diff options
Diffstat (limited to 'source/gameengine/Physics/Bullet/CcdPhysicsController.cpp')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsController.cpp | 96 |
1 files changed, 48 insertions, 48 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index 0ece33a7f06..73ba187d732 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -207,14 +207,14 @@ bool CcdPhysicsController::CreateSoftbody() psb=new btSoftBody(&worldInfo,(int)hres.mNumOutputVertices, &hres.m_OutputVertices[0],0); - for(int i=0;i<(int)hres.mNumFaces;++i) + for (int i=0;i<(int)hres.mNumFaces;++i) { const int idx[]={ hres.m_Indices[i*3+0], hres.m_Indices[i*3+1], hres.m_Indices[i*3+2]}; - if(idx[0]<idx[1]) psb->appendLink( idx[0],idx[1]); - if(idx[1]<idx[2]) psb->appendLink( idx[1],idx[2]); - if(idx[2]<idx[0]) psb->appendLink( idx[2],idx[0]); + if (idx[0]<idx[1]) psb->appendLink( idx[0],idx[1]); + if (idx[1]<idx[2]) psb->appendLink( idx[1],idx[2]); + if (idx[2]<idx[0]) psb->appendLink( idx[2],idx[0]); psb->appendFace(idx[0],idx[1],idx[2]); } hlib.ReleaseResult(hres); @@ -379,10 +379,10 @@ bool CcdPhysicsController::CreateSoftbody() mmat = rasMesh->GetMeshMaterial(m); slot = mmat->m_baseslot; - for(slot->begin(it); !slot->end(it); slot->next(it)) + for (slot->begin(it); !slot->end(it); slot->next(it)) { int index = 0; - for(i=it.startvertex; i<it.endvertex; i++,index++) + for (i=it.startvertex; i<it.endvertex; i++,index++) { RAS_TexVert* vertex = &it.vertex[i]; //search closest index, and store it in vertex @@ -492,7 +492,7 @@ static void DeleteBulletShape(btCollisionShape* shape, bool free) if (meshInterface) delete meshInterface; } - if(free) { + if (free) { delete shape; } } @@ -555,12 +555,12 @@ bool CcdPhysicsController::ReplaceControllerShape(btCollisionShape *newShape) btCollisionObject *ob; btBroadphaseProxy* proxy; - for(int i= 0; i < obarr.size(); i++) { + for (int i= 0; i < obarr.size(); i++) { ob= obarr[i]; if (ob->getCollisionShape() == newShape) { proxy = ob->getBroadphaseHandle(); - if(proxy) + if (proxy) dw->getPairCache()->cleanProxyFromPairs(proxy,dw->getDispatcher()); } } @@ -629,7 +629,7 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time) const btVector3& linvel = body->getLinearVelocity(); float len= linvel.length(); - if((m_cci.m_clamp_vel_max>0.0) && (len > m_cci.m_clamp_vel_max)) + if ((m_cci.m_clamp_vel_max>0.0) && (len > m_cci.m_clamp_vel_max)) body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_max / len)); else if ((m_cci.m_clamp_vel_min>0.0) && btFuzzyZero(len)==0 && (len < m_cci.m_clamp_vel_min)) @@ -1644,12 +1644,12 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, /* If this ever gets confusing, print out an OBJ file for debugging */ #if 0 printf("# vert count %d\n", m_vertexArray.size()); - for(i=0; i<m_vertexArray.size(); i+=1) { + for (i=0; i<m_vertexArray.size(); i+=1) { printf("v %.6f %.6f %.6f\n", m_vertexArray[i].x(), m_vertexArray[i].y(), m_vertexArray[i].z()); } printf("# face count %d\n", m_triFaceArray.size()); - for(i=0; i<m_triFaceArray.size(); i+=3) { + for (i=0; i<m_triFaceArray.size(); i+=3) { printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1); } #endif @@ -1701,10 +1701,10 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA const int tri_verts[4]= {0,1,2, -1}; const int *fv_pt; - if(gameobj==NULL && meshobj==NULL) + if (gameobj==NULL && meshobj==NULL) return false; - if(m_shapeType != PHY_SHAPE_MESH) + if (m_shapeType != PHY_SHAPE_MESH) return false; RAS_Deformer *deformer= gameobj ? gameobj->GetDeformer():NULL; @@ -1714,21 +1714,21 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA dm = deformer->GetPhysicsMesh(); /* get the mesh from the object if not defined */ - if(meshobj==NULL) { + if (meshobj==NULL) { /* modifier mesh */ - if(dm) + if (dm) meshobj= deformer->GetRasMesh(); /* game object first mesh */ - if(meshobj==NULL) { - if(gameobj->GetMeshCount() > 0) { + if (meshobj==NULL) { + if (gameobj->GetMeshCount() > 0) { meshobj= gameobj->GetMesh(0); } } } - if(dm && deformer->GetRasMesh() == meshobj) + if (dm && deformer->GetRasMesh() == meshobj) { /* * Derived Mesh Update * @@ -1745,7 +1745,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA int flen; - if(CustomData_has_layer(&dm->faceData, CD_MTFACE)) + if (CustomData_has_layer(&dm->faceData, CD_MTFACE)) { MTFace *tface = (MTFace *)dm->getTessFaceDataArray(dm, CD_MTFACE); MTFace *tf; @@ -1753,10 +1753,10 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA vector<bool> vert_tag_array(numverts, false); vector<int> vert_remap_array(numverts, 0); - for(mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) { - if(tf->mode & TF_DYNAMIC) + for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) { + if (tf->mode & TF_DYNAMIC) { - if(mf->v4) { + if (mf->v4) { tot_bt_tris+= 2; flen= 4; } else { @@ -1764,11 +1764,11 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA flen= 3; } - for(j=0; j<flen; j++) + for (j=0; j<flen; j++) { v_orig = (*(&mf->v1 + j)); - if(vert_tag_array[v_orig]==false) + if (vert_tag_array[v_orig]==false) { vert_tag_array[v_orig]= true; vert_remap_array[v_orig]= tot_bt_verts; @@ -1790,13 +1790,13 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA m_polygonIndexArray.resize(tot_bt_tris); int *poly_index_pt= &m_polygonIndexArray[0]; - for(mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) + for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) { - if(tf->mode & TF_DYNAMIC) + if (tf->mode & TF_DYNAMIC) { int origi = (index)? index[i]: i; - if(mf->v4) { + if (mf->v4) { fv_pt= quad_verts; *poly_index_pt++ = origi; *poly_index_pt++ = origi; @@ -1807,11 +1807,11 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA flen= 3; } - for(; *fv_pt > -1; fv_pt++) + for (; *fv_pt > -1; fv_pt++) { v_orig = (*(&mf->v1 + (*fv_pt))); - if(vert_tag_array[v_orig]) + if (vert_tag_array[v_orig]) { mv= mvert + v_orig; *bt++ = mv->co[0]; @@ -1833,7 +1833,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA tot_bt_verts= numverts; - for(mf= mface, i=0; i < numpolys; mf++, i++) { + for (mf= mface, i=0; i < numpolys; mf++, i++) { tot_bt_tris += (mf->v4 ? 2:1); } @@ -1848,14 +1848,14 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA m_triFaceUVcoArray.clear(); - for(mv= mvert, i=0; i < numverts; mv++, i++) { + for (mv= mvert, i=0; i < numverts; mv++, i++) { *bt++ = mv->co[0]; *bt++ = mv->co[1]; *bt++ = mv->co[2]; } - for(mf= mface, i=0; i < numpolys; mf++, i++) { + for (mf= mface, i=0; i < numpolys; mf++, i++) { int origi = (index)? index[i]: i; - if(mf->v4) { + if (mf->v4) { fv_pt= quad_verts; *poly_index_pt++ = origi; *poly_index_pt++ = origi; @@ -1865,7 +1865,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA *poly_index_pt++ = origi; } - for(; *fv_pt > -1; fv_pt++) + for (; *fv_pt > -1; fv_pt++) *tri_pt++ = (*(&mf->v1 + (*fv_pt))); } } @@ -1882,7 +1882,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA float (*transverts)[3]= NULL; int transverts_tot= 0; /* with deformed meshes - should always be greater then the max orginal index, or we get crashes */ - if(deformer) { + if (deformer) { /* map locations from the deformed array * * Could call deformer->Update(); but rely on redraw updating. @@ -1899,15 +1899,15 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA vector<bool> vert_tag_array(numverts, false); vector<int> vert_remap_array(numverts, 0); - for(int p=0; p<numpolys; p++) + for (int p=0; p<numpolys; p++) { RAS_Polygon* poly= meshobj->GetPolygon(p); if (poly->IsCollider()) { - for(i=0; i < poly->VertexCount(); i++) + for (i=0; i < poly->VertexCount(); i++) { v_orig= poly->GetVertex(i)->getOrigIndex(); - if(vert_tag_array[v_orig]==false) + if (vert_tag_array[v_orig]==false) { vert_tag_array[v_orig]= true; vert_remap_array[v_orig]= tot_bt_verts; @@ -1929,7 +1929,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA m_polygonIndexArray.resize(tot_bt_tris); - for(int p=0; p<numpolys; p++) + for (int p=0; p<numpolys; p++) { RAS_Polygon* poly= meshobj->GetPolygon(p); @@ -1938,13 +1938,13 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA /* quad or tri loop */ fv_pt= (poly->VertexCount()==3 ? tri_verts:quad_verts); - for(; *fv_pt > -1; fv_pt++) + for (; *fv_pt > -1; fv_pt++) { v_orig= poly->GetVertex(*fv_pt)->getOrigIndex(); - if(vert_tag_array[v_orig]) + if (vert_tag_array[v_orig]) { - if(transverts) { + if (transverts) { /* deformed mesh, using RAS_TexVert locations would be too troublesome * because they are use the gameob as a hash in the material slot */ *bt++ = transverts[v_orig][0]; @@ -1973,19 +1973,19 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA #if 0 /* needs #include <cstdio> */ printf("# vert count %d\n", m_vertexArray.size()); - for(int i=0; i<m_vertexArray.size(); i+=3) { + for (int i=0; i<m_vertexArray.size(); i+=3) { printf("v %.6f %.6f %.6f\n", m_vertexArray[i], m_vertexArray[i+1], m_vertexArray[i+2]); } printf("# face count %d\n", m_triFaceArray.size()); - for(int i=0; i<m_triFaceArray.size(); i+=3) { + for (int i=0; i<m_triFaceArray.size(); i+=3) { printf("f %d %d %d\n", m_triFaceArray[i]+1, m_triFaceArray[i+1]+1, m_triFaceArray[i+2]+1); } #endif /* force recreation of the m_unscaledShape. * If this has multiple users we cant delete */ - if(m_unscaledShape) { + if (m_unscaledShape) { // don't free now so it can re-allocate under the same location and not break pointers. // DeleteBulletShape(m_unscaledShape); m_forceReInstance= true; @@ -2094,7 +2094,7 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin, b collisionMeshData->m_weldingThreshold = m_weldingThreshold1; bool removeDuplicateVertices=true; // m_vertexArray not in multiple of 3 anymore, use m_triFaceArray - for(unsigned int i=0; i<m_triFaceArray.size(); i+=3) { + for (unsigned int i=0; i<m_triFaceArray.size(); i+=3) { btScalar *bt = &m_vertexArray[3*m_triFaceArray[i]]; btVector3 v1(bt[0], bt[1], bt[2]); bt = &m_vertexArray[3*m_triFaceArray[i+1]]; @@ -2119,7 +2119,7 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin, b // this shape will be shared and not deleted until shapeInfo is deleted // for UpdateMesh, reuse the last memory location so instancing wont crash. - if(m_unscaledShape) { + if (m_unscaledShape) { DeleteBulletShape(m_unscaledShape, false); m_unscaledShape->~btBvhTriangleMeshShape(); m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true, useBvh ); |