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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index a5af525e13a..d9ecfd1cbee 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -67,13 +67,13 @@ extern "C" {
#include "MT_Matrix4x4.h"
-/**
+/**
* Move here pose function for game engine so that we can mix with GE objects
* Principle is as follow:
* Use Blender structures so that BKE_pose_where_is can be used unchanged
* Copy the constraint so that they can be enabled/disabled/added/removed at runtime
* Don't copy the constraints for the pose used by the Action actuator, it does not need them.
- * Scan the constraint structures so that the KX equivalent of target objects are identified and
+ * Scan the constraint structures so that the KX equivalent of target objects are identified and
* stored in separate list.
* When it is about to evaluate the pose, set the KX object position in the obmat of the corresponding
* Blender objects and restore after the evaluation.
@@ -83,7 +83,7 @@ static void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
bPose *out;
bPoseChannel *pchan, *outpchan;
GHash *ghash;
-
+
/* the game engine copies the current armature pose and then swaps
* the object pose pointer. this makes it possible to change poses
* without affecting the original blender data. */
@@ -97,7 +97,7 @@ static void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
*dst=NULL;
return;
}
-
+
out= (bPose*)MEM_dupallocN(src);
out->chanhash = NULL;
out->agroups.first= out->agroups.last= NULL;
@@ -167,14 +167,14 @@ static void game_blend_poses(bPose *dst, bPose *src, float srcweight, short mode
} else {
dstweight = 1.0f;
}
-
+
schan= (bPoseChannel *)src->chanbase.first;
for (dchan = (bPoseChannel *)dst->chanbase.first; dchan; dchan=(bPoseChannel *)dchan->next, schan= (bPoseChannel *)schan->next) {
// always blend on all channels since we don't know which one has been set
/* quat interpolation done separate */
if (schan->rotmode == ROT_MODE_QUAT) {
float dquat[4], squat[4];
-
+
copy_qt_qt(dquat, dchan->quat);
copy_qt_qt(squat, schan->quat);
// Normalize quaternions so that interpolation/multiplication result is correct.
@@ -187,7 +187,7 @@ static void game_blend_poses(bPose *dst, bPose *src, float srcweight, short mode
mul_fac_qt_fl(squat, srcweight);
mul_qt_qtqt(dchan->quat, dquat, squat);
}
-
+
normalize_qt(dchan->quat);
}
@@ -195,7 +195,7 @@ static void game_blend_poses(bPose *dst, bPose *src, float srcweight, short mode
/* blending for loc and scale are pretty self-explanatory... */
dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight);
dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight);
-
+
/* euler-rotation interpolation done here instead... */
// FIXME: are these results decent?
if (schan->rotmode)
@@ -209,14 +209,14 @@ static void game_blend_poses(bPose *dst, bPose *src, float srcweight, short mode
dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight;
}
}
-
+
/* this pose is now in src time */
dst->ctime= src->ctime;
}
BL_ArmatureObject::BL_ArmatureObject(
- void* sgReplicationInfo,
- SG_Callbacks callbacks,
+ void* sgReplicationInfo,
+ SG_Callbacks callbacks,
Object *armature,
Scene *scene,
int vert_deform_type)
@@ -375,7 +375,7 @@ void BL_ArmatureObject::LoadChannels()
if (m_poseChannels.Empty()) {
bPoseChannel* pchan;
BL_ArmatureChannel* proxy;
-
+
m_channelNumber = 0;
for (pchan = (bPoseChannel *)m_pose->chanbase.first; pchan; pchan=(bPoseChannel *)pchan->next) {
proxy = new BL_ArmatureChannel(this, pchan);
@@ -389,7 +389,7 @@ BL_ArmatureChannel* BL_ArmatureObject::GetChannel(bPoseChannel* pchan)
{
LoadChannels();
SG_DList::iterator<BL_ArmatureChannel> cit(m_poseChannels);
- for (cit.begin(); !cit.end(); ++cit)
+ for (cit.begin(); !cit.end(); ++cit)
{
BL_ArmatureChannel* channel = *cit;
if (channel->m_posechannel == pchan)
@@ -402,7 +402,7 @@ BL_ArmatureChannel* BL_ArmatureObject::GetChannel(const char* str)
{
LoadChannels();
SG_DList::iterator<BL_ArmatureChannel> cit(m_poseChannels);
- for (cit.begin(); !cit.end(); ++cit)
+ for (cit.begin(); !cit.end(); ++cit)
{
BL_ArmatureChannel* channel = *cit;
if (!strcmp(channel->m_posechannel->name, str))
@@ -535,11 +535,11 @@ void BL_ArmatureObject::GetPose(bPose **pose)
{
/* If the caller supplies a null pose, create a new one. */
/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
-
+
if (!*pose) {
/* probably not to good of an idea to
- * duplicate everything, but it clears up
- * a crash and memory leakage when
+ * duplicate everything, but it clears up
+ * a crash and memory leakage when
* &BL_ActionActuator::m_pose is freed
*/
game_copy_pose(pose, m_pose, 0);
@@ -674,7 +674,7 @@ PyObject *BL_ArmatureObject::pyattr_get_channels(void *self_v, const KX_PYATTRIB
NULL))->NewProxy(true);
}
-KX_PYMETHODDEF_DOC_NOARGS(BL_ArmatureObject, update,
+KX_PYMETHODDEF_DOC_NOARGS(BL_ArmatureObject, update,
"update()\n"
"Make sure that the armature will be updated on next graphic frame.\n"
"This is automatically done if a KX_ArmatureActuator with mode run is active\n"