecQuality,
+ nil];
}
else {
- qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
- QTAddImageCodecType,
- [NSNumber numberWithLong:codecHighQuality],
- QTAddImageCodecQuality,
- nil];
+ qtexport->frameAttributes = [
+ NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
+ QTAddImageCodecType,
+ [NSNumber numberWithLong:codecHighQuality],
+ QTAddImageCodecQuality,
+ nil];
}
[qtexport->frameAttributes retain];
diff --git a/source/blender/windowmanager/intern/wm_event_system.c b/source/blender/windowmanager/intern/wm_event_system.c
index 9e072c4b03a..b55fbea5a88 100644
--- a/source/blender/windowmanager/intern/wm_event_system.c
+++ b/source/blender/windowmanager/intern/wm_event_system.c
@@ -1881,14 +1881,14 @@ static int wm_handlers_do(bContext *C, wmEvent *event, ListBase *handlers)
{
int action = wm_handlers_do_intern(C, event, handlers);
- if (!ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE) && !ISTIMER(event->type)) {
-
+ if (!ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE) && !ISTIMER(event->type)) {
+
/* test for CLICK events */
if (wm_action_not_handled(action)) {
wmWindow *win = CTX_wm_window(C);
/* eventstate stores if previous event was a KM_PRESS, in case that
- wasn't handled, the KM_RELEASE will become a KM_CLICK */
+ * wasn't handled, the KM_RELEASE will become a KM_CLICK */
if (win && event->val == KM_PRESS) {
win->eventstate->check_click = TRUE;
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index d3d3256312e..538f9e2c833 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -632,9 +632,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
uniqueval->Release();
/* Conversion succeeded, so we can set the generic props here. */
- gamesensor->SetPulseMode(pos_pulsemode,
- neg_pulsemode,
- frequency);
+ gamesensor->SetPulseMode(pos_pulsemode,
+ neg_pulsemode,
+ frequency);
gamesensor->SetInvert(invert);
gamesensor->SetLevel(level);
gamesensor->SetTap(tap);
diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.cpp b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
index 9a54c76ed4e..2d51a45fe55 100644
--- a/source/gameengine/GameLogic/SCA_RandomActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
@@ -48,13 +48,13 @@
/* ------------------------------------------------------------------------- */
SCA_RandomActuator::SCA_RandomActuator(SCA_IObject *gameobj,
- long seed,
- SCA_RandomActuator::KX_RANDOMACT_MODE mode,
- float para1,
- float para2,
- const STR_String &propName)
- : SCA_IActuator(gameobj, KX_ACT_RANDOM),
- m_propname(propName),
+ long seed,
+ SCA_RandomActuator::KX_RANDOMACT_MODE mode,
+ float para1,
+ float para2,
+ const STR_String &propName)
+ : SCA_IActuator(gameobj, KX_ACT_RANDOM),
+ m_propname(propName),
m_parameter1(para1),
m_parameter2(para2),
m_distribution(mode)
@@ -196,33 +196,30 @@ bool SCA_RandomActuator::Update()
*/
tmpval = new CFloatValue(m_parameter1);
- } else {
- /*
-
- 070301 - nzc
- Now, with seed != 0, we will most assuredly get some
- sensible values. The termination condition states two
- things:
- 1. s >= 0 is not allowed: to prevent the distro from
- getting a bias towards high values. This is a small
- correction, really, and might also be left out.
- 2. s == 0 is not allowed: to prevent a division by zero
- when renormalising the drawn value to the desired
- distribution shape. As a side effect, the distro will
- never yield the exact mean.
- I am not sure whether this is consistent, since the error
- cause by #2 is of the same magnitude as the one
- prevented by #1. The error introduced into the SD will be
- improved, though. By how much? Hard to say... If you like
- the maths, feel free to analyse. Be aware that this is
- one of the really old standard algorithms. I think the
- original came in Fortran, was translated to Pascal, and
- then someone came up with the C code. My guess it that
- this will be quite sufficient here.
-
+ }
+ else {
+ /* 070301 - nzc
+ * Now, with seed != 0, we will most assuredly get some
+ * sensible values. The termination condition states two
+ * things:
+ * 1. s >= 0 is not allowed: to prevent the distro from
+ * getting a bias towards high values. This is a small
+ * correction, really, and might also be left out.
+ * 2. s == 0 is not allowed: to prevent a division by zero
+ * when renormalising the drawn value to the desired
+ * distribution shape. As a side effect, the distro will
+ * never yield the exact mean.
+ * I am not sure whether this is consistent, since the error
+ * cause by #2 is of the same magnitude as the one
+ * prevented by #1. The error introduced into the SD will be
+ * improved, though. By how much? Hard to say... If you like
+ * the maths, feel free to analyse. Be aware that this is
+ * one of the really old standard algorithms. I think the
+ * original came in Fortran, was translated to Pascal, and
+ * then someone came up with the C code. My guess it that
+ * this will be quite sufficient here.
