Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp26
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp8
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp158
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.cpp2
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp36
-rw-r--r--source/gameengine/Converter/BL_ModifierDeformer.cpp4
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp12
-rw-r--r--source/gameengine/Converter/BlenderWorldInfo.cpp2
-rw-r--r--source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp10
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp106
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp6
-rw-r--r--source/gameengine/Converter/KX_ConvertControllers.cpp6
-rw-r--r--source/gameengine/Converter/KX_ConvertProperties.cpp12
-rw-r--r--source/gameengine/Converter/KX_IpoConvert.cpp26
-rw-r--r--source/gameengine/Converter/KX_SoftBodyDeformer.cpp6
15 files changed, 210 insertions, 210 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 5d87e7fd969..61379209151 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -365,14 +365,14 @@ PyObject* BL_ActionActuator::PyGetChannel(PyObject* value)
bPoseChannel *pchan;
- if(m_userpose==NULL && m_pose==NULL) {
+ if (m_userpose==NULL && m_pose==NULL) {
BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
}
// get_pose_channel accounts for NULL pose, run on both in case one exists but
// the channel doesnt
- if( !(pchan=get_pose_channel(m_userpose, string)) &&
+ if ( !(pchan=get_pose_channel(m_userpose, string)) &&
!(pchan=get_pose_channel(m_pose, string)) )
{
PyErr_SetString(PyExc_ValueError, "channel doesnt exist");
@@ -428,11 +428,11 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
return NULL;
}
- if(PyTuple_Size(args)==2) {
+ if (PyTuple_Size(args)==2) {
if (!PyArg_ParseTuple(args,"sO:setChannel", &string, &pymat)) // matrix
return NULL;
}
- else if(PyTuple_Size(args)==4) {
+ else if (PyTuple_Size(args)==4) {
if (!PyArg_ParseTuple(args,"sOOO:setChannel", &string, &pyloc, &pysize, &pyquat)) // loc/size/quat
return NULL;
}
@@ -441,11 +441,11 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
return NULL;
}
- if(pymat) {
+ if (pymat) {
float matrix[4][4];
MT_Matrix4x4 mat;
- if(!PyMatTo(pymat, mat))
+ if (!PyMatTo(pymat, mat))
return NULL;
mat.getValue((float*)matrix);
@@ -453,14 +453,14 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
if (!m_userpose) {
- if(!m_pose)
+ if (!m_pose)
obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
game_copy_pose(&m_userpose, m_pose, 0);
}
// pchan= verify_pose_channel(m_userpose, string); // adds the channel if its not there.
pchan= get_pose_channel(m_userpose, string); // adds the channel if its not there.
- if(pchan) {
+ if (pchan) {
copy_v3_v3(pchan->loc, matrix[3]);
mat4_to_size(pchan->size, matrix);
mat4_to_quat(pchan->quat, matrix);
@@ -476,7 +476,7 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
// same as above
if (!m_userpose) {
- if(!m_pose)
+ if (!m_pose)
obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
game_copy_pose(&m_userpose, m_pose, 0);
}
@@ -484,14 +484,14 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel,
pchan= get_pose_channel(m_userpose, string); // adds the channel if its not there.
// for some reason loc.setValue(pchan->loc) fails
- if(pchan) {
+ if (pchan) {
pchan->loc[0]= loc[0]; pchan->loc[1]= loc[1]; pchan->loc[2]= loc[2];
pchan->size[0]= size[0]; pchan->size[1]= size[1]; pchan->size[2]= size[2];
pchan->quat[0]= quat[3]; pchan->quat[1]= quat[0]; pchan->quat[2]= quat[1]; pchan->quat[3]= quat[2]; /* notice xyzw -> wxyz is intentional */
}
}
- if(pchan==NULL) {
+ if (pchan==NULL) {
PyErr_SetString(PyExc_ValueError, "Channel could not be found, use the 'channelNames' attribute to get a list of valid channels");
return NULL;
}
@@ -595,9 +595,9 @@ PyObject* BL_ActionActuator::pyattr_get_channel_names(void *self_v, const KX_PYA
bPose *pose= ((BL_ArmatureObject*)self->GetParent())->GetOrigPose();
- if(pose) {
+ if (pose) {
bPoseChannel *pchan;
- for(pchan= (bPoseChannel *)pose->chanbase.first; pchan; pchan= (bPoseChannel *)pchan->next) {
+ for (pchan= (bPoseChannel *)pose->chanbase.first; pchan; pchan= (bPoseChannel *)pchan->next) {
item= PyUnicode_FromString(pchan->name);
PyList_Append(ret, item);
Py_DECREF(item);
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();
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 33cbbe3ee86..1805214c6a2 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -414,7 +414,7 @@ static void SetDefaultLightMode(Scene* scene)
Scene *sce_iter;
Base *base;
- for(SETLOOPER(scene, sce_iter, base))
+ for (SETLOOPER(scene, sce_iter, base))
{
if (base->object->type == OB_LAMP)
{
@@ -440,7 +440,7 @@ static void GetRGB(short type,
{
case 0: // vertex colors
{
- if(mmcol) {
+ if (mmcol) {
c0 = KX_Mcol2uint_new(mmcol[0]);
c1 = KX_Mcol2uint_new(mmcol[1]);
c2 = KX_Mcol2uint_new(mmcol[2]);
@@ -511,7 +511,7 @@ bool ConvertMaterial(
bool validface = (tface!=0);
short type = 0;
- if( validmat )
+ if ( validmat )
type = 1; // material color
material->IdMode = DEFAULT_BLENDER;
@@ -519,10 +519,10 @@ bool ConvertMaterial(
material->materialindex = mface->mat_nr;
// --------------------------------
- if(validmat) {
+ if (validmat) {
// use vertex colors by explicitly setting
- if(mat->mode &MA_VERTEXCOLP || glslmat)
+ if (mat->mode &MA_VERTEXCOLP || glslmat)
type = 0;
// use lighting?
