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-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp34
-rw-r--r--source/gameengine/BlenderRoutines/BL_System.cpp10
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.cpp24
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp28
-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
-rw-r--r--source/gameengine/Expressions/InputParser.cpp4
-rw-r--r--source/gameengine/Expressions/IntValue.cpp2
-rw-r--r--source/gameengine/Expressions/ListValue.cpp4
-rw-r--r--source/gameengine/Expressions/PyObjectPlus.cpp28
-rw-r--r--source/gameengine/Expressions/Value.cpp6
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp16
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_2DFilterActuator.cpp8
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickManager.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.cpp30
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.cpp34
-rw-r--r--source/gameengine/GameLogic/SCA_RandomActuator.cpp18
-rw-r--r--source/gameengine/GamePlayer/common/GPC_Canvas.cpp4
-rw-r--r--source/gameengine/GamePlayer/common/GPC_Engine.cpp30
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RawImage.cpp14
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp2
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp4
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp42
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp20
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_ghost.cpp44
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp42
-rw-r--r--source/gameengine/Ketsji/BL_Material.cpp14
-rw-r--r--source/gameengine/Ketsji/BL_Shader.cpp222
-rw-r--r--source/gameengine/Ketsji/BL_Texture.cpp74
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp170
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp22
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp136
-rw-r--r--source/gameengine/Ketsji/KX_FontObject.cpp16
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp82
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp48
-rw-r--r--source/gameengine/Ketsji/KX_Light.cpp32
-rw-r--r--source/gameengine/Ketsji/KX_MeshProxy.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_NavMeshObject.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_ObjectActuator.cpp12
-rw-r--r--source/gameengine/Ketsji/KX_PolyProxy.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_PolygonMaterial.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_PyConstraintBinding.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_PyMath.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp76
-rw-r--r--source/gameengine/Ketsji/KX_PythonInitTypes.cpp16
-rw-r--r--source/gameengine/Ketsji/KX_PythonSeq.cpp50
-rw-r--r--source/gameengine/Ketsji/KX_RayCast.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp58
-rw-r--r--source/gameengine/Ketsji/KX_SceneActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp58
-rw-r--r--source/gameengine/Ketsji/KX_SteeringActuator.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_TouchEventManager.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_TrackToActuator.cpp14
-rw-r--r--source/gameengine/Ketsji/KX_VertexProxy.cpp2
-rw-r--r--source/gameengine/Physics/Bullet/CcdGraphicController.cpp2
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp96
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp82
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp82
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp16
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.cpp8
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp8
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp126
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp68
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp24
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp36
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp88
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp62
-rw-r--r--source/gameengine/Rasterizer/RAS_Polygon.cpp8
-rw-r--r--source/gameengine/SceneGraph/SG_Tree.cpp16
-rw-r--r--source/gameengine/VideoTexture/ImageRender.cpp6
-rw-r--r--source/gameengine/VideoTexture/VideoFFmpeg.cpp22
-rw-r--r--source/gameengine/VideoTexture/blendVideoTex.cpp2
92 files changed, 1401 insertions, 1401 deletions
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index d8bb45707e5..eb31070f265 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -192,7 +192,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
bool restrictAnimFPS = startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES;
- if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */
+ if (animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */
// create the canvas, rasterizer and rendertools
RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar);
@@ -205,7 +205,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
RAS_IRenderTools* rendertools = new KX_BlenderRenderTools();
RAS_IRasterizer* rasterizer = NULL;
- if(displaylists) {
+ if (displaylists) {
if (GLEW_VERSION_1_1 && !novertexarrays)
rasterizer = new RAS_ListRasterizer(canvas, true, true);
else
@@ -263,8 +263,8 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
float camzoom;
int draw_letterbox = 0;
- if(rv3d->persp==RV3D_CAMOB) {
- if(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
+ if (rv3d->persp==RV3D_CAMOB) {
+ if (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */
camzoom = 1.0f;
draw_letterbox = 1;
}
@@ -318,7 +318,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
blenderdata = bfd->main;
startscenename = bfd->curscene->id.name + 2;
- if(blenderdata) {
+ if (blenderdata) {
BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name));
BLI_strncpy(pathname, blenderdata->name, sizeof(pathname));
#ifdef WITH_PYTHON
@@ -341,7 +341,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
// Quad buffered needs a special window.
- if(scene->gm.stereoflag == STEREO_ENABLED){
+ if (scene->gm.stereoflag == STEREO_ENABLED){
if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
rasterizer->SetStereoMode((RAS_IRasterizer::StereoMode) scene->gm.stereomode);
@@ -359,7 +359,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO));
ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat));
ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat));
- if(rv3d->persp == RV3D_ORTHO)
+ if (rv3d->persp == RV3D_ORTHO)
{
ketsjiengine->SetCameraOverrideClipping(-v3d->far, v3d->far);
}
@@ -379,17 +379,17 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
bool usemat = false, useglslmat = false;
- if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
+ if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
usemat = true;
- if(GPU_glsl_support())
+ if (GPU_glsl_support())
useglslmat = true;
- else if(gs.matmode == GAME_MAT_GLSL)
+ else if (gs.matmode == GAME_MAT_GLSL)
usemat = false;
- if(usemat && (gs.matmode != GAME_MAT_TEXFACE))
+ if (usemat && (gs.matmode != GAME_MAT_TEXFACE))
sceneconverter->SetMaterials(true);
- if(useglslmat && (gs.matmode == GAME_MAT_GLSL))
+ if (useglslmat && (gs.matmode == GAME_MAT_GLSL))
sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(keyboarddevice,
@@ -406,12 +406,12 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
#endif // WITH_PYTHON
//initialize Dome Settings
- if(scene->gm.stereoflag == STEREO_DOME)
+ if (scene->gm.stereoflag == STEREO_DOME)
ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext);
// initialize 3D Audio Settings
AUD_I3DDevice* dev = AUD_get3DDevice();
- if(dev)
+ if (dev)
{
dev->setSpeedOfSound(scene->audio.speed_of_sound);
dev->setDopplerFactor(scene->audio.doppler_factor);
@@ -457,7 +457,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
if (render)
{
- if(draw_letterbox) {
+ if (draw_letterbox) {
// Clear screen to border color
// We do this here since we set the canvas to be within the frames. This means the engine
// itself is unaware of the extra space, so we clear the whole region for it.
@@ -502,7 +502,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
wm_event_free(event);
}
- if(win != CTX_wm_window(C)) {
+ if (win != CTX_wm_window(C)) {
exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */
}
}
@@ -557,7 +557,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
startscene->camera= tmp_camera;
}
- if(exitrequested != KX_EXIT_REQUEST_OUTSIDE)
+ if (exitrequested != KX_EXIT_REQUEST_OUTSIDE)
{
// set the cursor back to normal
canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
diff --git a/source/gameengine/BlenderRoutines/BL_System.cpp b/source/gameengine/BlenderRoutines/BL_System.cpp
index a97d1a6d5e9..251182a07aa 100644
--- a/source/gameengine/BlenderRoutines/BL_System.cpp
+++ b/source/gameengine/BlenderRoutines/BL_System.cpp
@@ -44,7 +44,7 @@ static SingletonSystem *_system_instance = NULL;
SYS_SystemHandle SYS_GetSystem()
{
- if(!_system_instance)
+ if (!_system_instance)
_system_instance = new SingletonSystem();
return (SYS_SystemHandle)_system_instance;
@@ -52,7 +52,7 @@ SYS_SystemHandle SYS_GetSystem()
void SYS_DeleteSystem(SYS_SystemHandle sys)
{
- if(_system_instance) {
+ if (_system_instance) {
delete _system_instance;
_system_instance = NULL;
}
@@ -61,7 +61,7 @@ void SYS_DeleteSystem(SYS_SystemHandle sys)
int SYS_GetCommandLineInt(SYS_SystemHandle sys, const char *paramname, int defaultvalue)
{
int *result = ((SingletonSystem *)sys)->int_params[paramname];
- if(result)
+ if (result)
return *result;
return defaultvalue;
@@ -70,7 +70,7 @@ int SYS_GetCommandLineInt(SYS_SystemHandle sys, const char *paramname, int defau
float SYS_GetCommandLineFloat(SYS_SystemHandle sys, const char *paramname, float defaultvalue)
{
float *result = ((SingletonSystem *)sys)->float_params[paramname];
- if(result)
+ if (result)
return *result;
return defaultvalue;
@@ -79,7 +79,7 @@ float SYS_GetCommandLineFloat(SYS_SystemHandle sys, const char *paramname, float
const char *SYS_GetCommandLineString(SYS_SystemHandle sys, const char *paramname, const char *defaultvalue)
{
STR_String *result = ((SingletonSystem *)sys)->string_params[paramname];
- if(result)
+ if (result)
return *result;
return defaultvalue;
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
index 7a99a4a1419..19a84acf027 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
@@ -95,34 +95,34 @@ void DisableForText()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
- if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
- if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
+ if (glIsEnabled(GL_BLEND)) glDisable(GL_BLEND);
+ if (glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST);
- if(glIsEnabled(GL_LIGHTING)) {
+ if (glIsEnabled(GL_LIGHTING)) {
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
- if(GLEW_ARB_multitexture) {
- for(int i=0; i<MAXTEX; i++) {
+ if (GLEW_ARB_multitexture) {
+ for (int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
- if(GLEW_ARB_texture_cube_map)
- if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
+ if (GLEW_ARB_texture_cube_map)
+ if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
- if(glIsEnabled(GL_TEXTURE_2D))
+ if (glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
- if(GLEW_ARB_texture_cube_map)
- if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
+ if (GLEW_ARB_texture_cube_map)
+ if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
- if(glIsEnabled(GL_TEXTURE_2D))
+ if (glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
}
@@ -261,7 +261,7 @@ void BL_MakeScreenShot(ScrArea *curarea, const char* filename)
int dumpsx, dumpsy;
dumprect= screenshot(curarea, &dumpsx, &dumpsy);
- if(dumprect) {
+ if (dumprect) {
ImBuf *ibuf;
BLI_path_abs(path, G.main->name);
/* BKE_add_image_extension() checks for if extension was already set */
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 43166c0698a..9156102ab0d 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -92,23 +92,23 @@ void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool useligh
int layer= -1;
/* find the layer */
- if(uselights) {
- if(m_clientobject)
+ if (uselights) {
+ if (m_clientobject)
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
}
/* avoid state switching */
- if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
+ if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
return;
m_lastlightlayer = layer;
m_lastauxinfo = m_auxilaryClientInfo;
/* enable/disable lights as needed */
- if(layer >= 0)
+ if (layer >= 0)
enable = applyLights(layer, viewmat);
- if(enable)
+ if (enable)
EnableOpenGLLights(rasty);
else
DisableOpenGLLights();
@@ -116,7 +116,7 @@ void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool useligh
void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
{
- if(m_lastlighting == true)
+ if (m_lastlighting == true)
return;
glEnable(GL_LIGHTING);
@@ -133,7 +133,7 @@ void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
void KX_BlenderRenderTools::DisableOpenGLLights()
{
- if(m_lastlighting == false)
+ if (m_lastlighting == false)
return;
glDisable(GL_LIGHTING);
@@ -297,7 +297,7 @@ void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
int width,
int height)
{
- if(mode == RAS_IRenderTools::RAS_TEXT_PADDED)
+ if (mode == RAS_IRenderTools::RAS_TEXT_PADDED)
BL_print_gamedebug_line_padded(text, xco, yco, width, height);
else
BL_print_gamedebug_line(text, xco, yco, width, height);
@@ -317,7 +317,7 @@ void KX_BlenderRenderTools::RenderText(
struct MTFace* tface = 0;
unsigned int *col = 0;
- if(flag & RAS_BLENDERMAT) {
+ if (flag & RAS_BLENDERMAT) {
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
tface = bl_mat->GetMTFace();
col = bl_mat->GetMCol();
@@ -350,7 +350,7 @@ int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& view
unsigned int count;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
- for(count=0; count<m_numgllights; count++)
+ for (count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
viewmat.getValue(glviewmat);
@@ -362,7 +362,7 @@ int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& view
RAS_LightObject* lightdata = (*lit);
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
- if(kxlight->ApplyLight(kxscene, objectlayer, count))
+ if (kxlight->ApplyLight(kxscene, objectlayer, count))
count++;
}
glPopMatrix();
@@ -374,16 +374,16 @@ void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
{
int state = rasterizer->GetMotionBlurState();
float motionblurvalue;
- if(state)
+ if (state)
{
motionblurvalue = rasterizer->GetMotionBlurValue();
- if(state==1)
+ if (state==1)
{
//bugfix:load color buffer into accum buffer for the first time(state=1)
glAccum(GL_LOAD, 1.0);
rasterizer->SetMotionBlurState(2);
}
- else if(motionblurvalue>=0.0 && motionblurvalue<=1.0)
+ else if (motionblurvalue>=0.0 && motionblurvalue<=1.0)
{
glAccum(GL_MULT, motionblurvalue);
glAccum(GL_ACCUM, 1-motionblurvalue);
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);
diff --git a/source/gameengine/Expressions/InputParser.cpp b/source/gameengine/Expressions/InputParser.cpp
index e13cb8200b1..c8f757f263c 100644
--- a/source/gameengine/Expressions/InputParser.cpp
+++ b/source/gameengine/Expressions/InputParser.cpp
@@ -108,7 +108,7 @@ void CParser::TermChar(char c)
{
// generates an error if the next char isn't the specified char c,
// otherwise, skip the char
- if(ch == c)
+ if (ch == c)
{
NextCh();
}
@@ -379,7 +379,7 @@ void CParser::Term(int s)
{
// generates an error if the next symbol isn't the specified symbol s
// otherwise, skip the symbol
- if(s == sym) NextSym();
+ if (s == sym) NextSym();
else {
STR_String msg;
msg.Format("Warning: " + Symbol2Str(s) + " expected\ncontinuing without it");
diff --git a/source/gameengine/Expressions/IntValue.cpp b/source/gameengine/Expressions/IntValue.cpp
index 20a4bbc0405..2d427440620 100644
--- a/source/gameengine/Expressions/IntValue.cpp
+++ b/source/gameengine/Expressions/IntValue.cpp
@@ -328,7 +328,7 @@ void CIntValue::SetValue(CValue* newval)
#ifdef WITH_PYTHON
PyObject* CIntValue::ConvertValueToPython()
{
- if((m_int > INT_MIN) && (m_int < INT_MAX))
+ if ((m_int > INT_MIN) && (m_int < INT_MAX))
return PyLong_FromSsize_t(m_int);
else
return PyLong_FromLongLong(m_int);
diff --git a/source/gameengine/Expressions/ListValue.cpp b/source/gameengine/Expressions/ListValue.cpp
index 2c8cffbef82..f43625a7821 100644
--- a/source/gameengine/Expressions/ListValue.cpp
+++ b/source/gameengine/Expressions/ListValue.cpp
@@ -329,7 +329,7 @@ PyObject* listvalue_mapping_subscript(PyObject* self, PyObject* pyindex)
CValue *item = ((CListValue*) list)->FindValue(_PyUnicode_AsString(pyindex));
if (item) {
PyObject* pyobj = item->ConvertValueToPython();
- if(pyobj)
+ if (pyobj)
return pyobj;
else
return item->GetProxy();
@@ -437,7 +437,7 @@ static PyObject *listvalue_buffer_concat(PyObject * self, PyObject * other)
else if (PyObject_TypeCheck(other, &CListValue::Type)) {
// add items from otherlist to this list
CListValue* otherval = static_cast<CListValue *>(BGE_PROXY_REF(other));
- if(otherval==NULL) {
+ if (otherval==NULL) {
listval_new->Release();
PyErr_SetString(PyExc_SystemError, "CList+other, "BGE_PROXY_ERROR_MSG);
return NULL;
diff --git a/source/gameengine/Expressions/PyObjectPlus.cpp b/source/gameengine/Expressions/PyObjectPlus.cpp
index 65aa3e23dfa..38d622a7d45 100644
--- a/source/gameengine/Expressions/PyObjectPlus.cpp
+++ b/source/gameengine/Expressions/PyObjectPlus.cpp
@@ -55,7 +55,7 @@
PyObjectPlus::~PyObjectPlus()
{
#ifdef WITH_PYTHON
- if(m_proxy) {
+ if (m_proxy) {
BGE_PROXY_REF(m_proxy)= NULL;
Py_DECREF(m_proxy); /* Remove own reference, python may still have 1 */
}
@@ -90,7 +90,7 @@ void PyObjectPlus::ProcessReplica()
void PyObjectPlus::InvalidateProxy() // check typename of each parent
{
#ifdef WITH_PYTHON
- if(m_proxy) {
+ if (m_proxy) {
BGE_PROXY_REF(m_proxy)=NULL;
Py_DECREF(m_proxy);
m_proxy= NULL;
@@ -137,7 +137,7 @@ PyTypeObject PyObjectPlus::Type = {
PyObject *PyObjectPlus::py_base_repr(PyObject *self) // This should be the entry in Type.
{
PyObjectPlus *self_plus= BGE_PROXY_REF(self);
- if(self_plus==NULL) {
+ if (self_plus==NULL) {
PyErr_SetString(PyExc_SystemError, BGE_PROXY_ERROR_MSG);
return NULL;
}
@@ -173,13 +173,13 @@ PyObject * PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObjec
while(base_type && !BGE_PROXY_CHECK_TYPE(base_type))
base_type= base_type->tp_base;
- if(base_type==NULL || !BGE_PROXY_CHECK_TYPE(base_type)) {
+ if (base_type==NULL || !BGE_PROXY_CHECK_TYPE(base_type)) {
PyErr_SetString(PyExc_TypeError, "can't subclass from a blender game type because the argument given is not a game class or subclass");
return NULL;
}
/* use base_type rather than Py_TYPE(base) because we could already be subtyped */
- if(!PyType_IsSubtype(type, base_type)) {
+ if (!PyType_IsSubtype(type, base_type)) {
PyErr_Format(PyExc_TypeError, "can't subclass blender game type <%s> from <%s> because it is not a subclass", base_type->tp_name, type->tp_name);
return NULL;
}
@@ -228,8 +228,8 @@ void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper
if (BGE_PROXY_PYREF(self)) {
PyObjectPlus *self_plus= BGE_PROXY_REF(self);
- if(self_plus) {
- if(BGE_PROXY_PYOWNS(self)) { /* Does python own this?, then delete it */
+ if (self_plus) {
+ if (BGE_PROXY_PYOWNS(self)) { /* Does python own this?, then delete it */
self_plus->m_proxy = NULL; /* Need this to stop ~PyObjectPlus from decrefing m_proxy otherwise its decref'd twice and py-debug crashes */
delete self_plus;
}
@@ -239,8 +239,8 @@ void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper
BGE_PROXY_PTR(self)= NULL; // not really needed
} else {
void *ptr= BGE_PROXY_PTR(self);
- if(ptr) {
- if(BGE_PROXY_PYOWNS(self)) { /* Does python own this?, then delete it */
+ if (ptr) {
+ if (BGE_PROXY_PYOWNS(self)) { /* Does python own this?, then delete it */
// generic structure owned by python MUST be created though MEM_alloc
MEM_freeN(ptr);
}
@@ -280,8 +280,8 @@ PyObject *PyObjectPlus::py_get_attrdef(PyObject *self_py, const PyAttributeDef *
{
PyObjectPlus *ref= (BGE_PROXY_REF(self_py));
char* ptr = (attrdef->m_usePtr) ? (char*)BGE_PROXY_PTR(self_py) : (char*)ref;
- if(ptr == NULL || (BGE_PROXY_PYREF(self_py) && (ref==NULL || !ref->py_is_valid()))) {
- if(attrdef == attr_invalid)
+ if (ptr == NULL || (BGE_PROXY_PYREF(self_py) && (ref==NULL || !ref->py_is_valid()))) {
+ if (attrdef == attr_invalid)
Py_RETURN_TRUE; // don't bother running the function
PyErr_SetString(PyExc_SystemError, BGE_PROXY_ERROR_MSG);
@@ -512,7 +512,7 @@ int PyObjectPlus::py_set_attrdef(PyObject *self_py, PyObject *value, const PyAtt
{
PyObjectPlus *ref= (BGE_PROXY_REF(self_py));
char* ptr = (attrdef->m_usePtr) ? (char*)BGE_PROXY_PTR(self_py) : (char*)ref;
- if(ref==NULL || !ref->py_is_valid() || ptr==NULL) {
+ if (ref==NULL || !ref->py_is_valid() || ptr==NULL) {
PyErr_SetString(PyExc_SystemError, BGE_PROXY_ERROR_MSG);
return PY_SET_ATTR_FAIL;
}
@@ -1150,7 +1150,7 @@ PyObject *PyObjectPlus::NewProxyPlus_Ext(PyObjectPlus *self, PyTypeObject *tp, v
}
if (self->m_proxy)
{
- if(py_owns)
+ if (py_owns)
{ /* Free */
BGE_PROXY_REF(self->m_proxy) = NULL;
Py_DECREF(self->m_proxy);
@@ -1164,7 +1164,7 @@ PyObject *PyObjectPlus::NewProxyPlus_Ext(PyObjectPlus *self, PyTypeObject *tp, v
}
GetProxyPlus_Ext(self, tp, ptr);
- if(py_owns) {
+ if (py_owns) {
BGE_PROXY_PYOWNS(self->m_proxy) = py_owns;
Py_DECREF(self->m_proxy); /* could avoid thrashing here but for now its ok */
}
diff --git a/source/gameengine/Expressions/Value.cpp b/source/gameengine/Expressions/Value.cpp
index c0952f29d8f..30bc33adddd 100644
--- a/source/gameengine/Expressions/Value.cpp
+++ b/source/gameengine/Expressions/Value.cpp
@@ -325,7 +325,7 @@ bool CValue::RemoveProperty(const char *inName)
vector<STR_String> CValue::GetPropertyNames()
{
vector<STR_String> result;
- if(!m_pNamedPropertyArray) return result;
+ if (!m_pNamedPropertyArray) return result;
result.reserve(m_pNamedPropertyArray->size());
std::map<STR_String,CValue*>::iterator it;
@@ -366,7 +366,7 @@ void CValue::ClearProperties()
//
void CValue::SetPropertiesModified(bool inModified)
{
- if(!m_pNamedPropertyArray) return;
+ if (!m_pNamedPropertyArray) return;
std::map<STR_String,CValue*>::iterator it;
for (it= m_pNamedPropertyArray->begin();(it != m_pNamedPropertyArray->end()); it++)
@@ -380,7 +380,7 @@ void CValue::SetPropertiesModified(bool inModified)
//
bool CValue::IsAnyPropertyModified()
{
- if(!m_pNamedPropertyArray) return false;
+ if (!m_pNamedPropertyArray) return false;
std::map<STR_String,CValue*>::iterator it;
for (it= m_pNamedPropertyArray->begin();(it != m_pNamedPropertyArray->end()); it++)
diff --git a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
index b22246014bf..38416a340c7 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
+++ b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
@@ -51,10 +51,10 @@ SCA_Joystick::SCA_Joystick(short int index)
m_istrig_button(0),
m_istrig_hat(0)
{
- for(int i=0; i<JOYAXIS_MAX; i++)
+ for (int i=0; i<JOYAXIS_MAX; i++)
m_axis_array[i]= 0;
- for(int i=0; i<JOYHAT_MAX; i++)
+ for (int i=0; i<JOYHAT_MAX; i++)
m_hat_array[i]= 0;
#ifdef WITH_SDL
@@ -92,9 +92,9 @@ SCA_Joystick *SCA_Joystick::GetInstance( short int joyindex )
// when GHOST is running under SDL, video is initialized elsewhere.
// Do this once only.