*/
- do
- {
+ do {
x = 2.0 * m_base->DrawFloat() - 1.0;
y = 2.0 * m_base->DrawFloat() - 1.0;
s = x*x + y*y;
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index da6fd822a6b..2154beeb205 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -165,11 +165,11 @@ void KX_BlenderMaterial::InitTextures()
continue;
}
if (!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
- spit("unable to initialize image("<<i<<") in "<<
- mMaterial->matname<< ", image will not be available");
- }
- // If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
- // However, if we're using a custom shader, then we still need to load the textures ourselves.
+ spit("unable to initialize image("<<i<<") in "<<
+ mMaterial->matname<< ", image will not be available");
+ }
+ /* If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
+ * However, if we're using a custom shader, then we still need to load the textures ourselves. */
else if (!mMaterial->glslmat || mShader) {
if ( mMaterial->img[i] ) {
if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 3cc51361788..39b0a24865e 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -38,19 +38,19 @@
#include "KX_Python.h"
#include "KX_PyMath.h"
KX_Camera::KX_Camera(void* sgReplicationInfo,
- SG_Callbacks callbacks,
- const RAS_CameraData& camdata,
- bool frustum_culling,
- bool delete_node)
- :
- KX_GameObject(sgReplicationInfo,callbacks),
- m_camdata(camdata),
- m_dirty(true),
- m_normalized(false),
- m_frustum_culling(frustum_culling),
- m_set_projection_matrix(false),
- m_set_frustum_center(false),
- m_delete_node(delete_node)
+ SG_Callbacks callbacks,
+ const RAS_CameraData& camdata,
+ bool frustum_culling,
+ bool delete_node)
+ :
+ KX_GameObject(sgReplicationInfo,callbacks),
+ m_camdata(camdata),
+ m_dirty(true),
+ m_normalized(false),
+ m_frustum_culling(frustum_culling),
+ m_set_projection_matrix(false),
+ m_set_frustum_center(false),
+ m_delete_node(delete_node)
{
// setting a name would be nice...
m_name = "cam";
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h
index 6c1dc1edb51..f615fefc223 100644
--- a/source/gameengine/Ketsji/KX_Camera.h
+++ b/source/gameengine/Ketsji/KX_Camera.h
@@ -120,7 +120,7 @@ protected:
/**
* whether the camera should delete the node itself (only for shadow camera)
*/
- bool m_delete_node;
+ bool m_delete_node;
/**
* Extracts the camera clip frames from the projection and world-to-camera matrices.
diff --git a/source/gameengine/Ketsji/KX_IPOTransform.h b/source/gameengine/Ketsji/KX_IPOTransform.h
index 43019f3e54a..a68292bf9df 100644
--- a/source/gameengine/Ketsji/KX_IPOTransform.h
+++ b/source/gameengine/Ketsji/KX_IPOTransform.h
@@ -48,8 +48,8 @@ public:
MT_Transform GetTransform() const {
return MT_Transform(m_position + m_deltaPosition,
- MT_Matrix3x3(m_eulerAngles + m_deltaEulerAngles,
- m_scaling + m_deltaScaling));
+ MT_Matrix3x3(m_eulerAngles + m_deltaEulerAngles,
+ m_scaling + m_deltaScaling));
}
MT_Point3& GetPosition() { return m_position; }
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
index a8376dcb4fb..1f7809831e7 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
@@ -151,27 +151,27 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
/**
* (in game world coordinates) the place where the object was hit.
*/
- MT_Point3 m_hitPosition;
+ MT_Point3 m_hitPosition;
/**
* (in game world coordinates) the position to which to shoot the ray.
*/
- MT_Point3 m_prevTargetPoint;
+ MT_Point3 m_prevTargetPoint;
/**
* (in game world coordinates) the position from which to shoot the ray.
*/
- MT_Point3 m_prevSourcePoint;
-
+ MT_Point3 m_prevSourcePoint;
+
/**
* (in game world coordinates) the face normal of the vertex where
* the object was hit. */
- MT_Vector3 m_hitNormal;
+ MT_Vector3 m_hitNormal;
/**
* UV texture coordinate of the hit point if any, (0,0) otherwise
*/
- MT_Vector2 m_hitUV;
+ MT_Vector2 m_hitUV;
/**
* The KX scene that holds the camera. The camera position
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index 2c147528bcb..7fa5138de0b 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -180,8 +180,8 @@ void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,cons
gp_Rasterizer->DrawDebugLine(from,to,color);
}
-void KX_RasterizerDrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
- const MT_Vector3& normal, int nsector)
+void KX_RasterizerDrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
+ const MT_Vector3& normal, int nsector)
{
if (gp_Rasterizer)
gp_Rasterizer->DrawDebugCircle(center, radius, color, normal, nsector);