@@ -539,21 +539,21 @@ bool ConvertMaterial(
* it is set in the buttons
* In GLSL is not working yet :/ 3.2011 */
bool facetex = false;
- if(validface && mat->mode &MA_FACETEXTURE)
+ if (validface && mat->mode &MA_FACETEXTURE)
facetex = true;
numchan = numchan>MAXTEX?MAXTEX:numchan;
if (facetex && numchan == 0) numchan = 1;
// foreach MTex
- for(int i=0; i<numchan; i++) {
+ for (int i=0; i<numchan; i++) {
// use face tex
- if(i==0 && facetex ) {
+ if (i==0 && facetex ) {
facetex = false;
Image*tmp = (Image*)(tface->tpage);
- if(tmp) {
+ if (tmp) {
material->img[i] = tmp;
material->texname[i] = material->img[i]->id.name;
material->flag[i] |= MIPMAP;
@@ -562,12 +562,12 @@ bool ConvertMaterial(
material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA )?USEALPHA:0;
material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ADD )?CALCALPHA:0;
- if(material->img[i]->flag & IMA_REFLECT)
+ if (material->img[i]->flag & IMA_REFLECT)
material->mapping[i].mapping |= USEREFL;
else
{
mttmp = getImageFromMaterial( mat, i );
- if(mttmp && mttmp->texco &TEXCO_UV)
+ if (mttmp && mttmp->texco &TEXCO_UV)
{
STR_String uvName = mttmp->uvname;
@@ -589,24 +589,24 @@ bool ConvertMaterial(
}
mttmp = getImageFromMaterial( mat, i );
- if( mttmp ) {
- if( mttmp->tex ) {
- if( mttmp->tex->type == TEX_IMAGE ) {
+ if ( mttmp ) {
+ if ( mttmp->tex ) {
+ if ( mttmp->tex->type == TEX_IMAGE ) {
material->mtexname[i] = mttmp->tex->id.name;
material->img[i] = mttmp->tex->ima;
- if( material->img[i] ) {
+ if ( material->img[i] ) {
material->texname[i] = material->img[i]->id.name;
material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0;
// -----------------------
- if( mttmp->tex->imaflag &TEX_USEALPHA ) {
+ if ( mttmp->tex->imaflag &TEX_USEALPHA ) {
material->flag[i] |= USEALPHA;
}
// -----------------------
- else if( mttmp->tex->imaflag &TEX_CALCALPHA ) {
+ else if ( mttmp->tex->imaflag &TEX_CALCALPHA ) {
material->flag[i] |= CALCALPHA;
}
- else if(mttmp->tex->flag &TEX_NEGALPHA) {
+ else if (mttmp->tex->flag &TEX_NEGALPHA) {
material->flag[i] |= USENEGALPHA;
}
@@ -614,12 +614,12 @@ bool ConvertMaterial(
material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0;
material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0;
- if(!glslmat && (material->flag[i] & TEXALPHA))
+ if (!glslmat && (material->flag[i] & TEXALPHA))
texalpha = 1;
}
}
- else if(mttmp->tex->type == TEX_ENVMAP) {
- if( mttmp->tex->env->stype == ENV_LOAD ) {
+ else if (mttmp->tex->type == TEX_ENVMAP) {
+ if ( mttmp->tex->env->stype == ENV_LOAD ) {
material->mtexname[i] = mttmp->tex->id.name;
EnvMap *env = mttmp->tex->env;
@@ -643,16 +643,16 @@ bool ConvertMaterial(
// mapping methods
material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0;
- if(mttmp->texco & TEXCO_OBJECT) {
+ if (mttmp->texco & TEXCO_OBJECT) {
material->mapping[i].mapping |= USEOBJ;
- if(mttmp->object)
+ if (mttmp->object)
material->mapping[i].objconame = mttmp->object->id.name;
}
- else if(mttmp->texco &TEXCO_REFL)
+ else if (mttmp->texco &TEXCO_REFL)
material->mapping[i].mapping |= USEREFL;
- else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
+ else if (mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB))
material->mapping[i].mapping |= USEORCO;
- else if(mttmp->texco &TEXCO_UV)
+ else if (mttmp->texco &TEXCO_UV)
{
STR_String uvName = mttmp->uvname;
@@ -662,9 +662,9 @@ bool ConvertMaterial(
material->mapping[i].uvCoName = "";
material->mapping[i].mapping |= USEUV;
}
- else if(mttmp->texco &TEXCO_NORM)
+ else if (mttmp->texco &TEXCO_NORM)
material->mapping[i].mapping |= USENORM;
- else if(mttmp->texco &TEXCO_TANGENT)
+ else if (mttmp->texco &TEXCO_TANGENT)
material->mapping[i].mapping |= USETANG;
else
material->mapping[i].mapping |= DISABLE;
@@ -740,15 +740,15 @@ bool ConvertMaterial(
int valid = 0;
// check for tface tex to fallback on
- if( validface ){
+ if ( validface ){
material->img[0] = (Image*)(tface->tpage);
// ------------------------
- if(material->img[0]) {
+ if (material->img[0]) {
material->texname[0] = material->img[0]->id.name;
material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
/* see if depth of the image is 32bits */
- if(BKE_image_has_alpha(material->img[0])) {
+ if (BKE_image_has_alpha(material->img[0])) {
material->flag[0] |= USEALPHA;
material->alphablend = GEMAT_ALPHA;
}
@@ -786,7 +786,7 @@ bool ConvertMaterial(
/* No material, what to do? let's see what is in the UV and set the material accordingly
* light and visible is always on */
- if( validface ) {
+ if ( validface ) {
material->tile = tface->tile;
uv[0].setValue(tface->uv[0]);
@@ -811,17 +811,17 @@ bool ConvertMaterial(
}
// with ztransp enabled, enforce alpha blending mode
- if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->alphablend == GEMAT_SOLID))
+ if (validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->alphablend == GEMAT_SOLID))
material->alphablend = GEMAT_ALPHA;
// always zsort alpha + add
- if((ELEM3(material->alphablend, GEMAT_ALPHA, GEMAT_ALPHA_SORT, GEMAT_ADD) || texalpha) && (material->alphablend != GEMAT_CLIP )) {
+ if ((ELEM3(material->alphablend, GEMAT_ALPHA, GEMAT_ALPHA_SORT, GEMAT_ADD) || texalpha) && (material->alphablend != GEMAT_CLIP )) {
material->ras_mode |= ALPHA;
material->ras_mode |= (mat && (mat->game.alpha_blend & GEMAT_ALPHA_SORT))? ZSORT: 0;
}
// get uv sets
- if(validmat)
+ if (validmat)
{
bool isFirstSet = true;
@@ -860,7 +860,7 @@ bool ConvertMaterial(
isFirstSet = false;
uvName = layer.name;
}
- else if(strcmp(layer.name, uvName) != 0)
+ else if (strcmp(layer.name, uvName) != 0)
{
uv2[0] = uvSet[0]; uv2[1] = uvSet[1];
uv2[2] = uvSet[2]; uv2[3] = uvSet[3];