# ifdef WITH_GHOST_SDL
- if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1 ){
+ if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1 ){
# else
- if(SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO) == -1 ){
+ if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO) == -1 ){
# endif
echo("Error-Initializing-SDL: " << SDL_GetError());
return NULL;
@@ -239,7 +239,7 @@ bool SCA_Joystick::CreateJoystickDevice(void)
m_axismax = m_buttonmax = m_hatmax = 0;
return false;
#else /* WITH_SDL */
- if(m_isinit == false){
+ if (m_isinit == false){
if (m_joyindex>=m_joynum) {
// don't print a message, because this is done anyway
//echo("Joystick-Error: " << SDL_NumJoysticks() << " avaiable joystick(s)");
@@ -264,9 +264,9 @@ bool SCA_Joystick::CreateJoystickDevice(void)
else if (m_axismax < 0) m_axismax = 0;
if (m_hatmax > JOYHAT_MAX) m_hatmax= JOYHAT_MAX; /* very unlikely */
- else if(m_hatmax<0) m_hatmax= 0;
+ else if (m_hatmax<0) m_hatmax= 0;
- if(m_buttonmax<0) m_buttonmax= 0;
+ if (m_buttonmax<0) m_buttonmax= 0;
}
return true;
@@ -278,7 +278,7 @@ void SCA_Joystick::DestroyJoystickDevice(void)
{
#ifdef WITH_SDL
if (m_isinit){
- if(SDL_JoystickOpened(m_joyindex)){
+ if (SDL_JoystickOpened(m_joyindex)){
echo("Closing-joystick " << m_joyindex);
SDL_JoystickClose(m_private->m_joystick);
}
diff --git a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
index e1ab364ae67..44b6cfd7d35 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
+++ b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
@@ -40,7 +40,7 @@
#ifdef WITH_SDL
void SCA_Joystick::OnAxisMotion(SDL_Event* sdl_event)
{
- if(sdl_event->jaxis.axis >= JOYAXIS_MAX)
+ if (sdl_event->jaxis.axis >= JOYAXIS_MAX)
return;
m_axis_array[sdl_event->jaxis.axis]= sdl_event->jaxis.value;
@@ -50,7 +50,7 @@ void SCA_Joystick::OnAxisMotion(SDL_Event* sdl_event)
/* See notes below in the event loop */
void SCA_Joystick::OnHatMotion(SDL_Event* sdl_event)
{
- if(sdl_event->jhat.hat >= JOYHAT_MAX)
+ if (sdl_event->jhat.hat >= JOYHAT_MAX)
return;
m_hat_array[sdl_event->jhat.hat]= sdl_event->jhat.value;
@@ -85,7 +85,7 @@ void SCA_Joystick::HandleEvents(void)
int i;
for (i=0; i<m_joynum; i++) { /* could use JOYINDEX_MAX but no reason to */
- if(SCA_Joystick::m_instance[i])
+ if (SCA_Joystick::m_instance[i])
SCA_Joystick::m_instance[i]->OnNothing(&sdl_event);
}
diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
index 05422edb62c..df585c946eb 100644
--- a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
@@ -55,7 +55,7 @@ SCA_2DFilterActuator::SCA_2DFilterActuator(
m_scene(scene)
{
m_gameobj = NULL;
- if(gameobj){
+ if (gameobj){
m_propNames = gameobj->GetPropertyNames();
m_gameobj = gameobj;
}
@@ -79,16 +79,16 @@ bool SCA_2DFilterActuator::Update()
if (bNegativeEvent)
return false; // do nothing on negative events
- if( m_type == RAS_2DFilterManager::RAS_2DFILTER_MOTIONBLUR )
+ if ( m_type == RAS_2DFilterManager::RAS_2DFILTER_MOTIONBLUR )
{
- if(!m_disableMotionBlur)
+ if (!m_disableMotionBlur)
m_rasterizer->EnableMotionBlur(m_float_arg);
else
m_rasterizer->DisableMotionBlur();
return false;
}
- else if(m_type < RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS)
+ else if (m_type < RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS)
{
m_scene->Update2DFilter(m_propNames, m_gameobj, m_type, m_int_arg, m_shaderText);
}
diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp
index 09d81c7f14b..4728729acb0 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ISensor.cpp
@@ -174,7 +174,7 @@ void SCA_ISensor::RegisterToManager()
void SCA_ISensor::Replace_EventManager(class SCA_LogicManager* logicmgr)
{
- if(m_links) { /* true if we're used currently */
+ if (m_links) { /* true if we're used currently */
m_eventmgr->RemoveSensor(this);
m_eventmgr= logicmgr->FindEventManager(m_eventmgr->GetType());
@@ -225,7 +225,7 @@ void SCA_ISensor::UnregisterToManager()
void SCA_ISensor::ActivateControllers(class SCA_LogicManager* logicmgr)
{
- for(vector<SCA_IController*>::const_iterator c= m_linkedcontrollers.begin();
+ for (vector<SCA_IController*>::const_iterator c= m_linkedcontrollers.begin();
c!=m_linkedcontrollers.end();++c)
{
SCA_IController* contr = *c;
@@ -305,7 +305,7 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr)
{
// This level sensor is connected to at least one controller that was just made
// active but it did not generate an event yet, do it now to those controllers only
- for(vector<SCA_IController*>::const_iterator c= m_linkedcontrollers.begin();
+ for (vector<SCA_IController*>::const_iterator c= m_linkedcontrollers.begin();
c!=m_linkedcontrollers.end();++c)
{
SCA_IController* contr = *c;
diff --git a/source/gameengine/GameLogic/SCA_JoystickManager.cpp b/source/gameengine/GameLogic/SCA_JoystickManager.cpp
index 2942384055b..c21db794e42 100644
--- a/source/gameengine/GameLogic/SCA_JoystickManager.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickManager.cpp
@@ -52,7 +52,7 @@ SCA_JoystickManager::~SCA_JoystickManager()
{
int i;
for (i=0; i<JOYINDEX_MAX; i++) {
- if(m_joystick[i])
+ if (m_joystick[i])
m_joystick[i]->ReleaseInstance();
}
}
@@ -72,7 +72,7 @@ void SCA_JoystickManager::NextFrame(double curtime,double deltatime)
for (it.begin();!it.end();++it)
{
SCA_JoystickSensor* joysensor = *it;
- if(!joysensor->IsSuspended())
+ if (!joysensor->IsSuspended())
{
joysensor->Activate(m_logicmgr);
}
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
index 3f74b4cd807..2b47b6fb3c2 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
@@ -109,7 +109,7 @@ bool SCA_JoystickSensor::Evaluate()
bool result = false;
bool reset = m_reset && m_level;
- if(js==NULL) /* no joystick - don't do anything */
+ if (js==NULL) /* no joystick - don't do anything */
return false;
m_reset = false;
@@ -134,22 +134,22 @@ bool SCA_JoystickSensor::Evaluate()
js->cSetPrecision(m_precision);
if (m_bAllEvents) {
- if(js->aAxisPairIsPositive(m_axis-1)){ /* use zero based axis index internally */
+ if (js->aAxisPairIsPositive(m_axis-1)){ /* use zero based axis index internally */
m_istrig = 1;
result = true;
}else{
- if(m_istrig){
+ if (m_istrig){
m_istrig = 0;
result = true;
}
}
}
else {
- if(js->aAxisPairDirectionIsPositive(m_axis-1, m_axisf)){ /* use zero based axis index internally */
+ if (js->aAxisPairDirectionIsPositive(m_axis-1, m_axisf)){ /* use zero based axis index internally */
m_istrig = 1;
result = true;
}else{
- if(m_istrig){
+ if (m_istrig){
m_istrig = 0;
result = true;
}
@@ -165,11 +165,11 @@ bool SCA_JoystickSensor::Evaluate()
/* No need for 'm_bAllEvents' check here since were only checking 1 axis */
js->cSetPrecision(m_precision);
- if(js->aAxisIsPositive(m_axis-1)){ /* use zero based axis index internally */
+ if (js->aAxisIsPositive(m_axis-1)){ /* use zero based axis index internally */
m_istrig = 1;
result = true;
}else{
- if(m_istrig){
+ if (m_istrig){
m_istrig = 0;
result = true;
}
@@ -185,11 +185,11 @@ bool SCA_JoystickSensor::Evaluate()
if (!js->IsTrigButton() && !reset) /* No events from SDL? - don't bother */
return false;
- if(( m_bAllEvents && js->aAnyButtonPressIsPositive()) || (!m_bAllEvents && js->aButtonPressIsPositive(m_button))) {
+ if (( m_bAllEvents && js->aAnyButtonPressIsPositive()) || (!m_bAllEvents && js->aButtonPressIsPositive(m_button))) {
m_istrig = 1;
result = true;
}else {
- if(m_istrig){
+ if (m_istrig){
m_istrig = 0;
result = true;
}
@@ -206,11 +206,11 @@ bool SCA_JoystickSensor::Evaluate()
if (!js->IsTrigHat() && !reset) /* No events from SDL? - don't bother */
return false;
- if((m_bAllEvents && js->GetHat(m_hat-1)) || js->aHatIsPositive(m_hat-1, m_hatf)) {
+ if ((m_bAllEvents && js->GetHat(m_hat-1)) || js->aHatIsPositive(m_hat-1, m_hatf)) {
m_istrig = 1;
result = true;
}else{
- if(m_istrig){
+ if (m_istrig){
m_istrig = 0;
result = true;
}
@@ -310,7 +310,7 @@ PyObject* SCA_JoystickSensor::PyGetButtonActiveList( )
PyObject *value;
int i;
- if(joy) {
+ if (joy) {
for (i=0; i < joy->GetNumberOfButtons(); i++) {
if (joy->aButtonPressIsPositive(i)) {
value = PyLong_FromSsize_t(i);
@@ -331,10 +331,10 @@ PyObject* SCA_JoystickSensor::PyGetButtonStatus( PyObject* args )
SCA_Joystick *joy = ((SCA_JoystickManager *)m_eventmgr)->GetJoystickDevice(m_joyindex);
int index;
- if(!PyArg_ParseTuple(args, "i:getButtonStatus", &index)){
+ if (!PyArg_ParseTuple(args, "i:getButtonStatus", &index)){
return NULL;
}
- if(joy && index >= 0 && index < joy->GetNumberOfButtons()) {
+ if (joy && index >= 0 && index < joy->GetNumberOfButtons()) {
return PyBool_FromLong(joy->aButtonPressIsPositive(index) ? 1 : 0);
}
return PyBool_FromLong(0);
@@ -360,7 +360,7 @@ PyObject* SCA_JoystickSensor::pyattr_get_axis_single(void *self_v, const KX_PYAT
SCA_JoystickSensor* self= static_cast<SCA_JoystickSensor*>(self_v);
SCA_Joystick *joy = ((SCA_JoystickManager *)self->m_eventmgr)->GetJoystickDevice(self->m_joyindex);
- if(self->m_joymode != KX_JOYSENSORMODE_AXIS_SINGLE) {
+ if (self->m_joymode != KX_JOYSENSORMODE_AXIS_SINGLE) {
PyErr_SetString(PyExc_TypeError, "val = sensor.axisSingle: Joystick Sensor, not 'Single Axis' type");
return NULL;
}
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index c5346c16fc9..6543d16d469 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -189,11 +189,11 @@ void SCA_LogicManager::BeginFrame(double curtime, double fixedtime)
for (vector<SCA_EventManager*>::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++)
(*ie)->NextFrame(curtime, fixedtime);
- for(SG_QList* obj = (SG_QList*)m_triggeredControllerSet.Remove();
+ for (SG_QList* obj = (SG_QList*)m_triggeredControllerSet.Remove();
obj != NULL;
obj = (SG_QList*)m_triggeredControllerSet.Remove())
{
- for(SCA_IController* contr = (SCA_IController*)obj->QRemove();
+ for (SCA_IController* contr = (SCA_IController*)obj->QRemove();
contr != NULL;
contr = (SCA_IController*)obj->QRemove())
{
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
index 8e324bbb0d7..d0d940a2e42 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
@@ -198,10 +198,10 @@ bool SCA_PropertySensor::CheckPropertyCondition()
/* Patch: floating point values cant use strings usefully since you can have "0.0" == "0.0000"
* this could be made into a generic Value class function for comparing values with a string.
*/
- if(result==false && dynamic_cast<CFloatValue *>(orgprop) != NULL) {
+ if (result==false && dynamic_cast<CFloatValue *>(orgprop) != NULL) {
float f;
- if(EOF == sscanf(m_checkpropval.ReadPtr(), "%f", &f))
+ if (EOF == sscanf(m_checkpropval.ReadPtr(), "%f", &f))
{
//error
}
diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp
index 67c813acdc0..6f1e6e31507 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonController.cpp
@@ -182,7 +182,7 @@ int SCA_PythonController::IsTriggered(class SCA_ISensor* sensor)
/* warning, self is not the SCA_PythonController, its a PyObjectPlus_Proxy */
PyObject* SCA_PythonController::sPyGetCurrentController(PyObject *self)
{
- if(m_sCurrentController==NULL)
+ if (m_sCurrentController==NULL)
{
PyErr_SetString(PyExc_SystemError, "bge.logic.getCurrentController(), this function is being run outside the python controllers context, or blenders internal state is corrupt.");
return NULL;
@@ -200,16 +200,16 @@ SCA_IActuator* SCA_PythonController::LinkedActuatorFromPy(PyObject *value)
if (PyUnicode_Check(value)) {
/* get the actuator from the name */
const char *name= _PyUnicode_AsString(value);
- for(it = lacts.begin(); it!= lacts.end(); ++it) {
- if( name == (*it)->GetName() ) {
+ for (it = lacts.begin(); it!= lacts.end(); ++it) {
+ if ( name == (*it)->GetName() ) {
return *it;
}
}
}
else if (PyObject_TypeCheck(value, &SCA_IActuator::Type)) {
PyObjectPlus *value_plus= BGE_PROXY_REF(value);
- for(it = lacts.begin(); it!= lacts.end(); ++it) {
- if( static_cast<SCA_IActuator*>(value_plus) == (*it) ) {
+ for (it = lacts.begin(); it!= lacts.end(); ++it) {
+ if ( static_cast<SCA_IActuator*>(value_plus) == (*it) ) {
return *it;
}
}
@@ -308,7 +308,7 @@ bool SCA_PythonController::Import()
function_string= strrchr(mod_path, '.');
- if(function_string == NULL) {
+ if (function_string == NULL) {
printf("Python module name formatting error in object '%s', controller '%s':\n\texpected 'SomeModule.Func', got '%s'\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr());
return false;
}
@@ -324,7 +324,7 @@ bool SCA_PythonController::Import()
return false;
}
- if(m_debug)
+ if (m_debug)
mod = PyImport_ReloadModule(mod);
if (mod == NULL) {
@@ -338,15 +338,15 @@ bool SCA_PythonController::Import()
// DECREF the module as we don't need it anymore
Py_DECREF(mod);
- if(m_function==NULL) {
- if(PyErr_Occurred())
+ if (m_function==NULL) {
+ if (PyErr_Occurred())
ErrorPrint("Python controller found the module but could not access the function");
else
printf("Python module error in object '%s', controller '%s':\n '%s' module found but function missing\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr());
return false;
}
- if(!PyCallable_Check(m_function)) {
+ if (!PyCallable_Check(m_function)) {
Py_DECREF(m_function);
m_function = NULL;
printf("Python module function error in object '%s', controller '%s':\n '%s' not callable\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr());
@@ -358,7 +358,7 @@ bool SCA_PythonController::Import()
m_function_argc= ((PyCodeObject *)PyFunction_GET_CODE(m_function))->co_argcount;
}
- if(m_function_argc > 1) {
+ if (m_function_argc > 1) {
Py_DECREF(m_function);
m_function = NULL;
printf("Python module function in object '%s', controller '%s':\n '%s' takes %d args, should be zero or 1 controller arg\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr(), m_function_argc);
@@ -421,7 +421,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
PyObject *args= NULL;
- if(m_function_argc==1) {
+ if (m_function_argc==1) {
args = PyTuple_New(1);
PyTuple_SET_ITEM(args, 0, GetProxy());
}
@@ -441,7 +441,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
else
ErrorPrint("Python script error");
- if(excdict) /* Only for SCA_PYEXEC_SCRIPT types */
+ if (excdict) /* Only for SCA_PYEXEC_SCRIPT types */
{
/* clear after PyErrPrint - seems it can be using
* something in this dictionary and crash? */
@@ -456,13 +456,13 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
PyObject* SCA_PythonController::PyActivate(PyObject *value)
{
- if(m_sCurrentController != this) {
+ if (m_sCurrentController != this) {
PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller");
return NULL;
}
SCA_IActuator* actu = LinkedActuatorFromPy(value);
- if(actu==NULL)
+ if (actu==NULL)
return NULL;
m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, true);
@@ -471,13 +471,13 @@ PyObject* SCA_PythonController::PyActivate(PyObject *value)
PyObject* SCA_PythonController::PyDeActivate(PyObject *value)
{
- if(m_sCurrentController != this) {
+ if (m_sCurrentController != this) {
PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller");
return NULL;
}
SCA_IActuator* actu = LinkedActuatorFromPy(value);
- if(actu==NULL)
+ if (actu==NULL)
return NULL;
m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, false);
diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.cpp b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
index 0034b5b3f54..40dba3bf03a 100644
--- a/source/gameengine/GameLogic/SCA_RandomActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
@@ -392,7 +392,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setBoolConst,
"\tSet this generator to produce a constant boolean value.\n")
{
int paraArg;
- if(!PyArg_ParseTuple(args, "i:setBoolConst", &paraArg)) {
+ if (!PyArg_ParseTuple(args, "i:setBoolConst", &paraArg)) {
return NULL;
}
@@ -418,7 +418,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setBoolBernouilli,
"\tReturn false value * 100%% of the time.\n")
{
float paraArg;
- if(!PyArg_ParseTuple(args, "f:setBoolBernouilli", &paraArg)) {
+ if (!PyArg_ParseTuple(args, "f:setBoolBernouilli", &paraArg)) {
return NULL;
}
@@ -434,7 +434,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setIntConst,
"\tAlways return value\n")
{
int paraArg;
- if(!PyArg_ParseTuple(args, "i:setIntConst", &paraArg)) {
+ if (!PyArg_ParseTuple(args, "i:setIntConst", &paraArg)) {
return NULL;
}
@@ -452,7 +452,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setIntUniform,
"\tupper_bound. The boundaries are included.\n")
{
int paraArg1, paraArg2;
- if(!PyArg_ParseTuple(args, "ii:setIntUniform", &paraArg1, &paraArg2)) {
+ if (!PyArg_ParseTuple(args, "ii:setIntUniform", &paraArg1, &paraArg2)) {
return NULL;
}
@@ -471,7 +471,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setIntPoisson,
"\tnumber of tries needed to achieve succes.\n")
{
float paraArg;
- if(!PyArg_ParseTuple(args, "f:setIntPoisson", &paraArg)) {
+ if (!PyArg_ParseTuple(args, "f:setIntPoisson", &paraArg)) {
return NULL;
}
@@ -487,7 +487,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatConst,
"\tAlways return value\n")
{
float paraArg;
- if(!PyArg_ParseTuple(args, "f:setFloatConst", &paraArg)) {
+ if (!PyArg_ParseTuple(args, "f:setFloatConst", &paraArg)) {
return NULL;
}
@@ -505,7 +505,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatUniform,
"\tupper_bound.\n")
{
float paraArg1, paraArg2;
- if(!PyArg_ParseTuple(args, "ff:setFloatUniform", &paraArg1, &paraArg2)) {
+ if (!PyArg_ParseTuple(args, "ff:setFloatUniform", &paraArg1, &paraArg2)) {
return NULL;
}
@@ -524,7 +524,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatNormal,
"\tdeviation from the mean is characterized by standard_deviation.\n")
{
float paraArg1, paraArg2;
- if(!PyArg_ParseTuple(args, "ff:setFloatNormal", &paraArg1, &paraArg2)) {
+ if (!PyArg_ParseTuple(args, "ff:setFloatNormal", &paraArg1, &paraArg2)) {
return NULL;
}
@@ -542,7 +542,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatNegativeExponential,
"\tis characterized by half_life.\n")
{
float paraArg;
- if(!PyArg_ParseTuple(args, "f:setFloatNegativeExponential", &paraArg)) {
+ if (!PyArg_ParseTuple(args, "f:setFloatNegativeExponential", &paraArg)) {
return NULL;
}
diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
index 0915326c8eb..db40f35f888 100644
--- a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
@@ -205,7 +205,7 @@ void GPC_Canvas::DisposeBanner(TBannerData& banner)
void GPC_Canvas::DrawAllBanners(void)
{
- if(!m_bannersEnabled || (m_banners.size() < 1))
+ if (!m_bannersEnabled || (m_banners.size() < 1))
return;
// Save the old rendering parameters.
@@ -239,7 +239,7 @@ void GPC_Canvas::DrawAllBanners(void)
void GPC_Canvas::DrawBanner(TBannerData& banner)
{
- if(!banner.enabled)
+ if (!banner.enabled)
return;
// Set up coordinates
diff --git a/source/gameengine/GamePlayer/common/GPC_Engine.cpp b/source/gameengine/GamePlayer/common/GPC_Engine.cpp
index 6eb52413a4e..11d648762c8 100644
--- a/source/gameengine/GamePlayer/common/GPC_Engine.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_Engine.cpp
@@ -78,7 +78,7 @@ GPC_Engine::GPC_Engine(char *customLoadingAnimationURL,
m_frameRate(frameRate),
m_BlenderLogo(0), m_Blender3DLogo(0)/*, m_NaNLogo(0)*/
{
- if(customLoadingAnimationURL[0] != '\0')
+ if (customLoadingAnimationURL[0] != '\0')
{
m_customLoadingAnimationURL = new char[sizeof(customLoadingAnimationURL)];
// not yet, need to be implemented first... m_customLoadingAnimation = true;
@@ -87,13 +87,13 @@ GPC_Engine::GPC_Engine(char *customLoadingAnimationURL,
// load the Blender logo into memory
m_BlenderLogo = new GPC_RawImage();
// blender3d size is 115 x 32 so make resulting texture 128 x 128
- if(!m_BlenderLogo->Load("BlenderLogo", 128, 128, GPC_RawImage::alignTopLeft, 8, 8))
+ if (!m_BlenderLogo->Load("BlenderLogo", 128, 128, GPC_RawImage::alignTopLeft, 8, 8))
m_BlenderLogo = 0;
// load the Blender3D logo into memory
m_Blender3DLogo = new GPC_RawImage();
// blender3d size is 136 x 11 so make resulting texture 256 x 256
- if(!m_Blender3DLogo->Load("Blender3DLogo", 256, 256, GPC_RawImage::alignBottomRight, 8, 8))
+ if (!m_Blender3DLogo->Load("Blender3DLogo", 256, 256, GPC_RawImage::alignBottomRight, 8, 8))
m_Blender3DLogo = 0;
#if 0
@@ -101,7 +101,7 @@ GPC_Engine::GPC_Engine(char *customLoadingAnimationURL,
// load the NaN logo into memory
m_NaNLogo = new GPC_RawImage();
// blender3d size is 32 x 31 so make resulting texture 64 x 64
- if(!m_NaNLogo->Load("NaNLogo", 64, 64, GPC_RawImage::alignBottomRight, 8, 8))
+ if (!m_NaNLogo->Load("NaNLogo", 64, 64, GPC_RawImage::alignBottomRight, 8, 8))
m_NaNLogo = 0;
#endif
}
@@ -148,7 +148,7 @@ bool GPC_Engine::Start(const char *filename)
StartKetsji();
- if(bfd->type == BLENFILETYPE_PUB)
+ if (bfd->type == BLENFILETYPE_PUB)
m_canvas->SetBannerDisplayEnabled(false);
return true;
@@ -173,7 +173,7 @@ bool GPC_Engine::Start(unsigned char *blenderDataBuffer,
StartKetsji();
- if(bfd->type == BLENFILETYPE_PUB)
+ if (bfd->type == BLENFILETYPE_PUB)
m_canvas->SetBannerDisplayEnabled(false);
return true;
@@ -210,7 +210,7 @@ bool GPC_Engine::StartKetsji(void)
void GPC_Engine::StartLoadingAnimation()
{
- if(m_customLoadingAnimation)
+ if (m_customLoadingAnimation)
{
}
else
@@ -218,7 +218,7 @@ void GPC_Engine::StartLoadingAnimation()
unsigned char *blenderDataBuffer;
int blenderDataBufferSize;
GetRawLoadingAnimation(&blenderDataBuffer, &blenderDataBufferSize);
- if(!Start(blenderDataBuffer, blenderDataBufferSize))
+ if (!Start(blenderDataBuffer, blenderDataBufferSize))
cout << "something went wrong when starting the engine" << endl;
delete blenderDataBuffer; // created with 'new' in GetRawLoadingAnimation()
}
@@ -251,11 +251,11 @@ void GPC_Engine::UpdateLoadingAnimation(void)
float progress = DetermineProgress();
- if(progress > m_previousProgress)
+ if (progress > m_previousProgress)
{
// delta = progress - m_previousProgress;
m_previousProgress = progress;
- if(m_previousProgress > 1.0)
+ if (m_previousProgress > 1.0)
m_previousProgress = 1.0; // limit to 1.0 (has to change !)
