diff options
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index dd2e29e4288..f4c437c04ec 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -121,7 +121,7 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint) // fails to link, props are not used in the BGE yet. #if 0 - if(pchan->prop) + if (pchan->prop) pchan->prop= IDP_CopyProperty(pchan->prop); #endif pchan->prop= NULL; @@ -186,7 +186,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/) if (schan->rotmode) dchan->eul[i] = (dchan->eul[i]*dstweight) + (schan->eul[i]*srcweight); } - for(dcon= (bConstraint*)dchan->constraints.first, scon= (bConstraint*)schan->constraints.first; dcon && scon; dcon= (bConstraint*)dcon->next, scon= (bConstraint*)scon->next) { + for (dcon= (bConstraint*)dchan->constraints.first, scon= (bConstraint*)schan->constraints.first; dcon && scon; dcon= (bConstraint*)dcon->next, scon= (bConstraint*)scon->next) { /* no 'add' option for constraint blending */ dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight; } @@ -469,7 +469,7 @@ void BL_ArmatureObject::ApplyPose() // in the GE, we use ctime to store the timestep m_pose->ctime = (float)m_timestep; //m_scene->r.cfra++; - if(m_lastapplyframe != m_lastframe) { + if (m_lastapplyframe != m_lastframe) { // update the constraint if any, first put them all off so that only the active ones will be updated SG_DList::iterator<BL_ArmatureConstraint> cit(m_controlledConstraints); for (cit.begin(); !cit.end(); ++cit) { @@ -591,7 +591,7 @@ bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) ApplyPose(); pchan = get_pose_channel(m_objArma->pose, bone->name); - if(pchan) + if (pchan) matrix.setValue(&pchan->pose_mat[0][0]); RestorePose(); |