@@ -889,7 +889,7 @@ bool ConvertMaterial(
material->SetConversionUV(uvName, uv);
material->SetConversionUV2(uv2Name, uv2);
- if(validmat)
+ if (validmat)
material->matname =(mat->id.name);
material->tface = tface;
@@ -919,7 +919,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
int totface = dm->getNumTessFaces(dm);
const char *tfaceName = "";
- if(tface) {
+ if (tface) {
DM_add_tangent_layer(dm);
tangent = (float(*)[4])dm->getTessFaceDataArray(dm, CD_TANGENT);
}
@@ -942,7 +942,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
layers[validLayers].face = (MTFace*)(dm->faceData.layers[i].data);
layers[validLayers].name = dm->faceData.layers[i].name;
- if(tface == layers[validLayers].face)
+ if (tface == layers[validLayers].face)
tfaceName = layers[validLayers].name;
validLayers++;
}
@@ -976,7 +976,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
pt2.setValue(mvert[mface->v3].co);
if (mface->v4) pt3.setValue(mvert[mface->v4].co);
- if(mface->flag & ME_SMOOTH) {
+ if (mface->flag & ME_SMOOTH) {
float n0[3], n1[3], n2[3], n3[3];
normal_short_to_float_v3(n0, mvert[mface->v1].no);
@@ -986,7 +986,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
no1 = n1;
no2 = n2;
- if(mface->v4) {
+ if (mface->v4) {
normal_short_to_float_v3(n3, mvert[mface->v4].no);
no3 = n3;
}
@@ -994,7 +994,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
else {
float fno[3];
- if(mface->v4)
+ if (mface->v4)
normal_quad_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co, mvert[mface->v4].co);
else
normal_tri_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co);
@@ -1002,7 +1002,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
no0 = no1 = no2 = no3 = MT_Vector3(fno);
}
- if(tangent) {
+ if (tangent) {
tan0 = tangent[f*4 + 0];
tan1 = tangent[f*4 + 1];
tan2 = tangent[f*4 + 2];
@@ -1010,13 +1010,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
if (mface->v4)
tan3 = tangent[f*4 + 3];
}
- if(blenderobj)
+ if (blenderobj)
ma = give_current_material(blenderobj, mface->mat_nr+1);
else
ma = mesh->mat ? mesh->mat[mface->mat_nr]:NULL;
/* ckeck for texface since texface _only_ is used as a fallback */
- if(ma == NULL && tface == NULL) {
+ if (ma == NULL && tface == NULL) {
ma= &defmaterial;
}
@@ -1024,7 +1024,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
bool visible = true;
bool twoside = false;
- if(converter->GetMaterials()) {
+ if (converter->GetMaterials()) {
/* do Blender Multitexture and Blender GLSL materials */
unsigned int rgb[4];
MT_Point2 uv[4];
@@ -1102,7 +1102,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
}
/* set UV properties */
- if(tface) {
+ if (tface) {
uv0.setValue(tface->uv[0]);
uv1.setValue(tface->uv[1]);
uv2.setValue(tface->uv[2]);
@@ -1204,7 +1204,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
if (bucketCreated) {
// this is needed to free up memory afterwards
converter->RegisterPolyMaterial(polymat);
- if(converter->GetMaterials()) {
+ if (converter->GetMaterials()) {
converter->RegisterBlenderMaterial(bl_mat);
// the poly material has been stored in the bucket, next time we must create a new one
bl_mat = NULL;
@@ -1254,7 +1254,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
meshobj->EndConversion();
// pre calculate texture generation
- for(list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
+ for (list<RAS_MeshMaterial>::iterator mit = meshobj->GetFirstMaterial();
mit != meshobj->GetLastMaterial(); ++ mit) {
mit->m_bucket->GetPolyMaterial()->OnConstruction(lightlayer);
}
@@ -1361,7 +1361,7 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
float radius=0.0f, vert_radius, *co;
int a;
- if(me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox");
+ if (me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox");
bb= me->bb;
INIT_MINMAX(min, max);
@@ -1370,7 +1370,7 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
if (!size) size= msize;
mvert= me->mvert;
- for(a=0; a<me->totvert; a++, mvert++) {
+ for (a=0; a<me->totvert; a++, mvert++) {
co= mvert->co;
/* bounds */
@@ -1382,7 +1382,7 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size)
radius= vert_radius;
}
- if(me->totvert) {
+ if (me->totvert) {
loc[0]= (min[0]+max[0])/2.0f;
loc[1]= (min[1]+max[1])/2.0f;
loc[2]= (min[2]+max[2])/2.0f;
@@ -1419,18 +1419,18 @@ static void my_tex_space_mesh(Mesh *me)
my_boundbox_mesh(me, loc, size);
- if(me->texflag & ME_AUTOSPACE) {
- if(me->key) {
+ if (me->texflag & ME_AUTOSPACE) {
+ if (me->key) {
kb= me->key->refkey;
if (kb) {
INIT_MINMAX(min, max);
fp= (float *)kb->data;
- for(a=0; a<kb->totelem; a++, fp+=3) {
+ for (a=0; a<kb->totelem; a++, fp+=3) {
DO_MINMAX(fp, min, max);
}
- if(kb->totelem) {
+ if (kb->totelem) {
loc[0]= (min[0]+max[0])/2.0f; loc[1]= (min[1]+max[1])/2.0f; loc[2]= (min[2]+max[2])/2.0f;
size[0]= (max[0]-min[0])/2.0f; size[1]= (max[1]-min[1])/2.0f; size[2]= (max[2]-min[2])/2.0f;
}
@@ -1446,17 +1446,17 @@ static void my_tex_space_mesh(Mesh *me)
copy_v3_v3(me->size, size);
me->rot[0]= me->rot[1]= me->rot[2]= 0.0f;
- if(me->size[0]==0.0) me->size[0]= 1.0f;
- else if(me->size[0]>0.0 && me->size[0]< 0.00001f) me->size[0]= 0.00001f;
- else if(me->size[0]<0.0 && me->size[0]> -0.00001f) me->size[0]= -0.00001f;
+ if (me->size[0]==0.0) me->size[0]= 1.0f;
+ else if (me->size[0]>0.0 && me->size[0]< 0.00001f) me->size[0]= 0.00001f;
+ else if (me->size[0]<0.0 && me->size[0]> -0.00001f) me->size[0]= -0.00001f;
- if(me->size[1]==0.0) me->size[1]= 1.0f;
- else if(me->size[1]>0.0 && me->size[1]< 0.00001f) me->size[1]= 0.00001f;
- else if(me->size[1]<0.0 && me->size[1]> -0.00001f) me->size[1]= -0.00001f;
+ if (me->size[1]==0.0) me->size[1]= 1.0f;
+ else if (me->size[1]>0.0 && me->size[1]< 0.00001f) me->size[1]= 0.00001f;