// m_engine->m_previousProgress = 0.0;
}
@@ -266,7 +266,7 @@ void GPC_Engine::UpdateLoadingAnimation(void)
STR_String body;
body.Format("%f", progress); // a number between 0.0 and 1.0
- if(m_networkdev)
+ if (m_networkdev)
{
// Store a progress message in the network device.
NG_NetworkMessage* msg = new NG_NetworkMessage(to, from, subject, body);
@@ -279,19 +279,19 @@ void GPC_Engine::UpdateLoadingAnimation(void)
void GPC_Engine::Stop()
{
// only delete things that are created in StartKetsji()
-/* if(m_portal)
+/* if (m_portal)
{
m_portal->Leave();
delete m_portal; // also gets rid of KX_KetsjiEngine (says Maarten)
m_portal = 0;
}
-*/ if(m_sceneconverter)
+*/ if (m_sceneconverter)
{
delete m_sceneconverter;
m_sceneconverter = 0;
}
#if 0
- if(m_frameTimerID)
+ if (m_frameTimerID)
{
::KillTimer(0, m_frameTimerID);
m_frameTimerID = 0;
@@ -305,7 +305,7 @@ void GPC_Engine::Stop()
void GPC_Engine::Exit()
{
- if(m_running)
+ if (m_running)
Stop();
if (m_system) {
diff --git a/source/gameengine/GamePlayer/common/GPC_RawImage.cpp b/source/gameengine/GamePlayer/common/GPC_RawImage.cpp
index 5bd3a1957e6..9f129c1cdfb 100644
--- a/source/gameengine/GamePlayer/common/GPC_RawImage.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RawImage.cpp
@@ -50,26 +50,26 @@ bool GPC_RawImage::Load(
{
int srcWidth, srcHeight;
bool success = true;
- if(strcmp(srcName, "BlenderLogo") == 0)
+ if (strcmp(srcName, "BlenderLogo") == 0)
GetRawBlenderLogo(&m_data, &srcWidth, &srcHeight);
else
- if(strcmp(srcName, "Blender3DLogo") == 0)
+ if (strcmp(srcName, "Blender3DLogo") == 0)
GetRawBlender3DLogo(&m_data, &srcWidth, &srcHeight);
#if 0
else
- if(strcmp(srcName, "NaNLogo") == 0)
+ if (strcmp(srcName, "NaNLogo") == 0)
GetRawNaNLogo(&m_data, &srcWidth, &srcHeight);
#endif
else // unknown image
success = false;
- if(success)
+ if (success)
{
unsigned char *tempData = m_data;
int numBytes = destWidth * destHeight * 4;
m_data = new unsigned char[numBytes]; // re-use m_data ('unsigned char' was 'char')
- if(m_data)
+ if (m_data)
{
::memset(m_data, 0x00000000, numBytes);
m_width = destWidth;
@@ -80,11 +80,11 @@ bool GPC_RawImage::Load(
int numRows = (srcHeight + offsetY) < m_height ? srcHeight : m_height - offsetY;
numBytes = (srcWidth + offsetX) < m_width ? srcBytesWidth : (m_width - offsetX) * 4;
- if((offsetX < m_width) && (offsetY < m_height))
+ if ((offsetX < m_width) && (offsetY < m_height))
{
unsigned char* src = (unsigned char*)tempData;
unsigned char* dst = (unsigned char*)m_data;
- if(alignment == alignTopLeft)
+ if (alignment == alignTopLeft)
{
// Put original in upper left corner
diff --git a/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp b/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp
index 16f984cbe3c..adf0bcd8e57 100644
--- a/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp
@@ -9299,7 +9299,7 @@ void GetRawLoadingAnimation(unsigned char **data, int *dataSize)
*data = new unsigned char[138801];
// and copy it. Now we are certain that the calling function
// can control the memory location
- for(int i = 0; i < 138801 /* tmp array size */; i++)
+ for (int i = 0; i < 138801 /* tmp array size */; i++)
{
(*data)[i] = load_blend[i];
}
diff --git a/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp b/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp
index 52a033ce538..2471b528eac 100644
--- a/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp
@@ -1029,7 +1029,7 @@ void GetRawBlenderLogo(unsigned char **data, int *width, int *height)
*data = new unsigned char[14720];
// and copy it. Now we are certain that the calling function
// can control the memory location
- for(int i = 0; i < 14720 /* tmp array size */; i++)
+ for (int i = 0; i < 14720 /* tmp array size */; i++)
{
(*data)[i] = logo_blender_raw[i];
}
@@ -1449,7 +1449,7 @@ void GetRawBlender3DLogo(unsigned char **data, int *width, int *height)
*data = new unsigned char[5984];
// and copy it. Now we are certain that the calling function
// can control the memory location
- for(int i = 0; i < 5984 /* tmp array size */; i++)
+ for (int i = 0; i < 5984 /* tmp array size */; i++)
{
(*data)[i] = logo_blender3d_raw[i];
}
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index 54e2efd8776..ed2fa8a7dc6 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -101,23 +101,23 @@ void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, co
int layer= -1;
/* find the layer */
- if(uselights) {
- if(m_clientobject)
+ if (uselights) {
+ if (m_clientobject)
layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
}
/* avoid state switching */
- if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
+ if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo)
return;
m_lastlightlayer = layer;
m_lastauxinfo = m_auxilaryClientInfo;
/* enable/disable lights as needed */
- if(layer >= 0)
+ if (layer >= 0)
enable = applyLights(layer, viewmat);
- if(enable)
+ if (enable)
EnableOpenGLLights(rasty);
else
DisableOpenGLLights();
@@ -125,7 +125,7 @@ void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, co
void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
{
- if(m_lastlighting == true)
+ if (m_lastlighting == true)
return;
glEnable(GL_LIGHTING);
@@ -142,7 +142,7 @@ void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty)
void GPC_RenderTools::DisableOpenGLLights()
{
- if(m_lastlighting == false)
+ if (m_lastlighting == false)
return;
glDisable(GL_LIGHTING);
@@ -291,26 +291,26 @@ void GPC_RenderTools::RenderText3D( int fontid,
double* mat,
float aspect)
{
- if(GLEW_ARB_multitexture) {
- for(int i=0; i<MAXTEX; i++) {
+ if (GLEW_ARB_multitexture) {
+ for (int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
- if(GLEW_ARB_texture_cube_map)
- if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
+ if (GLEW_ARB_texture_cube_map)
+ if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
- if(glIsEnabled(GL_TEXTURE_2D))
+ if (glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
- if(GLEW_ARB_texture_cube_map)
- if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
+ if (GLEW_ARB_texture_cube_map)
+ if (glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
- if(glIsEnabled(GL_TEXTURE_2D))
+ if (glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
@@ -415,7 +415,7 @@ void GPC_RenderTools::RenderText(
struct MTFace* tface = 0;
unsigned int *col = 0;
- if(flag & RAS_BLENDERMAT) {
+ if (flag & RAS_BLENDERMAT) {
KX_BlenderMaterial *bl_mat = static_cast<KX_BlenderMaterial*>(polymat);
tface = bl_mat->GetMTFace();
col = bl_mat->GetMCol();
@@ -448,7 +448,7 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
unsigned int count;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
- for(count=0; count<m_numgllights; count++)
+ for (count=0; count<m_numgllights; count++)
glDisable((GLenum)(GL_LIGHT0+count));
viewmat.getValue(glviewmat);
@@ -460,7 +460,7 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
RAS_LightObject* lightdata = (*lit);
KX_LightObject *kxlight = (KX_LightObject*)lightdata->m_light;
- if(kxlight->ApplyLight(kxscene, objectlayer, count))
+ if (kxlight->ApplyLight(kxscene, objectlayer, count))
count++;
}
glPopMatrix();
@@ -472,16 +472,16 @@ void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
{
int state = rasterizer->GetMotionBlurState();
float motionblurvalue;
- if(state)
+ if (state)
{
motionblurvalue = rasterizer->GetMotionBlurValue();
- if(state==1)
+ if (state==1)
{
//bugfix:load color buffer into accum buffer for the first time(state=1)
glAccum(GL_LOAD, 1.0);
rasterizer->SetMotionBlurState(2);
}
- else if(motionblurvalue>=0.0 && motionblurvalue<=1.0)
+ else if (motionblurvalue>=0.0 && motionblurvalue<=1.0)
{
glAccum(GL_MULT, motionblurvalue);
glAccum(GL_ACCUM, 1-motionblurvalue);
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index f7c366599ef..eccb83fe80c 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -138,7 +138,7 @@ GPG_Application::GPG_Application(GHOST_ISystem* system)
GPG_Application::~GPG_Application(void)
{
- if(m_pyGlobalDictString) {
+ if (m_pyGlobalDictString) {
delete [] m_pyGlobalDictString;
m_pyGlobalDictString = 0;
m_pyGlobalDictString_Length = 0;
@@ -558,12 +558,12 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0);
bool restrictAnimFPS = gm->flag & GAME_RESTRICT_ANIM_UPDATES;
- if(GLEW_ARB_multitexture && GLEW_VERSION_1_1)
+ if (GLEW_ARB_multitexture && GLEW_VERSION_1_1)
m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0);
- if(GPU_glsl_support())
+ if (GPU_glsl_support())
m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0);
- else if(m_globalSettings->matmode == GAME_MAT_GLSL)
+ else if (m_globalSettings->matmode == GAME_MAT_GLSL)
m_blendermat = false;
// create the canvas, rasterizer and rendertools
@@ -579,8 +579,8 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode)
if (!m_rendertools)
goto initFailed;
- if(useLists) {
- if(GLEW_VERSION_1_1)
+ if (useLists) {
+ if (GLEW_VERSION_1_1)
m_rasterizer = new RAS_ListRasterizer(m_canvas, true);
else
m_rasterizer = new RAS_ListRasterizer(m_canvas);
@@ -701,9 +701,9 @@ bool GPG_Application::startEngine(void)
// if (always_use_expand_framing)
// sceneconverter->SetAlwaysUseExpandFraming(true);
- if(m_blendermat && (m_globalSettings->matmode != GAME_MAT_TEXFACE))
+ if (m_blendermat && (m_globalSettings->matmode != GAME_MAT_TEXFACE))
m_sceneconverter->SetMaterials(true);
- if(m_blenderglslmat && (m_globalSettings->matmode == GAME_MAT_GLSL))
+ if (m_blenderglslmat && (m_globalSettings->matmode == GAME_MAT_GLSL))
m_sceneconverter->SetGLSLMaterials(true);
KX_Scene* startscene = new KX_Scene(m_keyboard,
@@ -720,7 +720,7 @@ bool GPG_Application::startEngine(void)
#endif // WITH_PYTHON
//initialize Dome Settings
- if(m_startScene->gm.stereoflag == STEREO_DOME)
+ if (m_startScene->gm.stereoflag == STEREO_DOME)
m_ketsjiengine->InitDome(m_startScene->gm.dome.res, m_startScene->gm.dome.mode, m_startScene->gm.dome.angle, m_startScene->gm.dome.resbuf, m_startScene->gm.dome.tilt, m_startScene->gm.dome.warptext);
#ifdef WITH_PYTHON
@@ -764,7 +764,7 @@ void GPG_Application::stopEngine()
// GameLogic.globalDict gets converted into a buffer, and sorted in
// m_pyGlobalDictString so we can restore after python has stopped
// and started between .blend file loads.
- if(m_pyGlobalDictString) {
+ if (m_pyGlobalDictString) {
delete [] m_pyGlobalDictString;
m_pyGlobalDictString = 0;
}
diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
index 36c38682244..d477c87936f 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
@@ -297,7 +297,7 @@ static void get_filename(int argc, char **argv, char *filename)
#else
filename[0] = '\0';
- if(argc > 1)
+ if (argc > 1)
BLI_strncpy(filename, argv[argc-1], FILE_MAX);
#endif // !_APPLE
}
@@ -606,29 +606,29 @@ int main(int argc, char** argv)
if (stereomode < RAS_IRasterizer::RAS_STEREO_NOSTEREO || stereomode >= RAS_IRasterizer::RAS_STEREO_MAXSTEREO)
stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
- if(!strcmp(argv[i], "nostereo")) // ok, redundant but clear
+ if (!strcmp(argv[i], "nostereo")) // ok, redundant but clear
stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO;
// only the hardware pageflip method needs a stereo window
- else if(!strcmp(argv[i], "hwpageflip")) {
+ else if (!strcmp(argv[i], "hwpageflip")) {
stereomode = RAS_IRasterizer::RAS_STEREO_QUADBUFFERED;
stereoWindow = true;
}
- else if(!strcmp(argv[i], "syncdoubling"))
+ else if (!strcmp(argv[i], "syncdoubling"))
stereomode = RAS_IRasterizer::RAS_STEREO_ABOVEBELOW;
- else if(!strcmp(argv[i], "anaglyph"))
+ else if (!strcmp(argv[i], "anaglyph"))
stereomode = RAS_IRasterizer::RAS_STEREO_ANAGLYPH;
- else if(!strcmp(argv[i], "sidebyside"))
+ else if (!strcmp(argv[i], "sidebyside"))
stereomode = RAS_IRasterizer::RAS_STEREO_SIDEBYSIDE;
- else if(!strcmp(argv[i], "vinterlace"))
+ else if (!strcmp(argv[i], "vinterlace"))
stereomode = RAS_IRasterizer::RAS_STEREO_VINTERLACE;
#if 0
// future stuff
- else if(!strcmp(argv[i], "stencil")
+ else if (!strcmp(argv[i], "stencil")
stereomode = RAS_STEREO_STENCIL;
#endif
@@ -648,33 +648,33 @@ int main(int argc, char** argv)
i++;
if ((i + 1) <= validArguments)
{
- if(!strcmp(argv[i], "angle")){
+ if (!strcmp(argv[i], "angle")){
i++;
domeFov = atoi(argv[i++]);
}
- if(!strcmp(argv[i], "tilt")){
+ if (!strcmp(argv[i], "tilt")){
i++;
domeTilt = atoi(argv[i++]);
}
- if(!strcmp(argv[i], "warpdata")){
+ if (!strcmp(argv[i], "warpdata")){
i++;
domeWarp = argv[i++];
}
- if(!strcmp(argv[i], "mode")){
+ if (!strcmp(argv[i], "mode")){
i++;
- if(!strcmp(argv[i], "fisheye"))
+ if (!strcmp(argv[i], "fisheye"))
domeMode = DOME_FISHEYE;
- else if(!strcmp(argv[i], "truncatedfront"))
+ else if (!strcmp(argv[i], "truncatedfront"))
domeMode = DOME_TRUNCATED_FRONT;
- else if(!strcmp(argv[i], "truncatedrear"))
+ else if (!strcmp(argv[i], "truncatedrear"))
domeMode = DOME_TRUNCATED_REAR;
- else if(!strcmp(argv[i], "cubemap"))
+ else if (!strcmp(argv[i], "cubemap"))
domeMode = DOME_ENVMAP;
- else if(!strcmp(argv[i], "sphericalpanoramic"))
+ else if (!strcmp(argv[i], "sphericalpanoramic"))
domeMode = DOME_PANORAM_SPH;
else
@@ -749,7 +749,7 @@ int main(int argc, char** argv)
char *titlename;
get_filename(argc_py_clamped, argv, filename);
- if(filename[0])
+ if (filename[0])
BLI_path_cwd(filename);
@@ -846,7 +846,7 @@ int main(int argc, char** argv)
// Check whether the game should be displayed in stereo
if (!stereoParFound)
{
- if(scene->gm.stereoflag == STEREO_ENABLED){
+ if (scene->gm.stereoflag == STEREO_ENABLED){
stereomode = (RAS_IRasterizer::StereoMode) scene->gm.stereomode;
if (stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
stereoWindow = true;
@@ -871,7 +871,7 @@ int main(int argc, char** argv)
{
//XXX to do: convert relative to absolute path
domeText= add_text(domeWarp, "");
- if(!domeText)
+ if (!domeText)
printf("error: invalid warpdata text file - %s\n", domeWarp);
else
scene->gm.dome.warptext = domeText;
@@ -881,7 +881,7 @@ int main(int argc, char** argv)
// GPG_Application app (system, maggie, startscenename);
app.SetGameEngineData(maggie, scene, &gs, argc, argv); /* this argc cant be argc_py_clamped, since python uses it */
BLI_strncpy(pathname, maggie->name, sizeof(pathname));
- if(G.main != maggie) {
+ if (G.main != maggie) {
BLI_strncpy(G.main->name, maggie->name, sizeof(G.main->name));
}
#ifdef WITH_PYTHON
@@ -1014,7 +1014,7 @@ int main(int argc, char** argv)
SYS_DeleteSystem(syshandle);
int totblock= MEM_get_memory_blocks_in_use();
- if(totblock!=0) {
+ if (totblock!=0) {
printf("Error Totblock: %d\n",totblock);
MEM_set_error_callback(mem_error_cb);
MEM_printmemlist();
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index 0f97898c73f..122d692b599 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -35,7 +35,7 @@ BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lig
BL_BlenderShader::~BL_BlenderShader()
{
- if(mGPUMat)
+ if (mGPUMat)
GPU_material_unbind(mGPUMat);
}
@@ -46,8 +46,8 @@ void BL_BlenderShader::ReloadMaterial()
void BL_BlenderShader::SetProg(bool enable, double time)
{
- if(VerifyShader()) {
- if(enable)
+ if (VerifyShader()) {
+ if (enable)
GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1);
else
GPU_material_unbind(mGPUMat);
@@ -59,16 +59,16 @@ int BL_BlenderShader::GetAttribNum()
GPUVertexAttribs attribs;
int i, enabled = 0;
- if(!VerifyShader())
+ if (!VerifyShader())
return enabled;
GPU_material_vertex_attributes(mGPUMat, &attribs);
- for(i = 0; i < attribs.totlayer; i++)
- if(attribs.layer[i].glindex+1 > enabled)
+ for (i = 0; i < attribs.totlayer; i++)
+ if (attribs.layer[i].glindex+1 > enabled)
enabled= attribs.layer[i].glindex+1;
- if(enabled > BL_MAX_ATTRIB)
+ if (enabled > BL_MAX_ATTRIB)
enabled = BL_MAX_ATTRIB;
return enabled;
@@ -82,39 +82,39 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
ras->SetAttribNum(0);
- if(!VerifyShader())
+ if (!VerifyShader())
return;
gpumat = mGPUMat;
- if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
+ if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
GPU_material_vertex_attributes(gpumat, &attribs);
attrib_num = GetAttribNum();
ras->SetTexCoordNum(0);
ras->SetAttribNum(attrib_num);
- for(i=0; i<attrib_num; i++)
+ for (i=0; i<attrib_num; i++)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
- for(i = 0; i < attribs.totlayer; i++) {
- if(attribs.layer[i].glindex > attrib_num)
+ for (i = 0; i < attribs.totlayer; i++) {
+ if (attribs.layer[i].glindex > attrib_num)
continue;
- if(attribs.layer[i].type == CD_MTFACE) {
- if(!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0)
+ if (attribs.layer[i].type == CD_MTFACE) {
+ if (!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
- else if(!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0)
+ else if (!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV2, attribs.layer[i].glindex);
else
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex);
}
- else if(attribs.layer[i].type == CD_TANGENT)
+ else if (attribs.layer[i].type == CD_TANGENT)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex);
- else if(attribs.layer[i].type == CD_ORCO)
+ else if (attribs.layer[i].type == CD_ORCO)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex);
- else if(attribs.layer[i].type == CD_NORMAL)
+ else if (attribs.layer[i].type == CD_NORMAL)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex);
- else if(attribs.layer[i].type == CD_MCOL)
+ else if (attribs.layer[i].type == CD_MCOL)
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex);
else
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex);
@@ -129,7 +129,7 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
gpumat = mGPUMat;
- if(!gpumat || !GPU_material_bound(gpumat))
+ if (!gpumat || !GPU_material_bound(gpumat))
return;
MT_Matrix4x4 model;
@@ -142,7 +142,7 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
view.getValue((float*)viewmat);
viewinv.getValue((float*)viewinvmat);
- if(ms.m_bObjectColor)
+ if (ms.m_bObjectColor)
ms.m_RGBAcolor.getValue((float*)obcol);
else
obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f;
diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp
index 092f9273a6b..2061a763331 100644
--- a/source/gameengine/Ketsji/BL_Material.cpp
+++ b/source/gameengine/Ketsji/BL_Material.cpp
@@ -12,9 +12,9 @@
MTex* getImageFromMaterial(Material *mat, int index)
{
- if(!mat) return 0;
+ if (!mat) return 0;
- if(!(index >=0 && index < MAX_MTEX) ) return 0;
+ if (!(index >=0 && index < MAX_MTEX) ) return 0;
MTex *m = mat->mtex[index];
return m?m:0;
@@ -23,9 +23,9 @@ MTex* getImageFromMaterial(Material *mat, int index)
int getNumTexChannels( Material *mat )
{
int count = -1;
- if(!mat) return -1;
+ if (!mat) return -1;
- for(count =0; (count < 10) && mat->mtex[count] != 0; count++) {}
+ for (count =0; (count < 10) && mat->mtex[count] != 0; count++) {}
return count;
}
@@ -66,13 +66,13 @@ void BL_Material::Initialize()
share = false;
int i;
- for(i=0; i<4; i++)
+ for (i=0; i<4; i++)
{
uv[i] = MT_Point2(0.f,1.f);
uv2[i] = MT_Point2(0.f, 1.f);
}
- for(i=0; i<MAXTEX; i++) // :(
+ for (i=0; i<MAXTEX; i++) // :(
{
mapping[i].mapping = 0;
mapping[i].offsets[0] = 0.f;
@@ -150,7 +150,7 @@ void BL_Material::GetConversionUV2(MT_Point2 *nuv)
void BL_Material::SetSharedMaterial(bool v)
{
- if((v && num_users == -1) || num_users > 1 )
