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Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.cpp')
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index 4e5852a21c1..f2c30193613 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -53,21 +53,21 @@ bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*)
size_t i;
// only apply once per frame if the mesh is actually modified
- if(m_pMeshObject->MeshModified() &&
+ if (m_pMeshObject->MeshModified() &&
m_lastDeformUpdate != m_gameobj->GetLastFrame()) {
// For each material
- for(list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial();
+ for (list<RAS_MeshMaterial>::iterator mit= m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- if(!mit->m_slots[(void*)m_gameobj])
+ if (!mit->m_slots[(void*)m_gameobj])
continue;
RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
RAS_MeshSlot::iterator it;
// for each array
- for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ for (slot->begin(it); !slot->end(it); slot->next(it)) {
// For each vertex
- for(i=it.startvertex; i<it.endvertex; i++) {
+ for (i=it.startvertex; i<it.endvertex; i++) {
RAS_TexVert& v = it.vertex[i];
v.SetXYZ(m_bmesh->mvert[v.getOrigIndex()].co);
}
@@ -126,17 +126,17 @@ void BL_MeshDeformer::RecalcNormals()
memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert);
/* add face normals to vertices. */
- for(mit = m_pMeshObject->GetFirstMaterial();
+ for (mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- if(!mit->m_slots[(void*)m_gameobj])
+ if (!mit->m_slots[(void*)m_gameobj])
continue;
RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
- for(slot->begin(it); !slot->end(it); slot->next(it)) {
+ for (slot->begin(it); !slot->end(it); slot->next(it)) {
int nvert = (int)it.array->m_type;
- for(i=0; i<it.totindex; i+=nvert) {
+ for (i=0; i<it.totindex; i+=nvert) {
RAS_TexVert& v1 = it.vertex[it.index[i]];
RAS_TexVert& v2 = it.vertex[it.index[i+1]];
RAS_TexVert& v3 = it.vertex[it.index[i+2]];
@@ -150,7 +150,7 @@ void BL_MeshDeformer::RecalcNormals()
/* compute face normal */
float fnor[3], n1[3], n2[3];
- if(nvert == 4) {
+ if (nvert == 4) {
v4 = &it.vertex[it.index[i+3]];
co4 = m_transverts[v4->getOrigIndex()];
@@ -186,17 +186,17 @@ void BL_MeshDeformer::RecalcNormals()
vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2];
vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2];
- if(v4) {
+ if (v4) {
float *vn4 = m_transnors[v4->getOrigIndex()];
vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2];
}
/* in case of flat - just assign, the vertices are split */
- if(v1.getFlag() & RAS_TexVert::FLAT) {
+ if (v1.getFlag() & RAS_TexVert::FLAT) {
v1.SetNormal(fnor);
v2.SetNormal(fnor);
v3.SetNormal(fnor);
- if(v4)
+ if (v4)
v4->SetNormal(fnor);
}
}
@@ -204,18 +204,18 @@ void BL_MeshDeformer::RecalcNormals()
}
/* assign smooth vertex normals */
- for(mit = m_pMeshObject->GetFirstMaterial();
+ for (mit = m_pMeshObject->GetFirstMaterial();
mit != m_pMeshObject->GetLastMaterial(); ++ mit) {
- if(!mit->m_slots[(void*)m_gameobj])
+ if (!mit->m_slots[(void*)m_gameobj])
continue;
RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj];
- for(slot->begin(it); !slot->end(it); slot->next(it)) {
- for(i=it.startvertex; i<it.endvertex; i++) {
+ for (slot->begin(it); !slot->end(it); slot->next(it)) {
+ for (i=it.startvertex; i<it.endvertex; i++) {
RAS_TexVert& v = it.vertex[i];
- if(!(v.getFlag() & RAS_TexVert::FLAT))
+ if (!(v.getFlag() & RAS_TexVert::FLAT))
v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized()
}
}