+ else if (me->size[1]<0.0 && me->size[1]> -0.00001f) me->size[1]= -0.00001f;
- if(me->size[2]==0.0) me->size[2]= 1.0f;
- else if(me->size[2]>0.0 && me->size[2]< 0.00001f) me->size[2]= 0.00001f;
- else if(me->size[2]<0.0 && me->size[2]> -0.00001f) me->size[2]= -0.00001f;
+ if (me->size[2]==0.0) me->size[2]= 1.0f;
+ else if (me->size[2]>0.0 && me->size[2]< 0.00001f) me->size[2]= 0.00001f;
+ else if (me->size[2]<0.0 && me->size[2]> -0.00001f) me->size[2]= -0.00001f;
}
}
@@ -1484,7 +1484,7 @@ static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, floa
} else
{
bb= ( (Mesh *)ob->data )->bb;
- if(bb==0)
+ if (bb==0)
{
my_tex_space_mesh((struct Mesh *)ob->data);
bb= ( (Mesh *)ob->data )->bb;
@@ -1505,7 +1505,7 @@ static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, floa
break;
}
- if(bb==NULL)
+ if (bb==NULL)
{
center[0]= center[1]= center[2]= 0.0;
size[0] = size[1]=size[2]=1.0;
@@ -1876,7 +1876,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l
bool glslmat = converter->GetGLSLMaterials();
// in GLSL NEGATIVE LAMP is handled inside the lamp update function
- if(glslmat==0) {
+ if (glslmat==0) {
if (la->mode & LA_NEG)
{
lightobj.m_red = -lightobj.m_red;
@@ -2049,7 +2049,7 @@ static KX_GameObject *gameobject_from_blenderobject(
gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob);
/* add to the list only the visible fonts */
- if((ob->lay & kxscene->GetBlenderScene()->lay) != 0)
+ if ((ob->lay & kxscene->GetBlenderScene()->lay) != 0)
kxscene->AddFont(static_cast<KX_FontObject*>(gameobj));
break;
}
@@ -2060,7 +2060,7 @@ static KX_GameObject *gameobject_from_blenderobject(
gameobj->SetLayer(ob->lay);
gameobj->SetBlenderObject(ob);
/* set the visibility state based on the objects render option in the outliner */
- if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0);
+ if (ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0);
}
return gameobj;
}
@@ -2079,8 +2079,8 @@ bPoseChannel *get_active_posechannel2 (Object *ob)
bPoseChannel *pchan;
/* find active */
- for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- if(pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer))
+ for (pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer))
return pchan;
}
@@ -2470,7 +2470,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
{
Group* group = *git;
GroupObject* go;
- for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
+ for (go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
{
Object* blenderobject = go->ob;
if (converter->FindGameObject(blenderobject) == NULL)
@@ -2521,13 +2521,13 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (blenderscene->camera && blenderscene->camera->type == OB_CAMERA) {
KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera);
- if(gamecamera)
+ if (gamecamera)
kxscene->SetActiveCamera(gamecamera);
}
// Set up armatures
set<Object*>::iterator oit;
- for(oit=allblobj.begin(); oit!=allblobj.end(); oit++)
+ for (oit=allblobj.begin(); oit!=allblobj.end(); oit++)
{
Object* blenderobj = *oit;
if (blenderobj->type==OB_MESH) {
@@ -2610,7 +2610,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
// parent this to a bone
Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr);
- if(parent_bone) {
+ if (parent_bone) {
KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone);
pcit->m_gamechildnode->SetParentRelation(bone_parent_relation);
}
@@ -2739,7 +2739,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
bConstraint *curcon;
conlist = get_active_constraints2(blenderobject);
- if((gameobj->GetLayer()&activeLayerBitInfo)==0)
+ if ((gameobj->GetLayer()&activeLayerBitInfo)==0)
continue;
if (conlist) {
@@ -2795,14 +2795,14 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
dofbit<<=1;
}
}
- else if(dat->type == PHY_CONE_TWIST_CONSTRAINT)
+ else if (dat->type == PHY_CONE_TWIST_CONSTRAINT)
{
int dof;
int dofbit = 1<<3; // bitflag use_angular_limit_x
for (dof=3;dof<6;dof++)
{
- if(dat->flag & dofbit)
+ if (dat->flag & dofbit)
{
kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]);
}
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp
index 9d514e99661..f6d9b4a5065 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.cpp
+++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp
@@ -108,7 +108,7 @@ void BL_DeformableGameObject::SetDeformer(class RAS_Deformer* deformer)
m_pDeformer = deformer;
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
- for(mit.begin(); !mit.end(); ++mit)
+ for (mit.begin(); !mit.end(); ++mit)
{
(*mit)->SetDeformer(deformer);
}
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()
}
}
diff --git a/source/gameengine/Converter/BL_ModifierDeformer.cpp b/source/gameengine/Converter/BL_ModifierDeformer.cpp
index 500968462c3..c1c94c25108 100644
--- a/source/gameengine/Converter/BL_ModifierDeformer.cpp
+++ b/source/gameengine/Converter/BL_ModifierDeformer.cpp
@@ -132,7 +132,7 @@ bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob)
return false;
ModifierData* md = (ModifierData*)ob->modifiers.first;
- if(md->type == eModifierType_Armature )
+ if (md->type == eModifierType_Armature )
return true;
return false;
@@ -218,7 +218,7 @@ bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat)
for (int imat=0; imat<nmat; imat++) {
RAS_MeshMaterial *mmat = m_pMeshObject->GetMeshMaterial(imat);
RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj];
- if(!slot || !*slot)
+ if (!slot || !*slot)
continue;
(*slot)->m_pDerivedMesh = m_dm;
}
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index f320df12078..85010ce1bbf 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -111,9 +111,9 @@ BL_SkinDeformer::BL_SkinDeformer(
BL_SkinDeformer::~BL_SkinDeformer()