+ if ((v && num_users == -1) || num_users > 1 )
share = true;
else
share = false;
diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp
index b1e3737af07..55045f9f169 100644
--- a/source/gameengine/Ketsji/BL_Shader.cpp
+++ b/source/gameengine/Ketsji/BL_Shader.cpp
@@ -40,7 +40,7 @@ BL_Uniform::BL_Uniform(int data_size)
BL_Uniform::~BL_Uniform()
{
#ifdef SORT_UNIFORMS
- if(mData) {
+ if (mData) {
MEM_freeN(mData);
mData=0;
}
@@ -52,7 +52,7 @@ void BL_Uniform::Apply(class BL_Shader *shader)
#ifdef SORT_UNIFORMS
MT_assert(mType > UNI_NONE && mType < UNI_MAX && mData);
- if(!mDirty)
+ if (!mDirty)
return;
switch(mType)
@@ -137,14 +137,14 @@ BL_Shader::BL_Shader()
BL_Shader::~BL_Shader()
{
//for (int i=0; i<MAXTEX; i++){
- // if(mSampler[i].mOwn) {
- // if(mSampler[i].mTexture)
+ // if (mSampler[i].mOwn) {
+ // if (mSampler[i].mTexture)
// mSampler[i].mTexture->DeleteTex();
// }
//}
ClearUniforms();
- if( mShader ) {
+ if ( mShader ) {
glDeleteObjectARB(mShader);
mShader = 0;
}
@@ -179,7 +179,7 @@ BL_Uniform *BL_Shader::FindUniform(const int location)
#ifdef SORT_UNIFORMS
BL_UniformVec::iterator it = mUniforms.begin();
while(it != mUniforms.end()) {
- if((*it)->GetLocation() == location)
+ if ((*it)->GetLocation() == location)
return (*it);
it++;
}
@@ -191,7 +191,7 @@ void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool
{
#ifdef SORT_UNIFORMS
BL_Uniform *uni= FindUniform(location);
- if(uni) {
+ if (uni) {
memcpy(uni->getData(), param, size);
uni->SetData(location, type, transpose);
}
@@ -210,7 +210,7 @@ void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool t
{
#ifdef SORT_UNIFORMS
BL_Uniform *uni= FindUniform(location);
- if(uni) {
+ if (uni) {
memcpy(uni->getData(), param, size);
uni->SetData(location, type, transpose);
}
@@ -228,10 +228,10 @@ void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool t
void BL_Shader::ApplyShader()
{
#ifdef SORT_UNIFORMS
- if(!mDirty)
+ if (!mDirty)
return;
- for(unsigned int i=0; i<mUniforms.size(); i++)
+ for (unsigned int i=0; i<mUniforms.size(); i++)
mUniforms[i]->Apply(this);
mDirty = false;
@@ -252,18 +252,18 @@ bool BL_Shader::LinkProgram()
int char_len=0;
char *logInf =0;
- if(mError)
+ if (mError)
goto programError;
- if(!vertProg || !fragProg){
+ if (!vertProg || !fragProg){
spit("Invalid GLSL sources");
return false;
}
- if( !GLEW_ARB_fragment_shader) {
+ if ( !GLEW_ARB_fragment_shader) {
spit("Fragment shaders not supported");
return false;
}
- if( !GLEW_ARB_vertex_shader) {
+ if ( !GLEW_ARB_vertex_shader) {
spit("Vertex shaders not supported");
return false;
}
@@ -275,10 +275,10 @@ bool BL_Shader::LinkProgram()
glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB,(GLint*) &vertlen);
// print info if any
- if( vertlen > 0 && vertlen < MAX_LOG_LEN){
+ if ( vertlen > 0 && vertlen < MAX_LOG_LEN){
logInf = (char*)MEM_mallocN(vertlen, "vert-log");
glGetInfoLogARB(tmpVert, vertlen, (GLsizei*)&char_len, logInf);
- if(char_len >0) {
+ if (char_len >0) {
spit("---- Vertex Shader Error ----");
spit(logInf);
}
@@ -287,7 +287,7 @@ bool BL_Shader::LinkProgram()
}
// check for compile errors
glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB,(GLint*)&vertstatus);
- if(!vertstatus) {
+ if (!vertstatus) {
spit("---- Vertex shader failed to compile ----");
goto programError;
}
@@ -297,10 +297,10 @@ bool BL_Shader::LinkProgram()
glShaderSourceARB(tmpFrag, 1,(const char**)&fragProg, 0);
glCompileShaderARB(tmpFrag);
glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &fraglen);
- if(fraglen >0 && fraglen < MAX_LOG_LEN){
+ if (fraglen >0 && fraglen < MAX_LOG_LEN){
logInf = (char*)MEM_mallocN(fraglen, "frag-log");
glGetInfoLogARB(tmpFrag, fraglen,(GLsizei*) &char_len, logInf);
- if(char_len >0) {
+ if (char_len >0) {
spit("---- Fragment Shader Error ----");
spit(logInf);
}
@@ -309,7 +309,7 @@ bool BL_Shader::LinkProgram()
}
glGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint*) &fragstatus);
- if(!fragstatus){
+ if (!fragstatus){
spit("---- Fragment shader failed to compile ----");
goto programError;
}
@@ -325,10 +325,10 @@ bool BL_Shader::LinkProgram()
glGetObjectParameterivARB(tmpProg, GL_OBJECT_LINK_STATUS_ARB, (GLint*) &progstatus);
- if(proglen > 0 && proglen < MAX_LOG_LEN) {
+ if (proglen > 0 && proglen < MAX_LOG_LEN) {
logInf = (char*)MEM_mallocN(proglen, "prog-log");
glGetInfoLogARB(tmpProg, proglen, (GLsizei*)&char_len, logInf);
- if(char_len >0) {
+ if (char_len >0) {
spit("---- GLSL Program ----");
spit(logInf);
}
@@ -336,7 +336,7 @@ bool BL_Shader::LinkProgram()
logInf=0;
}
- if(!progstatus){
+ if (!progstatus){
spit("---- GLSL program failed to link ----");
goto programError;
}
@@ -350,16 +350,16 @@ bool BL_Shader::LinkProgram()
return true;
programError:
- if(tmpVert) {
+ if (tmpVert) {
glDeleteObjectARB(tmpVert);
tmpVert=0;
}
- if(tmpFrag) {
+ if (tmpFrag) {
glDeleteObjectARB(tmpFrag);
tmpFrag=0;
}
- if(tmpProg) {
+ if (tmpProg) {
glDeleteObjectARB(tmpProg);
tmpProg=0;
}
@@ -403,7 +403,7 @@ unsigned int BL_Shader::GetProg()
void BL_Shader::SetSampler(int loc, int unit)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -422,12 +422,12 @@ void BL_Shader::SetSampler(int loc, int unit)
void BL_Shader::SetProg(bool enable)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
{
- if( mShader != 0 && mOk && enable) {
+ if ( mShader != 0 && mOk && enable) {
glUseProgramObjectARB(mShader);
}
else {
@@ -438,10 +438,10 @@ void BL_Shader::SetProg(bool enable)
void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
{
- if(!Ok() || !mPreDef.size())
+ if (!Ok() || !mPreDef.size())
return;
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -450,14 +450,14 @@ void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
model.setValue(ms.m_OpenGLMatrix);
const MT_Matrix4x4& view = rasty->GetViewMatrix();
- if(mAttr==SHD_TANGENT)
+ if (mAttr==SHD_TANGENT)
ms.m_mesh->SetMeshModified(true);
BL_UniformVecDef::iterator it;
- for(it = mPreDef.begin(); it!= mPreDef.end(); it++)
+ for (it = mPreDef.begin(); it!= mPreDef.end(); it++)
{
BL_DefUniform *uni = (*it);
- if(uni->mLoc == -1) continue;
+ if (uni->mLoc == -1) continue;
switch (uni->mType)
{
@@ -554,7 +554,7 @@ void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
int BL_Shader::GetAttribLocation(const STR_String& name)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -567,7 +567,7 @@ int BL_Shader::GetAttribLocation(const STR_String& name)
void BL_Shader::BindAttribute(const STR_String& attr, int loc)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -578,14 +578,14 @@ void BL_Shader::BindAttribute(const STR_String& attr, int loc)
int BL_Shader::GetUniformLocation(const STR_String& name)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
{
MT_assert(mShader!=0);
int location = glGetUniformLocationARB(mShader, name.ReadPtr());
- if(location == -1)
+ if (location == -1)
spit("Invalid uniform value: " << name.ReadPtr() << ".");
return location;
}
@@ -595,7 +595,7 @@ int BL_Shader::GetUniformLocation(const STR_String& name)
void BL_Shader::SetUniform(int uniform, const MT_Tuple2& vec)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -609,7 +609,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Tuple2& vec)
void BL_Shader::SetUniform(int uniform, const MT_Tuple3& vec)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -622,7 +622,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Tuple3& vec)
void BL_Shader::SetUniform(int uniform, const MT_Tuple4& vec)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -635,7 +635,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Tuple4& vec)
void BL_Shader::SetUniform(int uniform, const unsigned int& val)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -646,7 +646,7 @@ void BL_Shader::SetUniform(int uniform, const unsigned int& val)
void BL_Shader::SetUniform(int uniform, const int val)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -657,7 +657,7 @@ void BL_Shader::SetUniform(int uniform, const int val)
void BL_Shader::SetUniform(int uniform, const float& val)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -668,7 +668,7 @@ void BL_Shader::SetUniform(int uniform, const float& val)
void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -682,7 +682,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose)
void BL_Shader::SetUniform(int uniform, const MT_Matrix3x3& vec, bool transpose)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
@@ -697,12 +697,12 @@ void BL_Shader::SetUniform(int uniform, const MT_Matrix3x3& vec, bool transpose)
void BL_Shader::SetUniform(int uniform, const float* val, int len)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
{
- if(len == 2)
+ if (len == 2)
glUniform2fvARB(uniform, 1,(GLfloat*)val);
else if (len == 3)
glUniform3fvARB(uniform, 1,(GLfloat*)val);
@@ -715,12 +715,12 @@ void BL_Shader::SetUniform(int uniform, const float* val, int len)
void BL_Shader::SetUniform(int uniform, const int* val, int len)
{
- if( GLEW_ARB_fragment_shader &&
+ if ( GLEW_ARB_fragment_shader &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_shader_objects
)
{
- if(len == 2)
+ if (len == 2)
glUniform2ivARB(uniform, 1, (GLint*)val);
else if (len == 3)
glUniform3ivARB(uniform, 1, (GLint*)val);
@@ -793,18 +793,18 @@ PyTypeObject BL_Shader::Type = {
KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProgram)" )
{
- if(mShader !=0 && mOk )
+ if (mShader !=0 && mOk )
{
// already set...
Py_RETURN_NONE;
}
char *v,*f;
int apply=0;
- if( PyArg_ParseTuple(args, "ssi:setSource", &v, &f, &apply) )
+ if ( PyArg_ParseTuple(args, "ssi:setSource", &v, &f, &apply) )
{
vertProg = v;
fragProg = f;
- if( LinkProgram() ) {
+ if ( LinkProgram() ) {
glUseProgramObjectARB( mShader );
mUse = apply!=0;
Py_RETURN_NONE;
@@ -847,10 +847,10 @@ KX_PYMETHODDEF_DOC( BL_Shader, getFragmentProg ,"getFragmentProg( )" )
KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
- if(mShader==0) {
+ if (mShader==0) {
PyErr_SetString(PyExc_TypeError, "shader.validate(): BL_Shader, invalid shader object");
return NULL;
}
@@ -859,12 +859,12 @@ KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
glGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB,(GLint*) &stat);
- if(stat > 0 && stat < MAX_LOG_LEN) {
+ if (stat > 0 && stat < MAX_LOG_LEN) {
int char_len=0;
char *logInf = (char*)MEM_mallocN(stat, "validate-log");
glGetInfoLogARB(mShader, stat,(GLsizei*) &char_len, logInf);
- if(char_len >0) {
+ if (char_len >0) {
spit("---- GLSL Validation ----");
spit(logInf);
}
@@ -877,17 +877,17 @@ KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" )
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
int index=-1;
- if(PyArg_ParseTuple(args, "si:setSampler", &uniform, &index))
+ if (PyArg_ParseTuple(args, "si:setSampler", &uniform, &index))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1) {
- if(index >= MAXTEX || index < 0)
+ if (loc != -1) {
+ if (index >= MAXTEX || index < 0)
spit("Invalid texture sample index: " << index);
#ifdef SORT_UNIFORMS
@@ -908,7 +908,7 @@ KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" )
KX_PYMETHODDEF_DOC( BL_Shader, setNumberOfPasses, "setNumberOfPasses( max-pass )" )
{
int pass = 1;
- if(!PyArg_ParseTuple(args, "i:setNumberOfPasses", &pass))
+ if (!PyArg_ParseTuple(args, "i:setNumberOfPasses", &pass))
return NULL;
mPass = 1;
@@ -918,16 +918,16 @@ KX_PYMETHODDEF_DOC( BL_Shader, setNumberOfPasses, "setNumberOfPasses( max-pass )
/// access functions
KX_PYMETHODDEF_DOC( BL_Shader, setUniform1f, "setUniform1f(name, fx)" )
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
float value=0;
- if(PyArg_ParseTuple(args, "sf:setUniform1f", &uniform, &value ))
+ if (PyArg_ParseTuple(args, "sf:setUniform1f", &uniform, &value ))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
#ifdef SORT_UNIFORMS
SetUniformfv(loc, BL_Uniform::UNI_FLOAT, &value, sizeof(float));
@@ -943,15 +943,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform1f, "setUniform1f(name, fx)" )
KX_PYMETHODDEF_DOC( BL_Shader, setUniform2f , "setUniform2f(name, fx, fy)")
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
float array[2]={ 0,0 };
- if(PyArg_ParseTuple(args, "sff:setUniform2f", &uniform, &array[0],&array[1] ))
+ if (PyArg_ParseTuple(args, "sff:setUniform2f", &uniform, &array[0],&array[1] ))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
#ifdef SORT_UNIFORMS
SetUniformfv(loc, BL_Uniform::UNI_FLOAT2, array, (sizeof(float)*2) );
@@ -967,15 +967,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform2f , "setUniform2f(name, fx, fy)")
KX_PYMETHODDEF_DOC( BL_Shader, setUniform3f, "setUniform3f(name, fx,fy,fz) ")
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
float array[3]={0,0,0};
- if(PyArg_ParseTuple(args, "sfff:setUniform3f", &uniform, &array[0],&array[1],&array[2]))
+ if (PyArg_ParseTuple(args, "sfff:setUniform3f", &uniform, &array[0],&array[1],&array[2]))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
#ifdef SORT_UNIFORMS
SetUniformfv(loc, BL_Uniform::UNI_FLOAT3, array, (sizeof(float)*3) );
@@ -992,15 +992,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform3f, "setUniform3f(name, fx,fy,fz) ")
KX_PYMETHODDEF_DOC( BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) ")
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
float array[4]={0,0,0,0};
- if(PyArg_ParseTuple(args, "sffff:setUniform4f", &uniform, &array[0],&array[1],&array[2], &array[3]))
+ if (PyArg_ParseTuple(args, "sffff:setUniform4f", &uniform, &array[0],&array[1],&array[2], &array[3]))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
#ifdef SORT_UNIFORMS
SetUniformfv(loc, BL_Uniform::UNI_FLOAT4, array, (sizeof(float)*4) );
@@ -1016,15 +1016,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) "
KX_PYMETHODDEF_DOC( BL_Shader, setUniform1i, "setUniform1i(name, ix)" )
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
int value=0;
- if(PyArg_ParseTuple(args, "si:setUniform1i", &uniform, &value ))
+ if (PyArg_ParseTuple(args, "si:setUniform1i", &uniform, &value ))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
#ifdef SORT_UNIFORMS
SetUniformiv(loc, BL_Uniform::UNI_INT, &value, sizeof(int));
@@ -1040,15 +1040,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform1i, "setUniform1i(name, ix)" )
KX_PYMETHODDEF_DOC( BL_Shader, setUniform2i , "setUniform2i(name, ix, iy)")
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
int array[2]={ 0,0 };
- if(PyArg_ParseTuple(args, "sii:setUniform2i", &uniform, &array[0],&array[1] ))
+ if (PyArg_ParseTuple(args, "sii:setUniform2i", &uniform, &array[0],&array[1] ))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
#ifdef SORT_UNIFORMS
SetUniformiv(loc, BL_Uniform::UNI_INT2, array, sizeof(int)*2);
@@ -1064,16 +1064,16 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform2i , "setUniform2i(name, ix, iy)")
KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ")
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
int array[3]={0,0,0};
- if(PyArg_ParseTuple(args, "siii:setUniform3i", &uniform, &array[0],&array[1],&array[2]))
+ if (PyArg_ParseTuple(args, "siii:setUniform3i", &uniform, &array[0],&array[1],&array[2]))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
#ifdef SORT_UNIFORMS
SetUniformiv(loc, BL_Uniform::UNI_INT3, array, sizeof(int)*3);
@@ -1088,15 +1088,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ")
KX_PYMETHODDEF_DOC( BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) ")
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
int array[4]={0,0,0, 0};
- if(PyArg_ParseTuple(args, "siiii:setUniform4i", &uniform, &array[0],&array[1],&array[2], &array[3] ))
+ if (PyArg_ParseTuple(args, "siiii:setUniform4i", &uniform, &array[0],&array[1],&array[2], &array[3] ))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
#ifdef SORT_UNIFORMS
SetUniformiv(loc, BL_Uniform::UNI_INT4, array, sizeof(int)*4);
@@ -1111,23 +1111,23 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) "
KX_PYMETHODDEF_DOC( BL_Shader, setUniformfv , "setUniformfv( float (list2 or list3 or list4) )")
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform = "";
PyObject *listPtr =0;
float array_data[4] = {0.f,0.f,0.f,0.f};
- if(PyArg_ParseTuple(args, "sO:setUniformfv", &uniform, &listPtr))
+ if (PyArg_ParseTuple(args, "sO:setUniformfv", &uniform, &listPtr))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
- if(PySequence_Check(listPtr))
+ if (PySequence_Check(listPtr))
{
unsigned int list_size = PySequence_Size(listPtr);
- for(unsigned int i=0; (i<list_size && i<4); i++)
+ for (unsigned int i=0; (i<list_size && i<4); i++)
{
PyObject *item = PySequence_GetItem(listPtr, i);
array_data[i] = (float)PyFloat_AsDouble(item);
@@ -1180,38 +1180,38 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformfv , "setUniformfv( float (list2 or lis
KX_PYMETHODDEF_DOC( BL_Shader, setUniformiv, "setUniformiv( uniform_name, (list2 or list3 or list4) )")
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform = "";
PyObject *listPtr =0;
int array_data[4] = {0,0,0,0};
- if(!PyArg_ParseTuple(args, "sO:setUniformiv", &uniform, &listPtr))
+ if (!PyArg_ParseTuple(args, "sO:setUniformiv", &uniform, &listPtr))
return NULL;
int loc = GetUniformLocation(uniform);
- if(loc == -1) {
+ if (loc == -1) {
PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, first string argument is not a valid uniform value");
return NULL;
}
- if(!PySequence_Check(listPtr)) {
+ if (!PySequence_Check(listPtr)) {
PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, second argument is not a sequence");
return NULL;
}
unsigned int list_size = PySequence_Size(listPtr);
- for(unsigned int i=0; (i<list_size && i<4); i++)
+ for (unsigned int i=0; (i<list_size && i<4); i++)
{
PyObject *item = PySequence_GetItem(listPtr, i);
array_data[i] = PyLong_AsSsize_t(item);
Py_DECREF(item);
}
- if(PyErr_Occurred()) {
+ if (PyErr_Occurred()) {
PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, one or more values in the list is not an int");
return NULL;
}
@@ -1266,7 +1266,7 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformiv, "setUniformiv( uniform_name, (list2
KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix4,
"setUniformMatrix4(uniform_name, mat-4x4, transpose(row-major=true, col-major=false)" )
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
@@ -1281,12 +1281,12 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix4,
PyObject *matrix=0;
int transp=0; // python use column major by default, so no transpose....
- if(!PyArg_ParseTuple(args, "sO|i:setUniformMatrix4",&uniform, &matrix,&transp))
+ if (!PyArg_ParseTuple(args, "sO|i:setUniformMatrix4",&uniform, &matrix,&transp))
return NULL;
int loc = GetUniformLocation(uniform);
- if(loc == -1) {
+ if (loc == -1) {
PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix4(...): BL_Shader, first string argument is not a valid uniform value");
return NULL;
}
@@ -1313,7 +1313,7 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix4,
KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3,
"setUniformMatrix3(uniform_name, list[3x3], transpose(row-major=true, col-major=false)" )
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
@@ -1326,12 +1326,12 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3,
const char *uniform="";
PyObject *matrix=0;
int transp=0; // python use column major by default, so no transpose....
