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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp8
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();