{
- if(m_releaseobject && m_armobj)
+ if (m_releaseobject && m_armobj)
m_armobj->Release();
- if(m_dfnrToPC)
+ if (m_dfnrToPC)
delete [] m_dfnrToPC;
}
@@ -149,16 +149,16 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat)
nmat = m_pMeshObject->NumMaterials();
for (imat=0; imat<nmat; imat++) {
mmat = m_pMeshObject->GetMeshMaterial(imat);
- if(!mmat->m_slots[(void*)m_gameobj])
+ if (!mmat->m_slots[(void*)m_gameobj])
continue;
slot = *mmat->m_slots[(void*)m_gameobj];
// 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
// copy the untransformed data from the original mvert
- 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_transverts[v.getOrigIndex()]);
if (m_copyNormals)
@@ -307,7 +307,7 @@ bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
/* See if the armature has been updated for this frame */
if (PoseUpdated()){
- if(!shape_applied) {
+ if (!shape_applied) {
/* store verts locally */
VerifyStorage();
diff --git a/source/gameengine/Converter/BlenderWorldInfo.cpp b/source/gameengine/Converter/BlenderWorldInfo.cpp
index 2225c7895d8..fc3b75c49ad 100644
--- a/source/gameengine/Converter/BlenderWorldInfo.cpp
+++ b/source/gameengine/Converter/BlenderWorldInfo.cpp
@@ -90,7 +90,7 @@ BlenderWorldInfo::BlenderWorldInfo(struct Scene *blenderscene, struct World* ble
copy_v3_v3(m_backgroundcolor, &blenderworld->horr);
copy_v3_v3(m_ambientcolor, &blenderworld->ambr);
- if(blenderscene->r.color_mgt_flag & R_COLOR_MANAGEMENT) {
+ if (blenderscene->r.color_mgt_flag & R_COLOR_MANAGEMENT) {
linearrgb_to_srgb_v3_v3(m_mistcolor, m_mistcolor);
linearrgb_to_srgb_v3_v3(m_backgroundcolor, m_backgroundcolor);
linearrgb_to_srgb_v3_v3(m_ambientcolor, m_ambientcolor);
diff --git a/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp b/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp
index 37960e5c2f7..f020aab4d50 100644
--- a/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp
+++ b/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp
@@ -49,11 +49,11 @@ float BL_ScalarInterpolator::GetValue(float currentTime) const
BL_InterpolatorList::BL_InterpolatorList(bAction *action)
{
- if(action==NULL)
+ if (action==NULL)
return;
- for(FCurve *fcu= (FCurve *)action->curves.first; fcu; fcu= (FCurve *)fcu->next) {
- if(fcu->rna_path) {
+ for (FCurve *fcu= (FCurve *)action->curves.first; fcu; fcu= (FCurve *)fcu->next) {
+ if (fcu->rna_path) {
BL_ScalarInterpolator *new_ipo = new BL_ScalarInterpolator(fcu);
//assert(new_ipo);
push_back(new_ipo);
@@ -71,10 +71,10 @@ BL_InterpolatorList::~BL_InterpolatorList()
KX_IScalarInterpolator *BL_InterpolatorList::GetScalarInterpolator(const char *rna_path, int array_index)
{
- for(BL_InterpolatorList::iterator i = begin(); (i != end()) ; i++ )
+ for (BL_InterpolatorList::iterator i = begin(); (i != end()) ; i++ )
{
FCurve *fcu= (static_cast<BL_ScalarInterpolator *>(*i))->GetFCurve();
- if(array_index==fcu->array_index && strcmp(rna_path, fcu->rna_path)==0)
+ if (array_index==fcu->array_index && strcmp(rna_path, fcu->rna_path)==0)
return *i;
}
return NULL;
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index ee60d2c5bc5..d82a911b4ab 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -214,13 +214,13 @@ Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name)
* Find the specified scene by name, or the first
* scene if nothing matches (shouldn't happen).
*/
- if((sce= (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
+ if ((sce= (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
Main *main= *it;
- if((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
+ if ((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2)))
return sce;
}
@@ -537,7 +537,7 @@ void KX_BlenderSceneConverter::RegisterGameMesh(
RAS_MeshObject *gamemesh,
struct Mesh *for_blendermesh)
{
- if(for_blendermesh) { /* dynamically loaded meshes we don't want to keep lookups for */
+ if (for_blendermesh) { /* dynamically loaded meshes we don't want to keep lookups for */
m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh);
}
m_meshobjects.push_back(pair<KX_Scene*,RAS_MeshObject*>(m_currentScene,gamemesh));
@@ -665,13 +665,13 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
IpoCurve *icu1;
int numCurves = 0;
- for( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) {
+ for ( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) {
IpoCurve* tmpicu = icu1;
/*int i;
BezTriple *bezt;
- for( bezt = tmpicu->bezt, i = 0; i < tmpicu->totvert; i++, bezt++){
+ for ( bezt = tmpicu->bezt, i = 0; i < tmpicu->totvert; i++, bezt++){
printf("(%f,%f,%f),(%f,%f,%f),(%f,%f,%f)\n",bezt->vec[0][0],bezt->vec[0][1],bezt->vec[0][2],bezt->vec[1][0],bezt->vec[1][1],bezt->vec[1][2],bezt->vec[2][0],bezt->vec[2][1],bezt->vec[2][2]);
}*/
@@ -679,7 +679,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
numCurves++;
BLI_remlink( &( blenderObject->ipo->curve ), tmpicu );
- if( tmpicu->bezt )
+ if ( tmpicu->bezt )
MEM_freeN( tmpicu->bezt );
MEM_freeN( tmpicu );
localDel_ipoCurve( tmpicu );
@@ -769,7 +769,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
{
//KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController();
- if(blenderObject->adt==NULL)
+ if (blenderObject->adt==NULL)
BKE_id_add_animdata(&blenderObject->id);
if (blenderObject->adt)
@@ -807,37 +807,37 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
IpoCurve *icu_lx = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX");
if (!icu_lx) {
icu_lx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1);
- if(icu_lx) icu_lx->ipo = IPO_LIN;
+ if (icu_lx) icu_lx->ipo = IPO_LIN;
}
IpoCurve *icu_ly = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY");
if (!icu_ly) {