- if(!PyArg_ParseTuple(args, "sO|i:setUniformMatrix3",&uniform, &matrix,&transp))
+ if (!PyArg_ParseTuple(args, "sO|i:setUniformMatrix3",&uniform, &matrix,&transp))
return NULL;
int loc = GetUniformLocation(uniform);
- if(loc == -1) {
+ if (loc == -1) {
PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix3(...): BL_Shader, first string argument is not a valid uniform value");
return NULL;
}
@@ -1356,18 +1356,18 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3,
KX_PYMETHODDEF_DOC( BL_Shader, setAttrib, "setAttrib(enum)" )
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
int attr=0;
- if(!PyArg_ParseTuple(args, "i:setAttrib", &attr))
+ if (!PyArg_ParseTuple(args, "i:setAttrib", &attr))
return NULL;
attr= SHD_TANGENT; /* user input is ignored for now, there is only 1 attr */
- if(mShader==0) {
+ if (mShader==0) {
PyErr_SetString(PyExc_ValueError, "shader.setAttrib() BL_Shader, invalid shader object");
return NULL;
}
@@ -1381,27 +1381,27 @@ KX_PYMETHODDEF_DOC( BL_Shader, setAttrib, "setAttrib(enum)" )
KX_PYMETHODDEF_DOC( BL_Shader, setUniformDef, "setUniformDef(name, enum)" )
{
- if(mError) {
+ if (mError) {
Py_RETURN_NONE;
}
const char *uniform="";
int nloc=0;
- if(PyArg_ParseTuple(args, "si:setUniformDef",&uniform, &nloc))
+ if (PyArg_ParseTuple(args, "si:setUniformDef",&uniform, &nloc))
{
int loc = GetUniformLocation(uniform);
- if(loc != -1)
+ if (loc != -1)
{
bool defined = false;
BL_UniformVecDef::iterator it = mPreDef.begin();
while(it != mPreDef.end()) {
- if((*it)->mLoc == loc) {
+ if ((*it)->mLoc == loc) {
defined = true;
break;
}
it++;
}
- if(defined)
+ if (defined)
{
Py_RETURN_NONE;
}
diff --git a/source/gameengine/Ketsji/BL_Texture.cpp b/source/gameengine/Ketsji/BL_Texture.cpp
index 2c57004e6c4..4aab091c6a1 100644
--- a/source/gameengine/Ketsji/BL_Texture.cpp
+++ b/source/gameengine/Ketsji/BL_Texture.cpp
@@ -79,18 +79,18 @@ BL_Texture::~BL_Texture()
void BL_Texture::DeleteTex()
{
- if( mNeedsDeleted ) {
+ if ( mNeedsDeleted ) {
glDeleteTextures(1, (GLuint*)&mTexture);
mNeedsDeleted = 0;
mOk = 0;
}
- if(mEnvState) {
+ if (mEnvState) {
glDeleteLists((GLuint)mEnvState, 1);
mEnvState =0;
}
- if(mDisableState) {
+ if (mDisableState) {
glDeleteLists((GLuint)mDisableState, 1);
mDisableState =0;
}
@@ -167,7 +167,7 @@ void BL_Texture::InitGLTex(unsigned int *pix,int x,int y,bool mipmap)
}
glBindTexture(GL_TEXTURE_2D, mTexture );
- if( mipmap ) {
+ if ( mipmap ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, x, y, GL_RGBA, GL_UNSIGNED_BYTE, pix );
@@ -194,7 +194,7 @@ void BL_Texture::InitNonPow2Tex(unsigned int *pix,int x,int y,bool mipmap)
gluScaleImage(GL_RGBA, x, y, GL_UNSIGNED_BYTE, pix, nx,ny, GL_UNSIGNED_BYTE, newPixels);
glBindTexture(GL_TEXTURE_2D, mTexture );
- if( mipmap ) {
+ if ( mipmap ) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, nx, ny, GL_RGBA, GL_UNSIGNED_BYTE, newPixels );
@@ -304,7 +304,7 @@ bool BL_Texture::InitCubeMap(int unit, EnvMap *cubemap)
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- if(GLEW_VERSION_1_2)
+ if (GLEW_VERSION_1_2)
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
if (needs_split)
@@ -346,7 +346,7 @@ int BL_Texture::GetMaxUnits()
{
GLint unit=0;
- if(GLEW_ARB_multitexture) {
+ if (GLEW_ARB_multitexture) {
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &unit);
return (MAXTEX>=unit?unit:MAXTEX);
}
@@ -356,28 +356,28 @@ int BL_Texture::GetMaxUnits()
void BL_Texture::ActivateFirst()
{
- if(GLEW_ARB_multitexture)
+ if (GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB);
}
void BL_Texture::ActivateUnit(int unit)
{
- if(GLEW_ARB_multitexture)
- if(unit <= MAXTEX)
+ if (GLEW_ARB_multitexture)
+ if (unit <= MAXTEX)
glActiveTextureARB(GL_TEXTURE0_ARB+unit);
}
void BL_Texture::DisableUnit()
{
- if(GLEW_ARB_multitexture)
+ if (GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
- if(GLEW_ARB_texture_cube_map && glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
+ if (GLEW_ARB_texture_cube_map && glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
else
{
@@ -395,8 +395,8 @@ void BL_Texture::DisableUnit()
void BL_Texture::DisableAllTextures()
{
- for(int i=0; i<MAXTEX; i++) {
- if(GLEW_ARB_multitexture)
+ for (int i=0; i<MAXTEX; i++) {
+ if (GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB+i);
glMatrixMode(GL_TEXTURE);
@@ -410,14 +410,14 @@ void BL_Texture::DisableAllTextures()
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
- if(GLEW_ARB_multitexture)
+ if (GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB);
}
void BL_Texture::ActivateTexture()
{
- if(GLEW_ARB_multitexture)
+ if (GLEW_ARB_multitexture)
glActiveTextureARB(GL_TEXTURE0_ARB+mUnit);
if (mType == GL_TEXTURE_CUBE_MAP_ARB && GLEW_ARB_texture_cube_map)
@@ -426,7 +426,7 @@ void BL_Texture::ActivateTexture()
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
}
else {
- if(GLEW_ARB_texture_cube_map )
+ if (GLEW_ARB_texture_cube_map )
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture( GL_TEXTURE_2D, mTexture );
@@ -437,7 +437,7 @@ void BL_Texture::ActivateTexture()
void BL_Texture::SetMapping(int mode)
{
- if(!(mode &USEREFL)) {
+ if (!(mode &USEREFL)) {
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
@@ -445,7 +445,7 @@ void BL_Texture::SetMapping(int mode)
return;
}
- if( mType == GL_TEXTURE_CUBE_MAP_ARB &&
+ if ( mType == GL_TEXTURE_CUBE_MAP_ARB &&
GLEW_ARB_texture_cube_map &&
mode &USEREFL)
{
@@ -474,17 +474,17 @@ void BL_Texture::SetMapping(int mode)
void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
{
- if(modulate || !GLEW_ARB_texture_env_combine){
+ if (modulate || !GLEW_ARB_texture_env_combine){
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
return;
}
- if(glIsList(mEnvState))
+ if (glIsList(mEnvState))
{
glCallList(mEnvState);
return;
}
- if(!mEnvState)
+ if (!mEnvState)
mEnvState = glGenLists(1);
glNewList(mEnvState, GL_COMPILE_AND_EXECUTE);
@@ -504,7 +504,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
GLenum op2 = GL_OPERAND2_RGB_ARB;
// switch to alpha combiners
- if( mat->flag[mUnit] &TEXALPHA ) {
+ if ( mat->flag[mUnit] &TEXALPHA ) {
combiner = GL_COMBINE_ALPHA_ARB;
source0 = GL_SOURCE0_ALPHA_ARB;
source1 = GL_SOURCE1_ALPHA_ARB;
@@ -515,24 +515,24 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
blend_operand = GL_SRC_ALPHA;
blend_operand_prev = GL_SRC_ALPHA;
// invert
- if(mat->flag[mUnit] &TEXNEG) {
+ if (mat->flag[mUnit] &TEXNEG) {
blend_operand_prev = GL_ONE_MINUS_SRC_ALPHA;
blend_operand = GL_ONE_MINUS_SRC_ALPHA;
}
}
else {
- if(mat->flag[mUnit] &TEXNEG) {
+ if (mat->flag[mUnit] &TEXNEG) {
blend_operand_prev=GL_ONE_MINUS_SRC_COLOR;
blend_operand = GL_ONE_MINUS_SRC_COLOR;
}
}
bool using_alpha = false;
- if(mat->flag[mUnit] &USEALPHA){
+ if (mat->flag[mUnit] &USEALPHA){
alphaOp = GL_ONE_MINUS_SRC_ALPHA;
using_alpha=true;
}
- else if(mat->flag[mUnit] &USENEGALPHA){
+ else if (mat->flag[mUnit] &USENEGALPHA){
alphaOp = GL_SRC_ALPHA;
using_alpha = true;
}
@@ -541,7 +541,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
case BLEND_MIX:
{
// ------------------------------
- if(!using_alpha) {
+ if (!using_alpha) {
GLfloat base_col[4];
base_col[0] = base_col[1] = base_col[2] = 0.f;
base_col[3] = 1.f-mat->color_blend[mUnit];
@@ -552,7 +552,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
- if(!using_alpha)
+ if (!using_alpha)
glTexEnvf( GL_TEXTURE_ENV, source2, GL_CONSTANT_ARB );
else
glTexEnvf( GL_TEXTURE_ENV, source2, GL_TEXTURE );
@@ -566,7 +566,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB);
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev);
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
- if(using_alpha)
+ if (using_alpha)
glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp);
else
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
@@ -578,7 +578,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
- if(using_alpha)
+ if (using_alpha)
glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp);
else
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
@@ -599,7 +599,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev );
glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE );
- if(using_alpha)
+ if (using_alpha)
glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp);
else
glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand);
@@ -612,7 +612,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
int BL_Texture::GetPow2(int n)
{
- if(!is_power_of_2_i(n))
+ if (!is_power_of_2_i(n))
n = power_of_2_min_i(n);
return n;
@@ -638,13 +638,13 @@ void my_envmap_split_ima(EnvMap *env, ImBuf *ibuf)
dx= ibuf->y;
dx/= 2;
- if(3*dx != ibuf->x) {
+ if (3*dx != ibuf->x) {
printf("Incorrect envmap size\n");
env->ok= 0;
env->ima->ok= 0;
}
else {
- for(part=0; part<6; part++) {
+ for (part=0; part<6; part++) {
env->cube[part]= IMB_allocImBuf(dx, dx, 24, IB_rect);
}
IMB_rectcpy(env->cube[0], ibuf,
@@ -669,9 +669,9 @@ void my_free_envmapdata(EnvMap *env)
{
unsigned int part;
- for(part=0; part<6; part++) {
+ for (part=0; part<6; part++) {
ImBuf *ibuf= env->cube[part];
- if(ibuf) {
+ if (ibuf) {
IMB_freeImBuf(ibuf);
env->cube[part]= NULL;
}
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index 66cbcdb914c..13727be8b98 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -101,7 +101,7 @@ void KX_BlenderMaterial::Initialize(
// so we can ether accept or reject this material
// as being equal, this is rather important to
// prevent material bleeding
- for(int i=0; i<mMaterial->num_enabled; i++) {
+ for (int i=0; i<mMaterial->num_enabled; i++) {
m_multimode += (mMaterial->flag[i] + mMaterial->blend_mode[i]);
}
m_multimode += mMaterial->IdMode+ (mMaterial->ras_mode & ~(USE_LIGHT));
@@ -161,25 +161,25 @@ void KX_BlenderMaterial::OnConstruction(int layer)
// when material are reused between objects
return;
- if(mMaterial->glslmat)
+ if (mMaterial->glslmat)
SetBlenderGLSLShader(layer);
// for each unique material...
int i;
- for(i=0; i<mMaterial->num_enabled; i++) {
- if( mMaterial->mapping[i].mapping & USEENV ) {
- if(!GLEW_ARB_texture_cube_map) {
+ for (i=0; i<mMaterial->num_enabled; i++) {
+ if ( mMaterial->mapping[i].mapping & USEENV ) {
+ if (!GLEW_ARB_texture_cube_map) {
spit("CubeMap textures not supported");
continue;
}
- if(!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
+ if (!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
else {
- if( mMaterial->img[i] ) {
- if( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
+ if ( mMaterial->img[i] ) {
+ if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
@@ -193,12 +193,12 @@ void KX_BlenderMaterial::OnConstruction(int layer)
void KX_BlenderMaterial::EndFrame()
{
- if(mLastBlenderShader) {
+ if (mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader = NULL;
}
- if(mLastShader) {
+ if (mLastShader) {
mLastShader->SetProg(false);
mLastShader = NULL;
}
@@ -206,10 +206,10 @@ void KX_BlenderMaterial::EndFrame()
void KX_BlenderMaterial::OnExit()
{
- if( mShader ) {
+ if ( mShader ) {
//note, the shader here is allocated, per unique material
//and this function is called per face
- if(mShader == mLastShader) {
+ if (mShader == mLastShader) {
mShader->SetProg(false);
mLastShader = NULL;
}
@@ -218,8 +218,8 @@ void KX_BlenderMaterial::OnExit()
mShader = 0;
}
- if( mBlenderShader ) {
- if(mBlenderShader == mLastBlenderShader) {
+ if ( mBlenderShader ) {
+ if (mBlenderShader == mLastBlenderShader) {
mBlenderShader->SetProg(false);
mLastBlenderShader = NULL;
}
@@ -229,7 +229,7 @@ void KX_BlenderMaterial::OnExit()
}
BL_Texture::ActivateFirst();
- for(int i=0; i<mMaterial->num_enabled; i++) {
+ for (int i=0; i<mMaterial->num_enabled; i++) {
BL_Texture::ActivateUnit(i);
mTextures[i].DeleteTex();
mTextures[i].DisableUnit();
@@ -249,9 +249,9 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
MT_assert(GLEW_ARB_shader_objects && mShader);
int i;
- if( !enable || !mShader->Ok() ) {
+ if ( !enable || !mShader->Ok() ) {
// frame cleanup.
- if(mShader == mLastShader) {
+ if (mShader == mLastShader) {
mShader->SetProg(false);
mLastShader = NULL;
}
@@ -270,13 +270,13 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
mShader->ApplyShader();
// for each enabled unit
- for(i=0; i<mMaterial->num_enabled; i++) {
- if(!mTextures[i].Ok()) continue;
+ for (i=0; i<mMaterial->num_enabled; i++) {
+ if (!mTextures[i].Ok()) continue;
mTextures[i].ActivateTexture();
mTextures[0].SetMapping(mMaterial->mapping[i].mapping);
}
- if(!mUserDefBlend) {
+ if (!mUserDefBlend) {
ras->SetAlphaBlend(mMaterial->alphablend);
}
else {
@@ -291,11 +291,11 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras)
void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras)
{
- if( !enable || !mBlenderShader->Ok() ) {
+ if ( !enable || !mBlenderShader->Ok() ) {
ras->SetAlphaBlend(TF_SOLID);
// frame cleanup.
- if(mLastBlenderShader) {
+ if (mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
@@ -305,10 +305,10 @@ void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras
return;
}
- if(!mBlenderShader->Equals(mLastBlenderShader)) {
+ if (!mBlenderShader->Equals(mLastBlenderShader)) {
ras->SetAlphaBlend(mMaterial->alphablend);
- if(mLastBlenderShader)
+ if (mLastBlenderShader)
mLastBlenderShader->SetProg(false);
else
BL_Texture::DisableAllTextures();
@@ -322,21 +322,21 @@ void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
{
BL_Texture::DisableAllTextures();
- if( !enable ) {
+ if ( !enable ) {
ras->SetAlphaBlend(TF_SOLID);
return;
}
BL_Texture::ActivateFirst();
- if( mMaterial->IdMode == DEFAULT_BLENDER ) {
+ if ( mMaterial->IdMode == DEFAULT_BLENDER ) {
ras->SetAlphaBlend(mMaterial->alphablend);
return;
}
- if( mMaterial->IdMode == TEXFACE ) {
+ if ( mMaterial->IdMode == TEXFACE ) {
// no material connected to the object
- if( mTextures[0].Ok() ) {
+ if ( mTextures[0].Ok() ) {
mTextures[0].ActivateTexture();
mTextures[0].setTexEnv(0, true);
mTextures[0].SetMapping(mMaterial->mapping[0].mapping);
@@ -346,23 +346,23 @@ void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras)
}
int mode = 0,i=0;
- for(i=0; (i<mMaterial->num_enabled && i<MAXTEX); i++) {
- if( !mTextures[i].Ok() ) continue;
+ for (i=0; (i<mMaterial->num_enabled && i<MAXTEX); i++) {
+ if ( !mTextures[i].Ok() ) continue;
mTextures[i].ActivateTexture();
mTextures[i].setTexEnv(mMaterial);
mode = mMaterial->mapping[i].mapping;
- if(mode &USEOBJ)
+ if (mode &USEOBJ)
setObjectMatrixData(i, ras);
else
mTextures[i].SetMapping(mode);
- if(!(mode &USEOBJ))
+ if (!(mode &USEOBJ))
setTexMatrixData( i );
}
- if(!mUserDefBlend) {
+ if (!mUserDefBlend) {
ras->SetAlphaBlend(mMaterial->alphablend);
}
else {
@@ -382,10 +382,10 @@ KX_BlenderMaterial::ActivatShaders(
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
// reset...
- if(tmp->mMaterial->IsShared())
+ if (tmp->mMaterial->IsShared())
cachingInfo =0;
- if(mLastBlenderShader) {
+ if (mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
@@ -397,7 +397,7 @@ KX_BlenderMaterial::ActivatShaders(
cachingInfo = GetCachingInfo();
- if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
+ if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
tmp->setShaderData(true, rasty);
else
tmp->setShaderData(false, rasty);
@@ -431,7 +431,7 @@ KX_BlenderMaterial::ActivateBlenderShaders(
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
- if(mLastShader) {
+ if (mLastShader) {
mLastShader->SetProg(false);
mLastShader= NULL;
}
@@ -442,7 +442,7 @@ KX_BlenderMaterial::ActivateBlenderShaders(
cachingInfo = GetCachingInfo();
- if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
+ if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED)
tmp->setBlenderShaderData(true, rasty);
else
tmp->setBlenderShaderData(false, rasty);
@@ -475,12 +475,12 @@ KX_BlenderMaterial::ActivateMat(
{
KX_BlenderMaterial *tmp = const_cast<KX_BlenderMaterial*>(this);
- if(mLastShader) {
+ if (mLastShader) {
mLastShader->SetProg(false);
mLastShader= NULL;
}
- if(mLastBlenderShader) {
+ if (mLastBlenderShader) {
mLastBlenderShader->SetProg(false);
mLastBlenderShader= NULL;
}
@@ -524,13 +524,13 @@ KX_BlenderMaterial::Activate(
TCachingInfo& cachingInfo
)const
{
- if(GLEW_ARB_shader_objects && (mShader && mShader->Ok())) {
- if((mPass++) < mShader->getNumPass() ) {
+ if (GLEW_ARB_shader_objects && (mShader && mShader->Ok())) {
+ if ((mPass++) < mShader->getNumPass() ) {
ActivatShaders(rasty, cachingInfo);
return true;
}
else {
- if(mShader == mLastShader) {
+ if (mShader == mLastShader) {
mShader->SetProg(false);
mLastShader = NULL;
}
@@ -538,8 +538,8 @@ KX_BlenderMaterial::Activate(
return false;
}
}
- else if( GLEW_ARB_shader_objects && (mBlenderShader && mBlenderShader->Ok() ) ) {
- if(mPass++ == 0) {
+ else if ( GLEW_ARB_shader_objects && (mBlenderShader && mBlenderShader->Ok() ) ) {
+ if (mPass++ == 0) {
ActivateBlenderShaders(rasty, cachingInfo);
return true;
}
@@ -549,7 +549,7 @@ KX_BlenderMaterial::Activate(
}
}
else {
- if(mPass++ == 0) {
+ if (mPass++ == 0) {
ActivateMat(rasty, cachingInfo);
return true;
}
@@ -562,12 +562,12 @@ KX_BlenderMaterial::Activate(
bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const
{
- if(!RAS_IPolyMaterial::UsesLighting(rasty))
+ if (!RAS_IPolyMaterial::UsesLighting(rasty))
return false;
- if(mShader && mShader->Ok())
+ if (mShader && mShader->Ok())
return true;
- else if(mBlenderShader && mBlenderShader->Ok())
+ else if (mBlenderShader && mBlenderShader->Ok())
return false;
else
return true;
@@ -575,10 +575,10 @@ bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const
void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const
{
- if(mShader && GLEW_ARB_shader_objects) {
+ if (mShader && GLEW_ARB_shader_objects) {
mShader->Update(ms, rasty);
}
- else if(mBlenderShader && GLEW_ARB_shader_objects) {
+ else if (mBlenderShader && GLEW_ARB_shader_objects) {
int alphablend;
mBlenderShader->Update(ms, rasty);
@@ -586,7 +586,7 @@ void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasteriz
/* we do blend modes here, because they can change per object
* with the same material due to obcolor/obalpha */
alphablend = mBlenderShader->GetAlphaBlend();
- if(ELEM3(alphablend, GEMAT_SOLID, GEMAT_ALPHA, GEMAT_ALPHA_SORT) && mMaterial->alphablend != GEMAT_SOLID)
+ if (ELEM3(alphablend, GEMAT_SOLID, GEMAT_ALPHA, GEMAT_ALPHA_SORT) && mMaterial->alphablend != GEMAT_SOLID)
alphablend = mMaterial->alphablend;
rasty->SetAlphaBlend(alphablend);
@@ -595,7 +595,7 @@ void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasteriz
void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const
{
- if(mShader || !mBlenderShader) {
+ if (mShader || !mBlenderShader) {
rasty->SetSpecularity(
mMaterial->speccolor[0]*mMaterial->spec_f,
mMaterial->speccolor[1]*mMaterial->spec_f,
@@ -627,10 +627,10 @@ void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const
void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
{
- if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
+ if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) {
ras->SetAttribNum(0);
- if(mShader && GLEW_ARB_shader_objects) {
- if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT) {
+ if (mShader && GLEW_ARB_shader_objects) {
+ if (mShader->GetAttribute() == BL_Shader::SHD_TANGENT) {
ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, 0);
ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, 1);
ras->SetAttribNum(2);
@@ -639,7 +639,7 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
ras->SetTexCoordNum(mMaterial->num_enabled);
- for(int i=0; i<mMaterial->num_enabled; i++) {
+ for (int i=0; i<mMaterial->num_enabled; i++) {
int mode = mMaterial->mapping[i].mapping;
if (mode &USECUSTOMUV)
@@ -649,15 +649,15 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const
continue;
}
- if( mode &(USEREFL|USEOBJ))
+ if ( mode &(USEREFL|USEOBJ))
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_GEN, i);
- else if(mode &USEORCO)
+ else if (mode &USEORCO)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_ORCO, i);
- else if(mode &USENORM)
+ else if (mode &USENORM)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_NORM, i);
- else if(mode &USEUV)
+ else if (mode &USEUV)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV1, i);
- else if(mode &USETANG)
+ else if (mode &USETANG)
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXTANGENT, i);
else
ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
@@ -670,7 +670,7 @@ void KX_BlenderMaterial::setTexMatrixData(int i)
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
- if( GLEW_ARB_texture_cube_map &&
+ if ( GLEW_ARB_texture_cube_map &&
mTextures[i].GetTextureType() == GL_TEXTURE_CUBE_MAP_ARB &&
mMaterial->mapping[i].mapping & USEREFL) {
glScalef(
@@ -700,11 +700,11 @@ void KX_BlenderMaterial::setTexMatrixData(int i)
static void GetProjPlane(BL_Material *mat, int index,int num, float*param)
{
param[0]=param[1]=param[2]=param[3]=0.f;
- if( mat->mapping[index].projplane[num] == PROJX )
+ if ( mat->mapping[index].projplane[num] == PROJX )
param[0] = 1.f;
- else if( mat->mapping[index].projplane[num] == PROJY )
+ else if ( mat->mapping[index].projplane[num] == PROJY )
param[1] = 1.f;
- else if( mat->mapping[index].projplane[num] == PROJZ)
+ else if ( mat->mapping[index].projplane[num] == PROJZ)
param[2] = 1.f;
}
@@ -714,7 +714,7 @@ void KX_BlenderMaterial::setObjectMatrixData(int i, RAS_IRasterizer *ras)
(KX_GameObject*)
mScene->GetObjectList()->FindValue(mMaterial->mapping[i].objconame);
- if(!obj) return;
+ if (!obj) return;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
@@ -784,10 +784,10 @@ void KX_BlenderMaterial::UpdateIPO(
void KX_BlenderMaterial::SetBlenderGLSLShader(int layer)
{
- if(!mBlenderShader)
+ if (!mBlenderShader)
mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, layer);
- if(!mBlenderShader->Ok()) {
+ if (!mBlenderShader->Ok()) {
delete mBlenderShader;
mBlenderShader = 0;
}
@@ -855,7 +855,7 @@ int KX_BlenderMaterial::pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_D
{
KX_BlenderMaterial* self= static_cast<KX_BlenderMaterial*>(self_v);
PyObject* obj = self->PysetBlending(value, NULL);
- if(obj)
+ if (obj)
{
Py_DECREF(obj);
return 0;
@@ -865,24 +865,24 @@ int KX_BlenderMaterial::pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_D
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
{
- if( !GLEW_ARB_fragment_shader) {
- if(!mModified)
+ if ( !GLEW_ARB_fragment_shader) {
+ if (!mModified)
spit("Fragment shaders not supported");
mModified = true;
Py_RETURN_NONE;
}
- if( !GLEW_ARB_vertex_shader) {
- if(!mModified)
+ if ( !GLEW_ARB_vertex_shader) {
+ if (!mModified)
spit("Vertex shaders not supported");
mModified = true;
Py_RETURN_NONE;
}
- if(!GLEW_ARB_shader_objects) {
- if(!mModified)
+ if (!GLEW_ARB_shader_objects) {
+ if (!mModified)
spit("GLSL not supported");
mModified = true;
Py_RETURN_NONE;
@@ -891,12 +891,12 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
// returns Py_None on error
// the calling script will need to check
- if(!mShader && !mModified) {
+ if (!mShader && !mModified) {
mShader = new BL_Shader();
mModified = true;
}
- if(mShader && !mShader->GetError()) {
+ if (mShader && !mShader->GetError()) {
m_flag &= ~RAS_BLENDERGLSL;
mMaterial->SetSharedMaterial(true);
mScene->GetBucketManager()->ReleaseDisplayLists(this);
@@ -907,7 +907,7 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
// then delete it!
// We will then go back to fixed functionality
// for this material
- if(mShader) {
+ if (mShader) {
delete mShader; /* will handle python de-referencing */
mShader=0;
}
@@ -952,22 +952,22 @@ static unsigned int GL_array[11] = {
KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setBlending , "setBlending( bge.logic.src, bge.logic.dest)")
{
unsigned int b[2];
- if(PyArg_ParseTuple(args, "ii:setBlending", &b[0], &b[1]))
+ if (PyArg_ParseTuple(args, "ii:setBlending", &b[0], &b[1]))
{
bool value_found[2] = {false, false};
- for(int i=0; i<11; i++)
+ for (int i=0; i<11; i++)
{
- if(b[0] == GL_array[i]) {
+ if (b[0] == GL_array[i]) {
value_found[0] = true;
mBlendFunc[0] = b[0];
}
- if(b[1] == GL_array[i]) {
+ if (b[1] == GL_array[i]) {
value_found[1] = true;
mBlendFunc[1] = b[1];
}
- if(value_found[0] && value_found[1]) break;
+ if (value_found[0] && value_found[1]) break;
}
- if(!value_found[0] || !value_found[1]) {
+ if (!value_found[0] || !value_found[1]) {
PyErr_SetString(PyExc_ValueError, "material.setBlending(int, int): KX_BlenderMaterial, invalid enum.");
return NULL;
}
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 7a2d71f56ff..6806698dab2 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -387,7 +387,7 @@ bool KX_Camera::PointInsideFrustum(const MT_Point3& x)
{
ExtractClipPlanes();
- for( unsigned int i = 0; i < 6 ; i++ )
+ for ( unsigned int i = 0; i < 6 ; i++ )
{
if (m_planes[i][0]*x[0] + m_planes[i][1]*x[1] + m_planes[i][2]*x[2] + m_planes[i][3] < 0.)
return false;
@@ -401,7 +401,7 @@ int KX_Camera::BoxInsideFrustum(const MT_Point3 *box)
unsigned int insideCount = 0;
// 6 view frustum planes
- for( unsigned int p = 0; p < 6 ; p++ )
+ for ( unsigned int p = 0; p < 6 ; p++ )
{
unsigned int behindCount = 0;
// 8 box vertices.