icu_ly = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1);
- if(icu_ly) icu_ly->ipo = IPO_LIN;
+ if (icu_ly) icu_ly->ipo = IPO_LIN;
}
IpoCurve *icu_lz = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ");
if (!icu_lz) {
icu_lz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1);
- if(icu_lz) icu_lz->ipo = IPO_LIN;
+ if (icu_lz) icu_lz->ipo = IPO_LIN;
}
IpoCurve *icu_rx = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX");
if (!icu_rx) {
icu_rx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1);
- if(icu_rx) icu_rx->ipo = IPO_LIN;
+ if (icu_rx) icu_rx->ipo = IPO_LIN;
}
IpoCurve *icu_ry = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY");
if (!icu_ry) {
icu_ry = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1);
- if(icu_ry) icu_ry->ipo = IPO_LIN;
+ if (icu_ry) icu_ry->ipo = IPO_LIN;
}
IpoCurve *icu_rz = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ");
if (!icu_rz) {
icu_rz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1);
- if(icu_rz) icu_rz->ipo = IPO_LIN;
+ if (icu_rz) icu_rz->ipo = IPO_LIN;
}
- if(icu_rx) eulerAnglesOld[0]= eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
- if(icu_ry) eulerAnglesOld[1]= eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
- if(icu_rz) eulerAnglesOld[2]= eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
+ if (icu_rx) eulerAnglesOld[0]= eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
+ if (icu_ry) eulerAnglesOld[1]= eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
+ if (icu_rz) eulerAnglesOld[2]= eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10);
// orn.getValue((float *)tmat); // uses the wrong ordering, cant use this
for (int r=0;r<3;r++)
@@ -848,7 +848,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber)
mat3_to_compatible_eul( eulerAngles, eulerAnglesOld,tmat);
//eval_icu
- for(int x = 0; x < 3; x++)
+ for (int x = 0; x < 3; x++)
eulerAngles[x] *= (float) ((180 / 3.14159265f) / 10.0);
//fill the curves with data
@@ -925,7 +925,7 @@ vector<Main*> &KX_BlenderSceneConverter::GetMainDynamic()
Main* KX_BlenderSceneConverter::GetMainDynamicPath(const char *path)
{
for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++)
- if(BLI_path_cmp((*it)->name, path) == 0)
+ if (BLI_path_cmp((*it)->name, path) == 0)
return *it;
return NULL;
@@ -958,21 +958,21 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha
static char err_local[255];
/* only scene and mesh supported right now */
- if(idcode!=ID_SCE && idcode!=ID_ME &&idcode!=ID_AC) {
+ if (idcode!=ID_SCE && idcode!=ID_ME &&idcode!=ID_AC) {
snprintf(err_local, sizeof(err_local), "invalid ID type given \"%s\"\n", group);
*err_str= err_local;
BLO_blendhandle_close(bpy_openlib);
return false;
}
- if(GetMainDynamicPath(path)) {
+ if (GetMainDynamicPath(path)) {
snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path);
*err_str= err_local;
BLO_blendhandle_close(bpy_openlib);
return false;
}
- if(bpy_openlib==NULL) {
+ if (bpy_openlib==NULL) {
snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path);
*err_str= err_local;
return false;
@@ -1027,31 +1027,31 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha
strncpy(main_newlib->name, path, sizeof(main_newlib->name));
- if(idcode==ID_ME) {
+ if (idcode==ID_ME) {
/* Convert all new meshes into BGE meshes */
ID* mesh;
- for(mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) {
+ for (mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) {
if (options & LIB_LOAD_VERBOSE)
printf("MeshName: %s\n", mesh->name+2);
RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this);
scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj);
}
}
- else if(idcode==ID_AC) {
+ else if (idcode==ID_AC) {
/* Convert all actions */
ID *action;
- for(action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
+ for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
printf("ActionName: %s\n", action->name+2);
scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action);
}
}
- else if(idcode==ID_SCE) {
+ else if (idcode==ID_SCE) {
/* Merge all new linked in scene into the existing one */
ID *scene;
- for(scene= (ID *)main_newlib->scene.first; scene; scene= (ID *)scene->next ) {
+ for (scene= (ID *)main_newlib->scene.first; scene; scene= (ID *)scene->next ) {
if (options & LIB_LOAD_VERBOSE)
printf("SceneName: %s\n", scene->name+2);
@@ -1067,7 +1067,7 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha
if (options & LIB_LOAD_LOAD_ACTIONS) {
ID *action;
- for(action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
+ for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) {
if (options & LIB_LOAD_VERBOSE)
printf("ActionName: %s\n", action->name+2);
scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action);
@@ -1085,13 +1085,13 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
int maggie_index= -1;
int i=0;
- if(maggie==NULL)
+ if (maggie==NULL)
return false;
/* tag all false except the one we remove */
for (vector<Main*>::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) {
Main *main= *it;
- if(main != maggie) {
+ if (main != maggie) {
tag_main(main, 0);
}
else {
@@ -1101,7 +1101,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
}
/* should never happen but just to be safe */
- if(maggie_index == -1)
+ if (maggie_index == -1)
return false;
m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index);
@@ -1116,7 +1116,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
{
KX_Scene* scene = scenes->at(scene_idx);
- if(IS_TAGGED(scene->GetBlenderScene())) {
+ if (IS_TAGGED(scene->GetBlenderScene())) {
RemoveScene(scene); // XXX - not tested yet
scene_idx--;
numScenes--;
@@ -1127,10 +1127,10 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