@@ -944,7 +944,7 @@ KX_PYMETHODDEF_DOC_O(KX_Camera, getScreenPosition,
{
PyErr_Clear();
- if(ConvertPythonToGameObject(value, &obj, true, ""))
+ if (ConvertPythonToGameObject(value, &obj, true, ""))
{
PyErr_Clear();
vect = MT_Vector3(obj->NodeGetWorldPosition());
@@ -977,7 +977,7 @@ KX_PYMETHODDEF_DOC_O(KX_Camera, getScreenPosition,
vect[1] = 1.0 - vect[1]; //to follow Blender window coordinate system (Top-Down)
PyObject* ret = PyTuple_New(2);
- if(ret){
+ if (ret){
PyTuple_SET_ITEM(ret, 0, PyFloat_FromDouble(vect[0]));
PyTuple_SET_ITEM(ret, 1, PyFloat_FromDouble(vect[1]));
return ret;
@@ -1044,7 +1044,7 @@ KX_PYMETHODDEF_DOC_VARARGS(KX_Camera, getScreenRay,
PyTuple_SET_ITEM(argValue, 0, PyFloat_FromDouble(x));
PyTuple_SET_ITEM(argValue, 1, PyFloat_FromDouble(y));
- if(!PyVecTo(PygetScreenVect(argValue), vect))
+ if (!PyVecTo(PygetScreenVect(argValue), vect))
{
Py_DECREF(argValue);
PyErr_SetString(PyExc_TypeError,
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp
index b683fcb8036..dfe45b8cfcd 100644
--- a/source/gameengine/Ketsji/KX_CameraActuator.cpp
+++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp
@@ -121,7 +121,7 @@ static float Kx_Normalize(float *n)
d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
/* FLT_EPSILON is too large! A larger value causes normalize errors in a scaled down utah teapot */
- if(d>0.0000000000001) {
+ if (d>0.0000000000001) {
d= sqrt(d);
n[0]/=d;
@@ -159,25 +159,25 @@ static void Kx_VecUpMat3(float vec[3], float mat[][3], short axis)
* see: VecUpMat3old
*/
- if(axis==0) {
+ if (axis==0) {
cox= 0; coy= 1; coz= 2; /* Y up Z tr */
}
- if(axis==1) {
+ if (axis==1) {
cox= 1; coy= 2; coz= 0; /* Z up X tr */
}
- if(axis==2) {
+ if (axis==2) {
cox= 2; coy= 0; coz= 1; /* X up Y tr */
}
- if(axis==3) {
+ if (axis==3) {
cox= 0; coy= 1; coz= 2; /* Y op -Z tr */
vec[0]= -vec[0];
vec[1]= -vec[1];
vec[2]= -vec[2];
}
- if(axis==4) {
+ if (axis==4) {
cox= 1; coy= 0; coz= 2; /* */
}
- if(axis==5) {
+ if (axis==5) {
cox= 2; coy= 1; coz= 0; /* Y up X tr */
}
@@ -318,8 +318,8 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
from[2]+= fac*fp1[2];
/* alleen alstie ervoor ligt: cross testen en loodrechte bijtellen */
- if(inp<0.0) {
- if(fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) {
+ if (inp<0.0) {
+ if (fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) {
from[0]-= fac*fp1[1];
from[1]+= fac*fp1[0];
}
@@ -336,14 +336,14 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
rc[2]= (lookat[2]-from[2]);
distsq= rc[0]*rc[0] + rc[1]*rc[1] + rc[2]*rc[2];
- if(distsq > maxdistsq) {
+ if (distsq > maxdistsq) {
distsq = 0.15*(distsq-maxdistsq)/distsq;
from[0] += distsq*rc[0];
from[1] += distsq*rc[1];
from[2] += distsq*rc[2];
}
- else if(distsq < mindistsq) {
+ else if (distsq < mindistsq) {
distsq = 0.15*(mindistsq-distsq)/mindistsq;
from[0] -= distsq*rc[0];
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 46753dcaffe..e26c5b6a7bf 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -544,17 +544,17 @@ bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *fro
/* if this is the child of a compound shape this can happen
* don't support compound shapes for now */
- if(spc==NULL)
+ if (spc==NULL)
return false;
shapeInfo = spc->GetShapeInfo();
- if(shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/)
+ if (shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/)
return false;
spc->DeleteControllerShape();
- if(from_gameobj==NULL && from_meshobj==NULL)
+ if (from_gameobj==NULL && from_meshobj==NULL)
from_gameobj= gameobj;
/* updates the arrays used for making the new bullet mesh */
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 0f0e4b8c10d..0be5a5609aa 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -158,7 +158,7 @@ KX_Dome::KX_Dome (
CreateGLImages();
- if(warp.usemesh)
+ if (warp.usemesh)
fboSupported = CreateFBO();
dlistSupported = CreateDL();
@@ -169,16 +169,16 @@ KX_Dome::~KX_Dome (void)
{
ClearGLImages();
- if(fboSupported)
+ if (fboSupported)
glDeleteFramebuffersEXT(1, &warp.fboId);
- if(dlistSupported)
+ if (dlistSupported)
glDeleteLists(dlistId, (GLsizei) m_numimages);
}
void KX_Dome::SetViewPort(GLuint viewport[4])
{
- if(canvaswidth != m_viewport.GetWidth() || canvasheight != m_viewport.GetHeight())
+ if (canvaswidth != m_viewport.GetWidth() || canvasheight != m_viewport.GetHeight())
{
m_viewport.SetLeft(viewport[0]);
m_viewport.SetBottom(viewport[1]);
@@ -203,7 +203,7 @@ void KX_Dome::CreateGLImages(void)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
- if(warp.usemesh){
+ if (warp.usemesh){
glBindTexture(GL_TEXTURE_2D, domefacesId[m_numfaces]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, warp.imagesize, warp.imagesize, 0, GL_RGB8,
GL_UNSIGNED_BYTE, 0);
@@ -220,7 +220,7 @@ void KX_Dome::ClearGLImages(void)
glDeleteTextures(m_numimages, (GLuint*)&domefacesId);
#if 0
for (int i=0;i<m_numimages;i++)
- if(glIsTexture(domefacesId[i]))
+ if (glIsTexture(domefacesId[i]))
glDeleteTextures(1, (GLuint*)&domefacesId[i]);
#endif
}
@@ -259,7 +259,7 @@ bool KX_Dome::CreateDL()
{
dlistId = glGenLists((GLsizei) m_numimages);
if (dlistId != 0) {
- if(m_mode == DOME_FISHEYE || m_mode == DOME_TRUNCATED_FRONT || m_mode == DOME_TRUNCATED_REAR){
+ if (m_mode == DOME_FISHEYE || m_mode == DOME_TRUNCATED_FRONT || m_mode == DOME_TRUNCATED_REAR){
glNewList(dlistId, GL_COMPILE);
GLDrawTriangles(cubetop, nfacestop);
glEndList();
@@ -309,7 +309,7 @@ bool KX_Dome::CreateDL()
glEndList();
}
- if(warp.usemesh){
+ if (warp.usemesh){
glNewList((dlistId + m_numfaces), GL_COMPILE);
GLDrawWarpQuads();
glEndList();
@@ -340,7 +340,7 @@ bool KX_Dome::CreateFBO(void)
}
glGenFramebuffersEXT(1, &warp.fboId);
- if(warp.fboId==0)
+ if (warp.fboId==0)
{
printf("Dome Error: Invalid frame buffer object. Using low resolution warp image.");
return false;
@@ -353,12 +353,12 @@ bool KX_Dome::CreateFBO(void)
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- if(status == GL_FRAMEBUFFER_UNSUPPORTED_EXT)
+ if (status == GL_FRAMEBUFFER_UNSUPPORTED_EXT)
{
printf("Dome Error: FrameBuffer settings unsupported. Using low resolution warp image.");
return false;
}
- else if(status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ else if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
glDeleteFramebuffersEXT(1, &warp.fboId);
return false;
@@ -391,11 +391,11 @@ void KX_Dome::GLDrawWarpQuads(void)
float uv_width = (float)(warp.bufferwidth) / warp.imagesize;
float uv_height = (float)(warp.bufferheight) / warp.imagesize;
- if(warp.mode ==2 ){
+ if (warp.mode ==2 ){
glBegin(GL_QUADS);
for (i=0;i<warp.n_height-1;i++) {
for (j=0;j<warp.n_width-1;j++) {
- if(warp.nodes[i][j].i < 0 || warp.nodes[i+1][j].i < 0 || warp.nodes[i+1][j+1].i < 0 || warp.nodes[i][j+1].i < 0)
+ if (warp.nodes[i][j].i < 0 || warp.nodes[i+1][j].i < 0 || warp.nodes[i+1][j+1].i < 0 || warp.nodes[i][j+1].i < 0)
continue;
glColor3f(warp.nodes[i][j].i, warp.nodes[i][j].i, warp.nodes[i][j].i);
@@ -481,15 +481,15 @@ bool KX_Dome::ParseWarpMesh(STR_String text)
vector<STR_String> columns, lines;
lines = text.Explode('\n');
- if(lines.size() < 6){
+ if (lines.size() < 6){
printf("Dome Error: Warp Mesh File with insufficient data!\n");
return false;
}
columns = lines[1].Explode(' ');
- if(columns.size() == 1)
+ if (columns.size() == 1)
columns = lines[1].Explode('\t');
- if(columns.size() !=2){
+ if (columns.size() !=2){
printf("Dome Error: Warp Mesh File incorrect. The second line should contain: width height.\n");
return false;
}
@@ -505,9 +505,9 @@ bool KX_Dome::ParseWarpMesh(STR_String text)
}else{
warp.nodes = vector<vector<WarpMeshNode> > (warp.n_height, vector<WarpMeshNode>(warp.n_width));
- for(i=2; i-2 < (warp.n_width*warp.n_height); i++){
+ for (i=2; i-2 < (warp.n_width*warp.n_height); i++){
columns = lines[i].Explode(' ');
- if(columns.size() == 1)
+ if (columns.size() == 1)
columns = lines[i].Explode('\t');
if (columns.size() == 5){
@@ -674,7 +674,7 @@ void KX_Dome::CreateMeshDome180(void)
//Refine a triangular mesh by bisecting each edge forms 3 new triangles for each existing triangle on each iteration
//Could be made more efficient for drawing if the triangles were ordered in a fan. Not that important since we are using DisplayLists
- for(i=0;i<m_resolution;i++){
+ for (i=0;i<m_resolution;i++){
cubetop.resize(4*nfacestop);
SplitFace(cubetop,&nfacestop);
cubebottom.resize(4*nfacesbottom);
@@ -686,25 +686,25 @@ void KX_Dome::CreateMeshDome180(void)
}
// Turn into a hemisphere
- for(j=0;j<3;j++){
- for(i=0;i<nfacestop;i++)
+ for (j=0;j<3;j++){
+ for (i=0;i<nfacestop;i++)
cubetop[i].verts[j].normalize();
- for(i=0;i<nfacesbottom;i++)
+ for (i=0;i<nfacesbottom;i++)
cubebottom[i].verts[j].normalize();
- for(i=0;i<nfacesleft;i++)
+ for (i=0;i<nfacesleft;i++)
cubeleft[i].verts[j].normalize();
- for(i=0;i<nfacesright;i++)
+ for (i=0;i<nfacesright;i++)
cuberight[i].verts[j].normalize();
}
//flatten onto xz plane
- for(i=0;i<nfacestop;i++)
+ for (i=0;i<nfacestop;i++)
FlattenDome(cubetop[i].verts);
- for(i=0;i<nfacesbottom;i++)
+ for (i=0;i<nfacesbottom;i++)
FlattenDome(cubebottom[i].verts);
- for(i=0;i<nfacesleft;i++)
+ for (i=0;i<nfacesleft;i++)
FlattenDome(cubeleft[i].verts);
- for(i=0;i<nfacesright;i++)
+ for (i=0;i<nfacesright;i++)
FlattenDome(cuberight[i].verts);
}
@@ -953,7 +953,7 @@ void KX_Dome::CreateMeshDome250(void)
//Refine a triangular mesh by bisecting each edge forms 3 new triangles for each existing triangle on each iteration
//It could be made more efficient for drawing if the triangles were ordered in a strip!
- for(i=0;i<m_resolution;i++){
+ for (i=0;i<m_resolution;i++){
cubefront.resize(4*nfacesfront);
SplitFace(cubefront,&nfacesfront);
cubetop.resize(4*nfacestop);
@@ -967,29 +967,29 @@ void KX_Dome::CreateMeshDome250(void)
}
// Turn into a hemisphere/sphere
- for(j=0;j<3;j++){
- for(i=0;i<nfacesfront;i++)
+ for (j=0;j<3;j++){
+ for (i=0;i<nfacesfront;i++)
cubefront[i].verts[j].normalize();
- for(i=0;i<nfacestop;i++)
+ for (i=0;i<nfacestop;i++)
cubetop[i].verts[j].normalize();
- for(i=0;i<nfacesbottom;i++)
+ for (i=0;i<nfacesbottom;i++)
cubebottom[i].verts[j].normalize();
- for(i=0;i<nfacesleft;i++)
+ for (i=0;i<nfacesleft;i++)
cubeleft[i].verts[j].normalize();
- for(i=0;i<nfacesright;i++)
+ for (i=0;i<nfacesright;i++)
cuberight[i].verts[j].normalize();
}
//flatten onto xz plane
- for(i=0;i<nfacesfront;i++)
+ for (i=0;i<nfacesfront;i++)
FlattenDome(cubefront[i].verts);
- for(i=0;i<nfacestop;i++)
+ for (i=0;i<nfacestop;i++)
FlattenDome(cubetop[i].verts);
- for(i=0;i<nfacesbottom;i++)
+ for (i=0;i<nfacesbottom;i++)
FlattenDome(cubebottom[i].verts);
- for(i=0;i<nfacesleft;i++)
+ for (i=0;i<nfacesleft;i++)
FlattenDome(cubeleft[i].verts);
- for(i=0;i<nfacesright;i++)
+ for (i=0;i<nfacesright;i++)
FlattenDome(cuberight[i].verts);
}
@@ -1252,7 +1252,7 @@ void KX_Dome::CreateMeshPanorama(void)
nfacesrightback = 2;
// Subdivide the faces
- for(i=0;i<m_resolution;i++)
+ for (i=0;i<m_resolution;i++)
{
cubetop.resize(4*nfacestop);
SplitFace(cubetop,&nfacestop);
@@ -1274,44 +1274,44 @@ void KX_Dome::CreateMeshPanorama(void)
}
// Spherize the cube
- for(j=0;j<3;j++)
+ for (j=0;j<3;j++)
{
- for(i=0;i<nfacestop;i++)
+ for (i=0;i<nfacestop;i++)
cubetop[i].verts[j].normalize();
- for(i=0;i<nfacesbottom;i++)
+ for (i=0;i<nfacesbottom;i++)
cubebottom[i].verts[j].normalize();
- for(i=0;i<nfacesleftback;i++)
+ for (i=0;i<nfacesleftback;i++)
cubeleftback[i].verts[j].normalize();
- for(i=0;i<nfacesleft;i++)
+ for (i=0;i<nfacesleft;i++)
cubeleft[i].verts[j].normalize();
- for(i=0;i<nfacesright;i++)
+ for (i=0;i<nfacesright;i++)
cuberight[i].verts[j].normalize();
- for(i=0;i<nfacesrightback;i++)
+ for (i=0;i<nfacesrightback;i++)
cuberightback[i].verts[j].normalize();
}
//Flatten onto xz plane
- for(i=0;i<nfacesleftback;i++)
+ for (i=0;i<nfacesleftback;i++)
FlattenPanorama(cubeleftback[i].verts);
- for(i=0;i<nfacesleft;i++)
+ for (i=0;i<nfacesleft;i++)
FlattenPanorama(cubeleft[i].verts);
- for(i=0;i<nfacesright;i++)
+ for (i=0;i<nfacesright;i++)
FlattenPanorama(cuberight[i].verts);
- for(i=0;i<nfacesrightback;i++)
+ for (i=0;i<nfacesrightback;i++)
FlattenPanorama(cuberightback[i].verts);
- for(i=0;i<nfacestop;i++)
+ for (i=0;i<nfacestop;i++)
FlattenPanorama(cubetop[i].verts);
- for(i=0;i<nfacesbottom;i++)
+ for (i=0;i<nfacesbottom;i++)
FlattenPanorama(cubebottom[i].verts);
}
@@ -1358,18 +1358,18 @@ void KX_Dome::FlattenPanorama(MT_Vector3 verts[3])
verts[i][2] = atan2(verts[i][2], 1.0);
verts[i][2] /= MT_PI / 2;
}
- if(edge){
+ if (edge){
bool right=false;
for (i=0;i<3;i++){
- if(fmod(verts[i][0],1.0) > 0.0){
+ if (fmod(verts[i][0],1.0) > 0.0){
right=true;
break;
}
}
- if(right){
+ if (right){
for (i=0;i<3;i++){
- if(verts[i][0] < 0.0)
+ if (verts[i][0] < 0.0)
verts[i][0] *= -1.0;
}
}
@@ -1383,7 +1383,7 @@ void KX_Dome::SplitFace(vector <DomeFace>& face, int *nfaces)
n1 = n2 = *nfaces;
- for(i=0;i<n1;i++){
+ for (i=0;i<n1;i++){
face[n2].verts[0] = (face[i].verts[0] + face[i].verts[1]) /2;
face[n2].verts[1] = face[i].verts[1];
@@ -1635,9 +1635,9 @@ void KX_Dome::Draw(void)
break;
}
- if(warp.usemesh)
+ if (warp.usemesh)
{
- if(fboSupported)
+ if (fboSupported)
{
m_canvas->SetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight());
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
@@ -1793,7 +1793,7 @@ void KX_Dome::DrawDomeFisheye(void)
float ortho_width, ortho_height;
- if(m_mode == DOME_FISHEYE) {
+ if (m_mode == DOME_FISHEYE) {
if (warp.usemesh)
glOrtho((-1.0), 1.0, (-1.0), 1.0, -20.0, 10.0); //stretch the image to reduce resolution lost
@@ -1809,7 +1809,7 @@ void KX_Dome::DrawDomeFisheye(void)
glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0);
}
}
- else if(m_mode == DOME_TRUNCATED_FRONT)
+ else if (m_mode == DOME_TRUNCATED_FRONT)
{
ortho_width = 1.0;
ortho_height = 2 * ((float)can_height / can_width) - 1.0;
@@ -1829,7 +1829,7 @@ void KX_Dome::DrawDomeFisheye(void)
glLoadIdentity();
gluLookAt(0.0,-1.0,0.0, 0.0,0.0,0.0, 0.0,0.0,1.0);
- if(m_drawingmode == RAS_IRasterizer::KX_WIREFRAME)
+ if (m_drawingmode == RAS_IRasterizer::KX_WIREFRAME)
glPolygonMode(GL_FRONT, GL_LINE);
else
glPolygonMode(GL_FRONT, GL_FILL);
@@ -1842,7 +1842,7 @@ void KX_Dome::DrawDomeFisheye(void)
glColor3f(1.0,1.0,1.0);
if (dlistSupported){
- for(i=0;i<m_numfaces;i++){
+ for (i=0;i<m_numfaces;i++){
glBindTexture(GL_TEXTURE_2D, domefacesId[i]);
glCallList(dlistId+i);
}
@@ -1911,7 +1911,7 @@ void KX_Dome::DrawPanorama(void)
glLoadIdentity();
gluLookAt(0.0,-1.0,0.0, 0.0,0.0,0.0, 0.0,0.0,1.0);
- if(m_drawingmode == RAS_IRasterizer::KX_WIREFRAME)
+ if (m_drawingmode == RAS_IRasterizer::KX_WIREFRAME)
glPolygonMode(GL_FRONT, GL_LINE);
else
glPolygonMode(GL_FRONT, GL_FILL);
@@ -1924,7 +1924,7 @@ void KX_Dome::DrawPanorama(void)
glColor3f(1.0,1.0,1.0);
if (dlistSupported){
- for(i=0;i<m_numfaces;i++){
+ for (i=0;i<m_numfaces;i++){
glBindTexture(GL_TEXTURE_2D, domefacesId[i]);
glCallList(dlistId+i);
}
@@ -1979,7 +1979,7 @@ void KX_Dome::DrawDomeWarped(void)
glLoadIdentity();
gluLookAt(0.0, 0.0, 1.0, 0.0,0.0,0.0, 0.0,1.0,0.0);
- if(m_drawingmode == RAS_IRasterizer::KX_WIREFRAME)
+ if (m_drawingmode == RAS_IRasterizer::KX_WIREFRAME)
glPolygonMode(GL_FRONT, GL_LINE);
else
glPolygonMode(GL_FRONT, GL_FILL);
diff --git a/source/gameengine/Ketsji/KX_FontObject.cpp b/source/gameengine/Ketsji/KX_FontObject.cpp
index 5a67b052a2b..308154d8ebc 100644
--- a/source/gameengine/Ketsji/KX_FontObject.cpp
+++ b/source/gameengine/Ketsji/KX_FontObject.cpp
@@ -60,7 +60,7 @@ std::vector<STR_String> split_string(STR_String str)
int begin=0, end=0;
while (end < str.Length())
{
- if(str.GetAt(end) == '\n')
+ if (str.GetAt(end) == '\n')
{
text.push_back(str.Mid(begin, end-begin));
begin = end+1;
@@ -165,11 +165,11 @@ int GetFontId (VFont *font)
void KX_FontObject::DrawText()
{
/* Allow for some logic brick control */
- if(this->GetProperty("Text"))
+ if (this->GetProperty("Text"))
m_text = split_string(this->GetProperty("Text")->GetText());
/* only draws the text if visible */
- if(this->GetVisible() == 0) return;
+ if (this->GetVisible() == 0) return;
/* update the animated color */
this->GetObjectColor().getValue(m_color);
@@ -193,7 +193,7 @@ void KX_FontObject::DrawText()
spacing = this->NodeGetWorldOrientation() * spacing * this->NodeGetWorldScaling()[1];
/* Draw each line, taking spacing into consideration */
- for(int i=0; i<m_text.size(); ++i)
+ for (int i=0; i<m_text.size(); ++i)
{
if (i!=0)
{
@@ -256,9 +256,9 @@ PyObject* KX_FontObject::pyattr_get_text(void *self_v, const KX_PYATTRIBUTE_DEF
{
KX_FontObject* self= static_cast<KX_FontObject*>(self_v);
STR_String str = STR_String();
- for(int i=0; i<self->m_text.size(); ++i)
+ for (int i=0; i<self->m_text.size(); ++i)
{
- if(i!=0)
+ if (i!=0)
str += '\n';
str += self->m_text[i];
}
@@ -268,13 +268,13 @@ PyObject* KX_FontObject::pyattr_get_text(void *self_v, const KX_PYATTRIBUTE_DEF
int KX_FontObject::pyattr_set_text(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
KX_FontObject* self= static_cast<KX_FontObject*>(self_v);
- if(!PyUnicode_Check(value))
+ if (!PyUnicode_Check(value))
return PY_SET_ATTR_FAIL;
char* chars = _PyUnicode_AsString(value);
/* Allow for some logic brick control */
CValue* tprop = self->GetProperty("Text");
- if(tprop) {
+ if (tprop) {
CValue *newstringprop = new CStringValue(STR_String(chars), "Text");
self->SetProperty("Text", newstringprop);
newstringprop->Release();
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 1bc60ebd337..c77d40e8f8c 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -445,7 +445,7 @@ void KX_GameObject::ProcessReplica()
}
#ifdef WITH_PYTHON
- if(m_attr_dict)
+ if (m_attr_dict)
m_attr_dict= PyDict_Copy(m_attr_dict);
#endif
@@ -588,7 +588,7 @@ void KX_GameObject::AddMeshUser()
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
// RAS_MeshSlot* ms;
- for(mit.begin(); !mit.end(); ++mit)
+ for (mit.begin(); !mit.end(); ++mit)
{
(*mit)->m_OpenGLMatrix = fl;
}
@@ -621,7 +621,7 @@ void KX_GameObject::UpdateBuckets( bool recursive )
GetOpenGLMatrix();
SG_QList::iterator<RAS_MeshSlot> mit(m_meshSlots);
- for(mit.begin(); !mit.end(); ++mit)
+ for (mit.begin(); !mit.end(); ++mit)
{
ms = *mit;
ms->m_bObjectColor = m_bUseObjectColor;
@@ -742,11 +742,11 @@ KX_GameObject::UpdateMaterialData(
if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) {
list<RAS_MeshMaterial>::iterator mit = m_meshes[mesh]->GetFirstMaterial();
- for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
+ for (; mit != m_meshes[mesh]->GetLastMaterial(); ++mit)
{
RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial();
- if(poly->GetFlag() & RAS_BLENDERMAT )
+ if (poly->GetFlag() & RAS_BLENDERMAT )
{
KX_BlenderMaterial *m = static_cast<KX_BlenderMaterial*>(poly);
@@ -1282,7 +1282,7 @@ void KX_GameObject::Resume(void)
{
if (m_suspended) {
SCA_IObject::Resume();
- if(GetPhysicsController())
+ if (GetPhysicsController())
GetPhysicsController()->RestoreDynamics();
m_suspended = false;
@@ -1294,7 +1294,7 @@ void KX_GameObject::Suspend()
if ((!m_ignore_activity_culling)
&& (!m_suspended)) {
SCA_IObject::Suspend();
- if(GetPhysicsController())
+ if (GetPhysicsController())
GetPhysicsController()->SuspendDynamics();
m_suspended = true;
}
@@ -1379,7 +1379,7 @@ static unsigned char mathutils_kxgameob_vector_cb_index= -1; /* index for our ca
static int mathutils_kxgameob_generic_check(BaseMathObject *bmo)
{
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
- if(self==NULL)
+ if (self==NULL)
return -1;
return 0;
@@ -1388,7 +1388,7 @@ static int mathutils_kxgameob_generic_check(BaseMathObject *bmo)
static int mathutils_kxgameob_vector_get(BaseMathObject *bmo, int subtype)
{
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
- if(self==NULL)
+ if (self==NULL)
return -1;
#define PHYS_ERR(attr) PyErr_SetString(PyExc_AttributeError, "KX_GameObject." attr ", is missing a physics controller")
@@ -1407,26 +1407,26 @@ static int mathutils_kxgameob_vector_get(BaseMathObject *bmo, int subtype)
self->NodeGetWorldScaling().getValue(bmo->data);
break;
case MATHUTILS_VEC_CB_INERTIA_LOCAL:
- if(!self->GetPhysicsController()) return PHYS_ERR("localInertia"), -1;
+ if (!self->GetPhysicsController()) return PHYS_ERR("localInertia"), -1;
self->GetPhysicsController()->GetLocalInertia().getValue(bmo->data);
break;
case MATHUTILS_VEC_CB_OBJECT_COLOR:
self->GetObjectColor().getValue(bmo->data);
break;
case MATHUTILS_VEC_CB_LINVEL_LOCAL:
- if(!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1;
+ if (!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1;
self->GetLinearVelocity(true).getValue(bmo->data);
break;
case MATHUTILS_VEC_CB_LINVEL_GLOBAL:
- if(!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1;
+ if (!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1;
self->GetLinearVelocity(false).getValue(bmo->data);
break;
case MATHUTILS_VEC_CB_ANGVEL_LOCAL:
- if(!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1;
+ if (!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1;
self->GetAngularVelocity(true).getValue(bmo->data);
break;
case MATHUTILS_VEC_CB_ANGVEL_GLOBAL:
- if(!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1;
+ if (!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1;
self->GetAngularVelocity(false).getValue(bmo->data);
break;
@@ -1440,7 +1440,7 @@ static int mathutils_kxgameob_vector_get(BaseMathObject *bmo, int subtype)
static int mathutils_kxgameob_vector_set(BaseMathObject *bmo, int subtype)
{
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
- if(self==NULL)
+ if (self==NULL)
return -1;
switch(subtype) {
@@ -1485,7 +1485,7 @@ static int mathutils_kxgameob_vector_set(BaseMathObject *bmo, int subtype)
static int mathutils_kxgameob_vector_get_index(BaseMathObject *bmo, int subtype, int index)
{
/* lazy, avoid repeteing the case statement */
- if(mathutils_kxgameob_vector_get(bmo, subtype) == -1)
+ if (mathutils_kxgameob_vector_get(bmo, subtype) == -1)
return -1;
return 0;
}
@@ -1495,7 +1495,7 @@ static int mathutils_kxgameob_vector_set_index(BaseMathObject *bmo, int subtype,
float f= bmo->data[index];
/* lazy, avoid repeteing the case statement */
- if(mathutils_kxgameob_vector_get(bmo, subtype) == -1)
+ if (mathutils_kxgameob_vector_get(bmo, subtype) == -1)
return -1;
bmo->data[index]= f;
@@ -1519,7 +1519,7 @@ static unsigned char mathutils_kxgameob_matrix_cb_index= -1; /* index for our ca
static int mathutils_kxgameob_matrix_get(BaseMathObject *bmo, int subtype)
{
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
- if(self==NULL)
+ if (self==NULL)
return -1;
switch(subtype) {
@@ -1538,7 +1538,7 @@ static int mathutils_kxgameob_matrix_get(BaseMathObject *bmo, int subtype)
static int mathutils_kxgameob_matrix_set(BaseMathObject *bmo, int subtype)
{
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(bmo->cb_user);
- if(self==NULL)
+ if (self==NULL)
return -1;
MT_Matrix3x3 mat3x3;
@@ -1713,7 +1713,7 @@ PyObject* KX_GameObject::PyReinstancePhysicsMesh(PyObject* args)
}
#ifdef USE_BULLET
/* gameobj and mesh can be NULL */
- if(KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh))
+ if (KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh))
Py_RETURN_TRUE;
#endif
Py_RETURN_FALSE;
@@ -1732,7 +1732,7 @@ static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
}
/* first see if the attributes a string and try get the cvalue attribute */
- if(attr_str && (resultattr=self->GetProperty(attr_str))) {
+ if (attr_str && (resultattr=self->GetProperty(attr_str))) {
pyconvert = resultattr->ConvertValueToPython();
return pyconvert ? pyconvert:resultattr->GetProxy();
}
@@ -1745,7 +1745,7 @@ static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
return pyconvert;
}
else {
- if(attr_str) PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str);
+ if (attr_str) PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str);
else PyErr_SetString(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key does not exist");
return NULL;
}
@@ -1757,7 +1757,7 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
{
KX_GameObject* self= static_cast<KX_GameObject*>BGE_PROXY_REF(self_v);
const char *attr_str= _PyUnicode_AsString(key);
- if(attr_str==NULL)
+ if (attr_str==NULL)
PyErr_Clear();
if (self==NULL) {
@@ -1769,14 +1769,14 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
int del= 0;
/* try remove both just in case */
- if(attr_str)
+ if (attr_str)
del |= (self->RemoveProperty(attr_str)==true) ? 1:0;
- if(self->m_attr_dict)
+ if (self->m_attr_dict)
del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
if (del==0) {
- if(attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str);
+ if (attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str);
else PyErr_SetString(PyExc_KeyError, "del gameOb[key]: KX_GameObject, key could not be deleted");
return -1;
}
@@ -1788,11 +1788,11 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
int set= 0;
/* as CValue */
- if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* don't allow GameObjects for eg to be assigned to CValue props */
+ if (attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* don't allow GameObjects for eg to be assigned to CValue props */
{
CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */
- if(vallie)
+ if (vallie)
{
CValue* oldprop = self->GetProperty(attr_str);
@@ -1815,25 +1815,25 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
}
}
- if(set==0)
+ if (set==0)
{
if (self->m_attr_dict==NULL) /* lazy init */
self->m_attr_dict= PyDict_New();
- if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
+ if (PyDict_SetItem(self->m_attr_dict, key, val)==0)
{
- if(attr_str)
+ if (attr_str)
self->RemoveProperty(attr_str); /* overwrite the CValue if it exists */
set= 1;
}
else {
- if(attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str);
+ if (attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str);
else PyErr_SetString(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key not be added to internal dictionary");
}
}
- if(set==0)
+ if (set==0)
return -1; /* pythons error value */
}
@@ -1850,7 +1850,7 @@ static int Seq_Contains(PyObject *self_v, PyObject *value)
return -1;
}
- if(PyUnicode_Check(value) && self->GetProperty(_PyUnicode_AsString(value)))
+ if (PyUnicode_Check(value) && self->GetProperty(_PyUnicode_AsString(value)))
return 1;
if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value))
@@ -2406,7 +2406,7 @@ PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DE
PyObject *meshes= PyList_New(self->m_meshes.size());
int i;
- for(i=0; i < (int)self->m_meshes.size(); i++)
+ for (i=0; i < (int)self->m_meshes.size(); i++)
{
KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]);
PyList_SET_ITEM(meshes, i, meshproxy->NewProxy(true));
@@ -2469,7 +2469,7 @@ PyObject* KX_GameObject::pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_
{
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
- if(self->m_attr_dict==NULL)
+ if (self->m_attr_dict==NULL)
self->m_attr_dict= PyDict_New();
Py_INCREF(self->m_attr_dict);
@@ -2653,7 +2653,7 @@ PyObject* KX_GameObject::PyGetReactionForce()
PyObject* KX_GameObject::PyEnableRigidBody()
{
- if(GetPhysicsController())
+ if (GetPhysicsController())
GetPhysicsController()->setRigidBody(true);
Py_RETURN_NONE;
@@ -2663,7 +2663,7 @@ PyObject* KX_GameObject::PyEnableRigidBody()
PyObject* KX_GameObject::PyDisableRigidBody()
{
- if(GetPhysicsController())
+ if (GetPhysicsController())
GetPhysicsController()->setRigidBody(false);
Py_RETURN_NONE;
@@ -2806,7 +2806,7 @@ PyObject* KX_GameObject::PyGetPropertyNames()
{
PyObject *list= ConvertKeysToPython();
- if(m_attr_dict) {
+ if (m_attr_dict) {
PyObject *key, *value;
Py_ssize_t pos = 0;
@@ -3311,11 +3311,11 @@ PyObject* KX_GameObject::Pyget(PyObject *args)
return NULL;
- if(PyUnicode_Check(key)) {
+ if (PyUnicode_Check(key)) {
CValue *item = GetProperty(_PyUnicode_AsString(key));
if (item) {
ret = item->ConvertValueToPython();
- if(ret)
+ if (ret)
return ret;
else
return item->GetProxy();
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index facac230e05..f088d548089 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -194,7 +194,7 @@ KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system)
KX_KetsjiEngine::~KX_KetsjiEngine()
{
delete m_logger;
- if(m_usedome)
+ if (m_usedome)
delete m_dome;
}
@@ -317,7 +317,7 @@ void KX_KetsjiEngine::RenderDome()
RenderShadowBuffers(scene);
}
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
- if(cam && !cam->GetViewport())
+ if (cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
@@ -336,7 +336,7 @@ void KX_KetsjiEngine::RenderDome()
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
- if((*it)->GetViewport())
+ if ((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
@@ -431,7 +431,7 @@ void KX_KetsjiEngine::StartEngine(bool clearIpo)
void KX_KetsjiEngine::ClearFrame()
{
// clear unless we're drawing overlapping stereo
- if(m_rasterizer->InterlacedStereo() &&
+ if (m_rasterizer->InterlacedStereo() &&
m_rasterizer->GetEye() == RAS_IRasterizer::RAS_STEREO_RIGHTEYE)
return;
@@ -447,29 +447,29 @@ void KX_KetsjiEngine::ClearFrame()
list<class KX_Camera*>* cameras = scene->GetCameras();
list<KX_Camera*>::iterator it;
- for(it = cameras->begin(); it != cameras->end(); it++)
+ for (it = cameras->begin(); it != cameras->end(); it++)
{
GetSceneViewport(scene, (*it), area, viewport);
- if(!doclear) {
+ if (!doclear) {
clearvp = viewport;
doclear = true;
}
else {
- if(viewport.GetLeft() < clearvp.GetLeft())
+ if (viewport.GetLeft() < clearvp.GetLeft())
clearvp.SetLeft(viewport.GetLeft());
- if(viewport.GetBottom() < clearvp.GetBottom())
+ if (viewport.GetBottom() < clearvp.GetBottom())
clearvp.SetBottom(viewport.GetBottom());
- if(viewport.GetRight() > clearvp.GetRight())
+ if (viewport.GetRight() > clearvp.GetRight())
clearvp.SetRight(viewport.GetRight());
- if(viewport.GetTop() > clearvp.GetTop())
+ if (viewport.GetTop() > clearvp.GetTop())
clearvp.SetTop(viewport.GetTop());
}
}
}
- if(doclear) {
+ if (doclear) {
KX_Scene* firstscene = *m_scenes.begin();
SetBackGround(firstscene->GetWorldInfo());
@@ -694,7 +694,7 @@ else
scene->setSuspendedTime(0.0);
} // suspended
else
- if(scene->getSuspendedTime()==0.0)
+ if (scene->getSuspendedTime()==0.0)
scene->setSuspendedTime(m_clockTime);
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
@@ -768,7 +768,7 @@ else
scene->setSuspendedTime(0.0);
} // suspended
else
- if(scene->getSuspendedTime()==0.0)
+ if (scene->getSuspendedTime()==0.0)
scene->setSuspendedTime(m_clockTime);
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
@@ -806,7 +806,7 @@ else
void KX_KetsjiEngine::Render()
{
- if(m_usedome){
+ if (m_usedome){
RenderDome();
return;
}
@@ -872,7 +872,7 @@ void KX_KetsjiEngine::Render()
RenderShadowBuffers(scene);
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
- if(cam && !cam->GetViewport())
+ if (cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
@@ -889,7 +889,7 @@ void KX_KetsjiEngine::Render()
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
- if((*it)->GetViewport())
+ if ((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
@@ -906,7 +906,7 @@ void KX_KetsjiEngine::Render()
}
// only one place that checks for stereo
- if(m_rasterizer->Stereo())
+ if (m_rasterizer->Stereo())
{
m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_RIGHTEYE);
@@ -939,7 +939,7 @@ void KX_KetsjiEngine::Render()
list<KX_Camera*>::iterator it = cameras->begin();
while(it != cameras->end())
{
- if((*it)->GetViewport())
+ if ((*it)->GetViewport())
{
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
@@ -954,7 +954,7 @@ void KX_KetsjiEngine::Render()
}
PostRenderScene(scene);
}
- } // if(m_rasterizer->Stereo())
+ } // if (m_rasterizer->Stereo())
EndFrame();
}
@@ -985,7 +985,7 @@ int KX_KetsjiEngine::GetExitCode()
}
// check if the window has been closed.
- if(!m_exitcode)
+ if (!m_exitcode)
{
//if(!m_canvas->Check()) {
// m_exitcode = KX_EXIT_REQUEST_OUTSIDE;
@@ -1119,7 +1119,7 @@ void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect
// Don't do bars on user specified viewport
RAS_FrameSettings settings = scene->GetFramingType();
- if(settings.FrameType() == RAS_FrameSettings::e_frame_bars)
+ if (settings.FrameType() == RAS_FrameSettings::e_frame_bars)
settings.SetFrameType(RAS_FrameSettings::e_frame_extend);
RAS_FramingManager::ComputeViewport(
@@ -1155,14 +1155,14 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene)
m_rendertools->SetAuxilaryClientInfo(scene);
- for(i=0; i<lightlist->GetCount(); i++) {
+ for (i=0; i<lightlist->GetCount(); i++) {
KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i);
KX_LightObject *light = (KX_LightObject*)gameobj;
light->Update();
- if(m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
+ if (m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) {
/* make temporary camera */
RAS_CameraData camdata = RAS_CameraData();
KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true);
@@ -1238,7 +1238,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
focallength = cam->GetFocalLength();
MT_Matrix4x4 projmat;
- if(override_camera) {
+ if (override_camera) {
nearfrust = m_overrideCamNear;
farfrust = m_overrideCamFar;
}
diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp
index b174b4f701e..7e9d95b37a2 100644
--- a/source/gameengine/Ketsji/KX_Light.cpp
+++ b/source/gameengine/Ketsji/KX_Light.cpp
@@ -67,7 +67,7 @@ KX_LightObject::~KX_LightObject()
{
GPULamp *lamp;
- if((lamp = GetGPULamp())) {
+ if ((lamp = GetGPULamp())) {
float obmat[4][4] = {{0}};
GPU_lamp_update(lamp, 0, 0, obmat);
}
@@ -95,18 +95,18 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
float vec[4];
int scenelayer = ~0;
- if(kxscene && kxscene->GetBlenderScene())
+ if (kxscene && kxscene->GetBlenderScene())
scenelayer = kxscene->GetBlenderScene()->lay;
/* only use lights in the same layer as the object */
- if(!(m_lightobj.m_layer & oblayer))
+ if (!(m_lightobj.m_layer & oblayer))
return false;
/* only use lights in the same scene, and in a visible layer */
- if(kxscene != lightscene || !(m_lightobj.m_layer & scenelayer))
+ if (kxscene != lightscene || !(m_lightobj.m_layer & scenelayer))
return false;
// lights don't get their openGL matrix updated, do it now
- if(GetSGNode()->IsDirty())
+ if (GetSGNode()->IsDirty())
GetOpenGLMatrix();
MT_CmMatrix4x4& worldmatrix= *GetOpenGLMatrixPtr();
@@ -116,7 +116,7 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
vec[2] = worldmatrix(2,3);
vec[3] = 1.0f;
- if(m_lightobj.m_type==RAS_LightObject::LIGHT_SUN) {
+ if (m_lightobj.m_type==RAS_LightObject::LIGHT_SUN) {
vec[0] = worldmatrix(0,2);
vec[1] = worldmatrix(1,2);
@@ -136,7 +136,7 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
//attennuation still is acceptable
glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_lightobj.m_att2/(m_lightobj.m_distance*m_lightobj.m_distance));
- if(m_lightobj.m_type==RAS_LightObject::LIGHT_SPOT) {
+ if (m_lightobj.m_type==RAS_LightObject::LIGHT_SPOT) {
vec[0] = -worldmatrix(0,2);
vec[1] = -worldmatrix(1,2);
vec[2] = -worldmatrix(2,2);
@@ -162,7 +162,7 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
}
glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec);
- if(m_lightobj.m_nospecular)
+ if (m_lightobj.m_nospecular)
{
vec[0] = vec[1] = vec[2] = vec[3] = 0.0;
}
@@ -181,7 +181,7 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot)
GPULamp *KX_LightObject::GetGPULamp()
{
- if(m_glsl)
+ if (m_glsl)
return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject());
else
return NULL;
@@ -191,15 +191,15 @@ void KX_LightObject::Update()
{
GPULamp *lamp;
- if((lamp = GetGPULamp()) != NULL && GetSGNode()) {
+ if ((lamp = GetGPULamp()) != NULL && GetSGNode()) {
float obmat[4][4];
// lights don't get their openGL matrix updated, do it now
if (GetSGNode()->IsDirty())
GetOpenGLMatrix();
double *dobmat = GetOpenGLMatrixPtr()->getPointer();
- for(int i=0; i<4; i++)
- for(int j=0; j<4; j++, dobmat++)
+ for (int i=0; i<4; i++)
+ for (int j=0; j<4; j++, dobmat++)
obmat[i][j] = (float)*dobmat;
GPU_lamp_update(lamp, m_lightobj.m_layer, 0, obmat);
@@ -212,7 +212,7 @@ bool KX_LightObject::HasShadowBuffer()
{
GPULamp *lamp;
- if((lamp = GetGPULamp()))
+ if ((lamp = GetGPULamp()))
return GPU_lamp_has_shadow_buffer(lamp);
else
return false;
@@ -222,7 +222,7 @@ int KX_LightObject::GetShadowLayer()
{
GPULamp *lamp;
- if((lamp = GetGPULamp()))
+ if ((lamp = GetGPULamp()))
return GPU_lamp_shadow_layer(lamp);
else
return 0;
@@ -347,7 +347,7 @@ PyObject* KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUT
const char* type = attrdef->m_name;
- if(!strcmp(type, "SPOT")) {
+ if (!strcmp(type, "SPOT")) {
retvalue = PyLong_FromSsize_t(RAS_LightObject::LIGHT_SPOT);
} else if (!strcmp(type, "SUN")) {
retvalue = PyLong_FromSsize_t(RAS_LightObject::LIGHT_SUN);
@@ -373,7 +373,7 @@ int KX_LightObject::pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attr
{
KX_LightObject* self = static_cast<KX_LightObject*>(self_v);
int val = PyLong_AsSsize_t(value);
- if((val==-1 && PyErr_Occurred()) || val<0 || val>2) {
+ if ((val==-1 && PyErr_Occurred()) || val<0 || val>2) {
PyErr_SetString(PyExc_ValueError, "light.type= val: KX_LightObject, expected an int between 0 and 2");
return PY_SET_ATTR_FAIL;
}
diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp
index fa1366874a3..f1a9a93c2db 100644
--- a/source/gameengine/Ketsji/KX_MeshProxy.cpp
+++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp
@@ -184,7 +184,7 @@ PyObject* KX_MeshProxy::PyGetVertex(PyObject* args, PyObject* kwds)
RAS_TexVert* vertex = m_meshobj->GetVertex(matindex,vertexindex);
- if(vertex==NULL) {
+ if (vertex==NULL) {
PyErr_SetString(PyExc_ValueError, "mesh.getVertex(mat_idx, vert_idx): KX_MeshProxy, could not get a vertex at the given indices");
return NULL;
}
@@ -230,11 +230,11 @@ PyObject* KX_MeshProxy::pyattr_get_materials(void *self_v, const KX_PYATTRIBUTE_
list<RAS_MeshMaterial>::iterator mit= self->m_meshobj->GetFirstMaterial();
- for(i=0; i<tot; mit++, i++) {
+ for (i=0; i<tot; mit++, i++) {
RAS_IPolyMaterial *polymat = mit->m_bucket->GetPolyMaterial();
/* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */
- if(polymat->GetFlag() & RAS_BLENDERMAT)
+ if (polymat->GetFlag() & RAS_BLENDERMAT)
{
KX_BlenderMaterial *mat = static_cast<KX_BlenderMaterial*>(polymat);
PyList_SET_ITEM(materials, i, mat->GetProxy());
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
index 0d81883104b..bfee124d443 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
@@ -114,7 +114,7 @@ bool KX_MouseFocusSensor::Evaluate()
if (!m_mouse_over_in_previous_frame) {
result = true;
}
- else if(m_bTouchPulse && (m_hitObject != m_hitObject_Last)) {
+ else if (m_bTouchPulse && (m_hitObject != m_hitObject_Last)) {
result = true;
}
}
@@ -303,7 +303,7 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus()
KX_Camera *cam= m_kxscene->GetActiveCamera();
- if(ParentObjectHasFocusCamera(cam))
+ if (ParentObjectHasFocusCamera(cam))
return true;
list<class KX_Camera*>* cameras = m_kxscene->GetCameras();
@@ -311,7 +311,7 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus()
while(it != cameras->end())
{
- if(((*it) != cam) && (*it)->GetViewport())
+ if (((*it) != cam) && (*it)->GetViewport())
if (ParentObjectHasFocusCamera(*it))
return true;
@@ -408,7 +408,7 @@ PyObject* KX_MouseFocusSensor::pyattr_get_ray_direction(void *self_v, const KX_P
{
KX_MouseFocusSensor* self= static_cast<KX_MouseFocusSensor*>(self_v);
MT_Vector3 dir = self->RayTarget() - self->RaySource();
- if(MT_fuzzyZero(dir)) dir.setValue(0,0,0);
+ if (MT_fuzzyZero(dir)) dir.setValue(0,0,0);
else dir.normalize();
return PyObjectFrom(dir);
}
@@ -417,7 +417,7 @@ PyObject* KX_MouseFocusSensor::pyattr_get_hit_object(void *self_v, const KX_PYAT
{
KX_MouseFocusSensor* self= static_cast<KX_MouseFocusSensor*>(self_v);
- if(self->m_hitObject)
+ if (self->m_hitObject)
return self->m_hitObject->GetProxy();
Py_RETURN_NONE;
diff --git a/source/gameengine/Ketsji/KX_NavMeshObject.cpp b/source/gameengine/Ketsji/KX_NavMeshObject.cpp
index 79e9c28a81c..2368ff97a14 100644
--- a/source/gameengine/Ketsji/KX_NavMeshObject.cpp
+++ b/source/gameengine/Ketsji/KX_NavMeshObject.cpp
@@ -420,7 +420,7 @@ bool KX_NavMeshObject::BuildNavMesh()
}
// setup triangles.