{
CTR_Map<STR_HashedString,void*> &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap();
- for(int i=0; i<mapStringToMeshes.size(); i++)
+ for (int i=0; i<mapStringToMeshes.size(); i++)
{
RAS_MeshObject *meshobj= (RAS_MeshObject *) *mapStringToMeshes.at(i);
- if(meshobj && IS_TAGGED(meshobj->GetMesh()))
+ if (meshobj && IS_TAGGED(meshobj->GetMesh()))
{
STR_HashedString mn = meshobj->GetName();
mapStringToMeshes.remove(mn);
@@ -1144,11 +1144,11 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
{
CTR_Map<STR_HashedString,void*> &mapStringToActions = scene->GetLogicManager()->GetActionMap();
- for(int i=0; i<mapStringToActions.size(); i++)
+ for (int i=0; i<mapStringToActions.size(); i++)
{
ID *action= (ID*) *mapStringToActions.at(i);
- if(IS_TAGGED(action))
+ if (IS_TAGGED(action))
{
STR_HashedString an = action->name+2;
mapStringToActions.remove(an);
@@ -1160,7 +1160,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
//scene->FreeTagged(); /* removed tagged objects and meshes*/
CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL};
- for(int ob_ls_idx=0; obj_lists[ob_ls_idx]; ob_ls_idx++)
+ for (int ob_ls_idx=0; obj_lists[ob_ls_idx]; ob_ls_idx++)
{
CListValue *obs= obj_lists[ob_ls_idx];
RAS_MeshObject* mesh;
@@ -1168,7 +1168,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++)
{
KX_GameObject* gameobj = (KX_GameObject*)obs->GetValue(ob_idx);
- if(IS_TAGGED(gameobj->GetBlenderObject())) {
+ if (IS_TAGGED(gameobj->GetBlenderObject())) {
int size_before = obs->GetCount();
@@ -1176,7 +1176,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
* frees m_map_gameobject_to_blender from UnregisterGameObject */
scene->RemoveObject(gameobj);
- if(size_before != obs->GetCount())
+ if (size_before != obs->GetCount())
ob_idx--;
else {
printf("ERROR COULD NOT REMOVE \"%s\"\n", gameobj->GetName().ReadPtr());
@@ -1187,7 +1187,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
int mesh_index= gameobj->GetMeshCount();
while(mesh_index--) {
mesh= gameobj->GetMesh(mesh_index);
- if(IS_TAGGED(mesh->GetMesh())) {
+ if (IS_TAGGED(mesh->GetMesh())) {
gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */
break;
}
@@ -1199,7 +1199,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION))
{
BL_ActionActuator *act = (BL_ActionActuator*)gameobj->GetActuators()[act_idx];
- if(IS_TAGGED(act->GetAction()))
+ if (IS_TAGGED(act->GetAction()))
act->SetAction(NULL);
}
}
@@ -1237,7 +1237,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
for (int scene_idx=0;scene_idx<numScenes;scene_idx++)
{
KX_Scene* scene = scenes->at(scene_idx);
- if(scene->GetWorldInfo())
+ if (scene->GetWorldInfo())
worldset.insert( scene->GetWorldInfo() );
}
@@ -1270,7 +1270,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
Material *bmat= NULL;
/* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */
- if(mat->GetFlag() & RAS_BLENDERMAT) {
+ if (mat->GetFlag() & RAS_BLENDERMAT) {
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
bmat= bl_mat->GetBlenderMaterial();
@@ -1295,7 +1295,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
Material *bmat= NULL;
/* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */
- if(mat->GetFlag() & RAS_BLENDERMAT) {
+ if (mat->GetFlag() & RAS_BLENDERMAT) {
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(mat);
bmat= bl_mat->GetBlenderMaterial();
@@ -1304,7 +1304,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie)
bmat= kx_mat->GetBlenderMaterial();
}
- if(bmat) {
+ if (bmat) {
//printf("FOUND MAT '%s' !!! ", ((ID*)bmat)->name+2);
}
else {
@@ -1419,13 +1419,13 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene,
/* Find a mesh in the current main */
ID *me= static_cast<ID *>(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2));
- if(me==NULL) {
+ if (me==NULL) {
printf("Could not be found \"%s\"\n", name);
return NULL;
}
/* Watch this!, if its used in the original scene can cause big troubles */
- if(me->us > 0) {
+ if (me->us > 0) {
printf("Mesh has a user \"%s\"\n", name);
me = (ID*)copy_mesh((Mesh*)me);
me->us--;
@@ -1439,16 +1439,16 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene,
Mesh *mesh= (Mesh *)me;
/* ensure all materials are tagged */
- for(int i=0; i<mesh->totcol; i++)
- if(mesh->mat[i])
+ for (int i=0; i<mesh->totcol; i++)
+ if (mesh->mat[i])
mesh->mat[i]->id.flag &= ~LIB_DOIT;
- for(int i=0; i<mesh->totcol; i++)
+ for (int i=0; i<mesh->totcol; i++)
{
Material *mat_old= mesh->mat[i];
/* if its tagged its a replaced material */
- if(mat_old && (mat_old->id.flag & LIB_DOIT)==0)
+ if (mat_old && (mat_old->id.flag & LIB_DOIT)==0)
{
Material *mat_old= mesh->mat[i];
Material *mat_new= copy_material( mat_old );
@@ -1462,9 +1462,9 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene,
mesh->mat[i]= mat_new;
/* the same material may be used twice */
- for(int j=i+1; j<mesh->totcol; j++)
+ for (int j=i+1; j<mesh->totcol; j++)
{
- if(mesh->mat[j]==mat_old)
+ if (mesh->mat[j]==mat_old)
{
mesh->mat[j]= mat_new;
mat_new->id.us++;
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 04342717555..af7875e0b4f 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -396,7 +396,7 @@ void BL_ConvertActuators(const char* maggiename,
settings.reference_distance = soundact->sound3D.reference_distance;
settings.rolloff_factor = soundact->sound3D.rolloff_factor;
- if(!sound)
+ if (!sound)
{
std::cout << "WARNING: Sound actuator \"" << bact->name <<
"\" from object \"" << blenderobject->id.name+2 <<
@@ -407,12 +407,12 @@ void BL_ConvertActuators(const char* maggiename,
snd_sound = *reinterpret_cast<AUD_Reference<AUD_IFactory>*>(sound->playback_handle);
// if sound shall be 3D but isn't mono, we have to make it mono!
- if(is3d)
+ if (is3d)
{
try
{
AUD_Reference<AUD_IReader> reader = snd_sound->createReader();
- if(reader->getSpecs().channels != AUD_CHANNELS_MONO)
+ if (reader->getSpecs().channels != AUD_CHANNELS_MONO)
{
AUD_DeviceSpecs specs;
specs.channels = AUD_CHANNELS_MONO;
diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp
index 503876b13c7..81778928c2e 100644
--- a/source/gameengine/Converter/KX_ConvertControllers.cpp
+++ b/source/gameengine/Converter/KX_ConvertControllers.cpp
@@ -161,7 +161,7 @@ void BL_ConvertControllers(
pyctrl->SetNamespace(converter->GetPyNamespace());
- if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
+ if (pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
if (pycont->text)
{
char *buf;
@@ -181,7 +181,7 @@ void BL_ConvertControllers(
pyctrl->SetScriptText(STR_String(pycont->module));
pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */
- if(pycont->flag & CONT_PY_DEBUG) {
+ if (pycont->flag & CONT_PY_DEBUG) {
printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
pyctrl->SetDebug(true);
}
@@ -223,7 +223,7 @@ void BL_ConvertControllers(
SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
/* not strictly needed but gives syntax errors early on and
* gives more predictable performance for larger scripts */
- if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
+ if (pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
pyctrl->Compile();
else {
/* We cant do this because importing runs the script which could end up accessing
diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp
index 791f99b53c0..81a5f13b8f0 100644
--- a/source/gameengine/Converter/KX_ConvertProperties.cpp
+++ b/source/gameengine/Converter/KX_ConvertProperties.cpp
@@ -142,14 +142,14 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
#ifdef WITH_PYTHON
/* Warn if we double up on attributes, this isn't quite right since it wont find inherited attributes however there arnt many */
- for(PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) {
- if(strcmp(prop->name, attrdef->m_name)==0) {
+ for (PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) {
+ if (strcmp(prop->name, attrdef->m_name)==0) {
printf("Warning! user defined property name \"%s\" is also a python attribute for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name);
break;
}
}
- for(PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) {
- if(strcmp(prop->name, methdef->ml_name)==0) {
+ for (PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) {
+ if (strcmp(prop->name, methdef->ml_name)==0) {
printf("Warning! user defined property name \"%s\" is also a python method for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name);
break;
}
@@ -176,9 +176,9 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer)
{
CValue* tprop = fontobj->GetProperty("Text");
- if(!tprop) return;
+ if (!tprop) return;
bProperty* prop = get_ob_property(object, "Text");
- if(!prop) return;
+ if (!prop) return;
Curve *curve = static_cast<Curve *>(object->data);
STR_String str = curve->str;
diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp
index d0002f3b3e7..309959b4324 100644
--- a/source/gameengine/Converter/KX_IpoConvert.cpp
+++ b/source/gameengine/Converter/KX_IpoConvert.cpp
@@ -120,42 +120,42 @@ SG_Controller *BL_CreateIPO(struct bAction *action, KX_GameObject* gameobj, KX_B
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("location", i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetPosition()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_LOC_X+i, true);
}
}
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("delta_location", i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaPosition()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DLOC_X+i, true);
}
}
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator(rotmode, i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetEulerAngles()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_ROT_X+i, true);
}
}
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator(drotmode, i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_DROT_X+i, true);
}
}
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("scale", i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetScaling()[i]), interp);
ipocontr->AddInterpolator(interpolator);
ipocontr->SetIPOChannelActive(OB_SIZE_X+i, true);
}
}
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("delta_scale", i))) {
interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaScaling()[i]), interp);
ipocontr->AddInterpolator(interpolator);
@@ -166,7 +166,7 @@ SG_Controller *BL_CreateIPO(struct bAction *action, KX_GameObject* gameobj, KX_B
{
KX_ObColorIpoSGController* ipocontr_obcol=NULL;
- for(int i=0; i<4; i++) {
+ for (int i=0; i<4; i++) {
if ((interp = adtList->GetScalarInterpolator("color", i))) {
if (!ipocontr_obcol) {
ipocontr_obcol = new KX_ObColorIpoSGController();
@@ -223,7 +223,7 @@ SG_Controller *BL_CreateLampIPO(struct bAction *action, KX_GameObject* lightobj
ipocontr->SetModifyDist(true);
}
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("color", i))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_col_rgb[i], interp);
ipocontr->AddInterpolator(interpolator);
@@ -323,7 +323,7 @@ void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *co
KX_IInterpolator *interpolator;
KX_IScalarInterpolator *interp;
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((interp = adtList->GetScalarInterpolator("horizon_color", i))) {
interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[i], interp);
ipocontr->AddInterpolator(interpolator);
@@ -379,7 +379,7 @@ static void ConvertMaterialIpos(
KX_IScalarInterpolator *sinterp;
// --
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((sinterp = adtList->GetScalarInterpolator("diffuse_color", i))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
@@ -401,7 +401,7 @@ static void ConvertMaterialIpos(
ipocontr->AddInterpolator(interpolator);
}
- for(int i=0; i<3; i++) {
+ for (int i=0; i<3; i++) {
if ((sinterp = adtList->GetScalarInterpolator("specular_color", i))) {
if (!ipocontr) {
ipocontr = new KX_MaterialIpoController(matname_hash);
@@ -467,7 +467,7 @@ void BL_ConvertMaterialIpos(
// if there is only one material attached to the mesh then set material_index in BL_ConvertMaterialIpos to NULL
// --> this makes the UpdateMaterialData function in KX_GameObject.cpp use the old hack of using SetObjectColor
// because this yields a better performance as not all the vertex colors need to be edited
- if(mat) ConvertMaterialIpos(mat, 0, gameobj, converter);
+ if (mat) ConvertMaterialIpos(mat, 0, gameobj, converter);
}
else
{
@@ -475,7 +475,7 @@ void BL_ConvertMaterialIpos(
{
Material *mat = give_current_material(blenderobject, material_index);
STR_HashedString matname;
- if(mat) {
+ if (mat) {
matname= mat->id.name; // who is using this name? can we remove the MA here?
ConvertMaterialIpos(mat, matname.hash(), gameobj, converter);
}
diff --git a/source/gameengine/Converter/KX_SoftBodyDeformer.cpp b/source/gameengine/Converter/KX_SoftBodyDeformer.cpp
index 6fe662ac7ed..e3c12c2b966 100644
--- a/source/gameengine/Converter/KX_SoftBodyDeformer.cpp
+++ b/source/gameengine/Converter/KX_SoftBodyDeformer.cpp
@@ -88,18 +88,18 @@ bool KX_SoftBodyDeformer::Apply(class RAS_IPolyMaterial *polymat)
// share the same mesh (=the same cache). As the rendering is done per polymaterial
// cycling through the objects, the entire mesh cache cannot be updated in one shot.
mmat = m_pMeshObject->GetMeshMaterial(polymat);
- if(!mmat->m_slots[(void*)m_gameobj])
+ if (!mmat->m_slots[(void*)m_gameobj])
return true;
slot = *mmat->m_slots[(void*)m_gameobj];
// for each array
- for(slot->begin(it); !slot->end(it); slot->next(it))
+ for (slot->begin(it); !slot->end(it); slot->next(it))
{
btSoftBody::tNodeArray& nodes(softBody->m_nodes);
int index = 0;
- for(i=it.startvertex; i<it.endvertex; i++,index++) {
+ for (i=it.startvertex; i<it.endvertex; i++,index++) {
RAS_TexVert& v = it.vertex[i];
btAssert(v.getSoftBodyIndex() >= 0);