unsigned char* tri = navDTris;
- for(size_t i=0; i<ndtris; i++)
+ for (size_t i=0; i<ndtris; i++)
{
for (size_t j=0; j<3; j++)
tri[4*i+j] = j;
@@ -432,7 +432,7 @@ bool KX_NavMeshObject::BuildNavMesh()
memcpy(navDVerts, dvertices, ndvertsuniq*3*sizeof(float));
//tris
unsigned char* tri = navDTris;
- for(size_t i=0; i<ndtris; i++)
+ for (size_t i=0; i<ndtris; i++)
{
for (size_t j=0; j<3; j++)
tri[4*i+j] = dtris[6*i+j];
diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.cpp b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
index acd9cc53428..a3f098c3b1f 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
@@ -390,7 +390,7 @@ static unsigned char mathutils_kxobactu_vector_cb_index = -1; /* index for our c
static int mathutils_obactu_generic_check(BaseMathObject *bmo)
{
KX_ObjectActuator* self= static_cast<KX_ObjectActuator*>BGE_PROXY_REF(bmo->cb_user);
- if(self==NULL)
+ if (self==NULL)
return -1;
return 0;
@@ -399,7 +399,7 @@ static int mathutils_obactu_generic_check(BaseMathObject *bmo)
static int mathutils_obactu_vector_get(BaseMathObject *bmo, int subtype)
{
KX_ObjectActuator* self= static_cast<KX_ObjectActuator*>BGE_PROXY_REF(bmo->cb_user);
- if(self==NULL)
+ if (self==NULL)
return -1;
switch(subtype) {
@@ -417,7 +417,7 @@ static int mathutils_obactu_vector_get(BaseMathObject *bmo, int subtype)
static int mathutils_obactu_vector_set(BaseMathObject *bmo, int subtype)
{
KX_ObjectActuator* self= static_cast<KX_ObjectActuator*>BGE_PROXY_REF(bmo->cb_user);
- if(self==NULL)
+ if (self==NULL)
return -1;
switch(subtype) {
@@ -435,7 +435,7 @@ static int mathutils_obactu_vector_set(BaseMathObject *bmo, int subtype)
static int mathutils_obactu_vector_get_index(BaseMathObject *bmo, int subtype, int index)
{
/* lazy, avoid repeteing the case statement */
- if(mathutils_obactu_vector_get(bmo, subtype) == -1)
+ if (mathutils_obactu_vector_get(bmo, subtype) == -1)
return -1;
return 0;
}
@@ -445,7 +445,7 @@ static int mathutils_obactu_vector_set_index(BaseMathObject *bmo, int subtype, i
float f= bmo->data[index];
/* lazy, avoid repeteing the case statement */
- if(mathutils_obactu_vector_get(bmo, subtype) == -1)
+ if (mathutils_obactu_vector_get(bmo, subtype) == -1)
return -1;
bmo->data[index]= f;
@@ -629,7 +629,7 @@ int KX_ObjectActuator::pyattr_set_reference(void *self, const struct KX_PYATTRIB
if (actuator->m_reference)
actuator->m_reference->UnregisterActuator(actuator);
- if(refOb==NULL) {
+ if (refOb==NULL) {
actuator->m_reference= NULL;
}
else {
diff --git a/source/gameengine/Ketsji/KX_PolyProxy.cpp b/source/gameengine/Ketsji/KX_PolyProxy.cpp
index caef8ba5e2e..85c88337d60 100644
--- a/source/gameengine/Ketsji/KX_PolyProxy.cpp
+++ b/source/gameengine/Ketsji/KX_PolyProxy.cpp
@@ -259,7 +259,7 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_PolyProxy, getMaterial,
"getMaterial() : returns a material\n")
{
RAS_IPolyMaterial *polymat = m_polygon->GetMaterial()->GetPolyMaterial();
- if(polymat->GetFlag() & RAS_BLENDERMAT)
+ if (polymat->GetFlag() & RAS_BLENDERMAT)
{
KX_BlenderMaterial* mat = static_cast<KX_BlenderMaterial*>(polymat);
return mat->GetProxy();
diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
index 29127ec11a0..a85ba488fbc 100644
--- a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp
@@ -182,7 +182,7 @@ void KX_PolygonMaterial::DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& c
else
GPU_set_tpage(NULL, 0, 0);
- if(m_drawingmode & RAS_IRasterizer::KX_BACKCULL)
+ if (m_drawingmode & RAS_IRasterizer::KX_BACKCULL)
rasty->SetCullFace(true);
else
rasty->SetCullFace(false);
diff --git a/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp b/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp
index deb69fe494b..556d451cf66 100644
--- a/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp
+++ b/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp
@@ -666,7 +666,7 @@ PyObject* initPythonConstraintBinding()
/* Use existing module where possible
* be careful not to init any runtime vars after this */
m = PyImport_ImportModule( "PhysicsConstraints" );
- if(m) {
+ if (m) {
Py_DECREF(m);
return m;
}
diff --git a/source/gameengine/Ketsji/KX_PyMath.cpp b/source/gameengine/Ketsji/KX_PyMath.cpp
index dd32284a807..9c5e043477c 100644
--- a/source/gameengine/Ketsji/KX_PyMath.cpp
+++ b/source/gameengine/Ketsji/KX_PyMath.cpp
@@ -82,7 +82,7 @@ bool PyOrientationTo(PyObject* pyval, MT_Matrix3x3 &rot, const char *error_prefi
bool PyQuatTo(PyObject* pyval, MT_Quaternion &qrot)
{
- if(!PyVecTo(pyval, qrot))
+ if (!PyVecTo(pyval, qrot))
return false;
/* annoying!, Blender/Mathutils have the W axis first! */
@@ -106,7 +106,7 @@ PyObject* PyObjectFrom(const MT_Matrix4x4 &mat)
PyObject *col;
int i;
- for(i=0; i < 4; i++) {
+ for (i=0; i < 4; i++) {
col = PyList_New(4);
PyList_SET_ITEM(col, 0, PyFloat_FromDouble(mat[0][i]));
PyList_SET_ITEM(col, 1, PyFloat_FromDouble(mat[1][i]));
@@ -130,7 +130,7 @@ PyObject* PyObjectFrom(const MT_Matrix3x3 &mat)
PyObject *col;
int i;
- for(i=0; i < 3; i++) {
+ for (i=0; i < 3; i++) {
col = PyList_New(3);
PyList_SET_ITEM(col, 0, PyFloat_FromDouble(mat[0][i]));
PyList_SET_ITEM(col, 1, PyFloat_FromDouble(mat[1][i]));
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index b804bacf79e..0ca84870944 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -523,7 +523,7 @@ static PyObject* gPyGetBlendFileList(PyObject*, PyObject* args)
BLI_split_dir_part(gp_GamePythonPath, cpath, sizeof(cpath));
}
- if((dp = opendir(cpath)) == NULL) {
+ if ((dp = opendir(cpath)) == NULL) {
/* todo, show the errno, this shouldnt happen anyway if the blendfile is readable */
fprintf(stderr, "Could not read directoty (%s) failed, code %d (%s)\n", cpath, errno, strerror(errno));
return list;
@@ -607,7 +607,7 @@ static PyObject *pyPrintExt(PyObject *,PyObject *,PyObject *)
support= GLEW_ARB_vertex_shader;
pprint(" GL_ARB_vertex_shader supported? "<< (support?"yes.":"no."));
count = 1;
- if(support){
+ if (support){
pprint(" ----------Details----------");
int max=0;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, (GLint*)&max);
@@ -627,7 +627,7 @@ static PyObject *pyPrintExt(PyObject *,PyObject *,PyObject *)
support=GLEW_ARB_fragment_shader;
pprint(" GL_ARB_fragment_shader supported? "<< (support?"yes.":"no."));
count = 1;
- if(support){
+ if (support){
pprint(" ----------Details----------");
int max=0;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, (GLint*)&max);
@@ -638,7 +638,7 @@ static PyObject *pyPrintExt(PyObject *,PyObject *,PyObject *)
support = GLEW_ARB_texture_cube_map;
pprint(" GL_ARB_texture_cube_map supported? "<< (support?"yes.":"no."));
count = 1;
- if(support){
+ if (support){
pprint(" ----------Details----------");
int size=0;
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, (GLint*)&size);
@@ -649,7 +649,7 @@ static PyObject *pyPrintExt(PyObject *,PyObject *,PyObject *)
support = GLEW_ARB_multitexture;
count = 1;
pprint(" GL_ARB_multitexture supported? "<< (support?"yes.":"no."));
- if(support){
+ if (support){
pprint(" ----------Details----------");
int units=0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, (GLint*)&units);
@@ -660,7 +660,7 @@ static PyObject *pyPrintExt(PyObject *,PyObject *,PyObject *)
pprint(" GL_ARB_texture_env_combine supported? "<< (GLEW_ARB_texture_env_combine?"yes.":"no."));
count = 1;
- if(!count)
+ if (!count)
pprint("No extenstions are used in this build");
Py_RETURN_NONE;
@@ -697,14 +697,14 @@ static PyObject *gLibLoad(PyObject*, PyObject* args, PyObject* kwds)
BLI_strncpy(abs_path, path, sizeof(abs_path));
BLI_path_abs(abs_path, gp_GamePythonPath);
- if(kx_scene->GetSceneConverter()->LinkBlendFilePath(abs_path, group, kx_scene, &err_str, options)) {
+ if (kx_scene->GetSceneConverter()->LinkBlendFilePath(abs_path, group, kx_scene, &err_str, options)) {
Py_RETURN_TRUE;
}
}
else
{
- if(kx_scene->GetSceneConverter()->LinkBlendFileMemory(py_buffer.buf, py_buffer.len, path, group, kx_scene, &err_str, options)) {
+ if (kx_scene->GetSceneConverter()->LinkBlendFileMemory(py_buffer.buf, py_buffer.len, path, group, kx_scene, &err_str, options)) {
PyBuffer_Release(&py_buffer);
Py_RETURN_TRUE;
}
@@ -712,7 +712,7 @@ static PyObject *gLibLoad(PyObject*, PyObject* args, PyObject* kwds)
PyBuffer_Release(&py_buffer);
}
- if(err_str) {
+ if (err_str) {
PyErr_SetString(PyExc_ValueError, err_str);
return NULL;
}
@@ -732,14 +732,14 @@ static PyObject *gLibNew(PyObject*, PyObject* args)
if (!PyArg_ParseTuple(args,"ssO!:LibNew",&path, &group, &PyList_Type, &names))
return NULL;
- if(kx_scene->GetSceneConverter()->GetMainDynamicPath(path))
+ if (kx_scene->GetSceneConverter()->GetMainDynamicPath(path))
{
PyErr_SetString(PyExc_KeyError, "the name of the path given exists");
return NULL;
}
idcode= BKE_idcode_from_name(group);
- if(idcode==0) {
+ if (idcode==0) {
PyErr_Format(PyExc_ValueError, "invalid group given \"%s\"", group);
return NULL;
}
@@ -749,14 +749,14 @@ static PyObject *gLibNew(PyObject*, PyObject* args)
strncpy(maggie->name, path, sizeof(maggie->name)-1);
/* Copy the object into main */
- if(idcode==ID_ME) {
+ if (idcode==ID_ME) {
PyObject *ret= PyList_New(0);
PyObject *item;
- for(Py_ssize_t i= 0; i < PyList_GET_SIZE(names); i++) {
+ for (Py_ssize_t i= 0; i < PyList_GET_SIZE(names); i++) {
name= _PyUnicode_AsString(PyList_GET_ITEM(names, i));
- if(name) {
+ if (name) {
RAS_MeshObject *meshobj= kx_scene->GetSceneConverter()->ConvertMeshSpecial(kx_scene, maggie, name);
- if(meshobj) {
+ if (meshobj) {
KX_MeshProxy* meshproxy = new KX_MeshProxy(meshobj);
item= meshproxy->NewProxy(true);
PyList_Append(ret, item);
@@ -1113,17 +1113,17 @@ static PyObject* gPyDisableMotionBlur(PyObject*)
static int getGLSLSettingFlag(const char *setting)
{
- if(strcmp(setting, "lights") == 0)
+ if (strcmp(setting, "lights") == 0)
return GAME_GLSL_NO_LIGHTS;
- else if(strcmp(setting, "shaders") == 0)
+ else if (strcmp(setting, "shaders") == 0)
return GAME_GLSL_NO_SHADERS;
- else if(strcmp(setting, "shadows") == 0)
+ else if (strcmp(setting, "shadows") == 0)
return GAME_GLSL_NO_SHADOWS;
- else if(strcmp(setting, "ramps") == 0)
+ else if (strcmp(setting, "ramps") == 0)
return GAME_GLSL_NO_RAMPS;
- else if(strcmp(setting, "nodes") == 0)
+ else if (strcmp(setting, "nodes") == 0)
return GAME_GLSL_NO_NODES;
- else if(strcmp(setting, "extra_textures") == 0)
+ else if (strcmp(setting, "extra_textures") == 0)
return GAME_GLSL_NO_EXTRA_TEX;
else
return -1;
@@ -1155,14 +1155,14 @@ static PyObject* gPySetGLSLMaterialSetting(PyObject*,
gs->glslflag |= flag;
/* display lists and GLSL materials need to be remade */
- if(sceneflag != gs->glslflag) {
+ if (sceneflag != gs->glslflag) {
GPU_materials_free();
- if(gp_KetsjiEngine) {
+ if (gp_KetsjiEngine) {
KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes();
KX_SceneList::iterator it;
- for(it=scenes->begin(); it!=scenes->end(); it++)
- if((*it)->GetBucketManager()) {
+ for (it=scenes->begin(); it!=scenes->end(); it++)
+ if ((*it)->GetBucketManager()) {
(*it)->GetBucketManager()->ReleaseDisplayLists();
(*it)->GetBucketManager()->ReleaseMaterials();
}
@@ -1208,11 +1208,11 @@ static PyObject* gPySetMaterialType(PyObject*,
if (!PyArg_ParseTuple(args,"i:setMaterialType",&type))
return NULL;
- if(type == KX_BLENDER_GLSL_MATERIAL)
+ if (type == KX_BLENDER_GLSL_MATERIAL)
gs->matmode= GAME_MAT_GLSL;
- else if(type == KX_BLENDER_MULTITEX_MATERIAL)
+ else if (type == KX_BLENDER_MULTITEX_MATERIAL)
gs->matmode= GAME_MAT_MULTITEX;
- else if(type == KX_TEXFACE_MATERIAL)
+ else if (type == KX_TEXFACE_MATERIAL)
gs->matmode= GAME_MAT_TEXFACE;
else {
PyErr_SetString(PyExc_ValueError, "Rasterizer.setMaterialType(int): material type is not known");
@@ -1227,9 +1227,9 @@ static PyObject* gPyGetMaterialType(PyObject*)
GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings();
int flag;
- if(gs->matmode == GAME_MAT_GLSL)
+ if (gs->matmode == GAME_MAT_GLSL)
flag = KX_BLENDER_GLSL_MATERIAL;
- else if(gs->matmode == GAME_MAT_MULTITEX)
+ else if (gs->matmode == GAME_MAT_MULTITEX)
flag = KX_BLENDER_MULTITEX_MATERIAL;
else
flag = KX_TEXFACE_MATERIAL;
@@ -1381,7 +1381,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
/* Use existing module where possible
* be careful not to init any runtime vars after this */
m = PyImport_ImportModule( "GameLogic" );
- if(m) {
+ if (m) {
Py_DECREF(m);
return m;
}
@@ -1762,7 +1762,7 @@ static void initPySysObjects__append(PyObject *sys_path, const char *filename)
// printf("SysPath - '%s', '%s', '%s'\n", expanded, filename, gp_GamePythonPath);
- if(PySequence_Index(sys_path, item) == -1) {
+ if (PySequence_Index(sys_path, item) == -1) {
PyErr_Clear(); /* PySequence_Index sets a ValueError */
PyList_Insert(sys_path, 0, item);
}
@@ -1859,7 +1859,7 @@ PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur
Py_Initialize();
- if(argv && first_time) { /* browser plugins don't currently set this */
+ if (argv && first_time) { /* browser plugins don't currently set this */
// Until python support ascii again, we use our own.
// PySys_SetArgv(argc, argv);
int i;
@@ -1971,7 +1971,7 @@ void setupGamePython(KX_KetsjiEngine* ketsjiengine, KX_Scene* startscene, Main *
{
PyObject* dictionaryobject;
- if(argv) /* player only */
+ if (argv) /* player only */
dictionaryobject= initGamePlayerPythonScripting("Ketsji", psl_Lowest, blenderdata, argc, argv);
else
dictionaryobject= initGamePythonScripting("Ketsji", psl_Lowest, blenderdata);
@@ -1981,7 +1981,7 @@ void setupGamePython(KX_KetsjiEngine* ketsjiengine, KX_Scene* startscene, Main *
*gameLogic = initGameLogic(ketsjiengine, startscene);
/* is set in initGameLogic so only set here if we want it to persist between scenes */
- if(pyGlobalDict)
+ if (pyGlobalDict)
PyDict_SetItemString(PyModule_GetDict(*gameLogic), "globalDict", pyGlobalDict); // Same as importing the module.
*gameLogic_keys = PyDict_Keys(PyModule_GetDict(*gameLogic));
@@ -2027,7 +2027,7 @@ PyObject* initRasterizer(RAS_IRasterizer* rasty,RAS_ICanvas* canvas)
/* Use existing module where possible
* be careful not to init any runtime vars after this */
m = PyImport_ImportModule( "Rasterizer" );
- if(m) {
+ if (m) {
Py_DECREF(m);
return m;
}
@@ -2111,7 +2111,7 @@ static PyObject* gPyEventToCharacter(PyObject*, PyObject* args)
if (!PyArg_ParseTuple(args,"ii:EventToCharacter", &event, &shift))
return NULL;
- if(IsPrintable(event)) {
+ if (IsPrintable(event)) {
char ch[2] = {'\0', '\0'};
ch[0] = ToCharacter(event, (bool)shift);
return PyUnicode_FromString(ch);
@@ -2148,7 +2148,7 @@ PyObject* initGameKeys()
/* Use existing module where possible */
m = PyImport_ImportModule( "GameKeys" );
- if(m) {
+ if (m) {
Py_DECREF(m);
return m;
}
diff --git a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
index 6a60fc08244..84c5e019e47 100644
--- a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
@@ -107,7 +107,7 @@ static void PyType_Attr_Set(PyGetSetDef *attr_getset, PyAttributeDef *attr)
attr_getset->get= reinterpret_cast<getter>(PyObjectPlus::py_get_attrdef);
- if(attr->m_access==KX_PYATTRIBUTE_RO)
+ if (attr->m_access==KX_PYATTRIBUTE_RO)
attr_getset->set= NULL;
else
attr_getset->set= reinterpret_cast<setter>(PyObjectPlus::py_set_attrdef);
@@ -119,35 +119,35 @@ static void PyType_Ready_ADD(PyObject *dict, PyTypeObject *tp, PyAttributeDef *a
{
PyAttributeDef *attr;
- if(init_getset) {
+ if (init_getset) {
/* we need to do this for all types before calling PyType_Ready
* since they will call the parents PyType_Ready and those might not have initialized vars yet */
//if(tp->tp_base==NULL)
// printf("Debug: No Parents - '%s'\n" , tp->tp_name);
- if(tp->tp_getset==NULL && ((attributes && attributes->m_name) || (attributesPtr && attributesPtr->m_name))) {
+ if (tp->tp_getset==NULL && ((attributes && attributes->m_name) || (attributesPtr && attributesPtr->m_name))) {
PyGetSetDef *attr_getset;
int attr_tot= 0;
if (attributes) {
- for(attr= attributes; attr->m_name; attr++, attr_tot++)
+ for (attr= attributes; attr->m_name; attr++, attr_tot++)
attr->m_usePtr = false;
}
if (attributesPtr) {
- for(attr= attributesPtr; attr->m_name; attr++, attr_tot++)
+ for (attr= attributesPtr; attr->m_name; attr++, attr_tot++)
attr->m_usePtr = true;
}
tp->tp_getset = attr_getset = reinterpret_cast<PyGetSetDef *>(PyMem_Malloc((attr_tot+1) * sizeof(PyGetSetDef))); // XXX - Todo, free
if (attributes) {
- for(attr= attributes; attr->m_name; attr++, attr_getset++) {
+ for (attr= attributes; attr->m_name; attr++, attr_getset++) {
PyType_Attr_Set(attr_getset, attr);
}
}
if (attributesPtr) {
- for(attr= attributesPtr; attr->m_name; attr++, attr_getset++) {
+ for (attr= attributesPtr; attr->m_name; attr++, attr_getset++) {
PyType_Attr_Set(attr_getset, attr);
}
}
@@ -179,7 +179,7 @@ void initPyTypes(void)
Py_DECREF(mod);
- for(int init_getset= 1; init_getset > -1; init_getset--) { /* run twice, once to init the getsets another to run PyType_Ready */
+ for (int init_getset= 1; init_getset > -1; init_getset--) { /* run twice, once to init the getsets another to run PyType_Ready */
PyType_Ready_Attr(dict, BL_ActionActuator, init_getset);
PyType_Ready_Attr(dict, BL_Shader, init_getset);
PyType_Ready_Attr(dict, BL_ShapeActionActuator, init_getset);
diff --git a/source/gameengine/Ketsji/KX_PythonSeq.cpp b/source/gameengine/Ketsji/KX_PythonSeq.cpp
index 959127def5c..6eadc0cbef3 100644
--- a/source/gameengine/Ketsji/KX_PythonSeq.cpp
+++ b/source/gameengine/Ketsji/KX_PythonSeq.cpp
@@ -73,7 +73,7 @@ static Py_ssize_t KX_PythonSeq_len( PyObject * self )
{
PyObjectPlus *self_plus= BGE_PROXY_REF(((KX_PythonSeq *)self)->base);
- if(self_plus==NULL) {
+ if (self_plus==NULL) {
PyErr_SetString(PyExc_SystemError, "len(seq): "BGE_PROXY_ERROR_MSG);
return -1;
}
@@ -104,7 +104,7 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index)
{
PyObjectPlus *self_plus= BGE_PROXY_REF(((KX_PythonSeq *)self)->base);
- if(self_plus==NULL) {
+ if (self_plus==NULL) {
PyErr_SetString(PyExc_SystemError, "val = seq[i]: "BGE_PROXY_ERROR_MSG);
return NULL;
}
@@ -113,8 +113,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index)
case KX_PYGENSEQ_CONT_TYPE_SENSORS:
{
vector<SCA_ISensor*>& linkedsensors = ((SCA_IController *)self_plus)->GetLinkedSensors();
- if(index<0) index += linkedsensors.size();
- if(index<0 || index>= linkedsensors.size()) {
+ if (index<0) index += linkedsensors.size();
+ if (index<0 || index>= linkedsensors.size()) {
PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range");
return NULL;
}
@@ -123,8 +123,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index)
case KX_PYGENSEQ_CONT_TYPE_ACTUATORS:
{
vector<SCA_IActuator*>& linkedactuators = ((SCA_IController *)self_plus)->GetLinkedActuators();
- if(index<0) index += linkedactuators.size();
- if(index<0 || index>= linkedactuators.size()) {
+ if (index<0) index += linkedactuators.size();
+ if (index<0 || index>= linkedactuators.size()) {
PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range");
return NULL;
}
@@ -133,8 +133,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index)
case KX_PYGENSEQ_OB_TYPE_SENSORS:
{
SCA_SensorList& linkedsensors= ((KX_GameObject *)self_plus)->GetSensors();
- if(index<0) index += linkedsensors.size();
- if(index<0 || index>= linkedsensors.size()) {
+ if (index<0) index += linkedsensors.size();
+ if (index<0 || index>= linkedsensors.size()) {
PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range");
return NULL;
}
@@ -143,8 +143,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index)
case KX_PYGENSEQ_OB_TYPE_CONTROLLERS:
{
SCA_ControllerList& linkedcontrollers= ((KX_GameObject *)self_plus)->GetControllers();
- if(index<0) index += linkedcontrollers.size();
- if(index<0 || index>= linkedcontrollers.size()) {
+ if (index<0) index += linkedcontrollers.size();
+ if (index<0 || index>= linkedcontrollers.size()) {
PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range");
return NULL;
}
@@ -153,8 +153,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index)
case KX_PYGENSEQ_OB_TYPE_ACTUATORS:
{
SCA_ActuatorList& linkedactuators= ((KX_GameObject *)self_plus)->GetActuators();
- if(index<0) index += linkedactuators.size();
- if(index<0 || index>= linkedactuators.size()) {
+ if (index<0) index += linkedactuators.size();
+ if (index<0 || index>= linkedactuators.size()) {
PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range");
return NULL;
}
@@ -163,9 +163,9 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index)
case KX_PYGENSEQ_OB_TYPE_CONSTRAINTS:
{
int nb_constraint = ((BL_ArmatureObject *)self_plus)->GetConstraintNumber();
- if(index<0)
+ if (index<0)
index += nb_constraint;
- if(index<0 || index>= nb_constraint) {
+ if (index<0 || index>= nb_constraint) {
PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range");
return NULL;
}
@@ -174,9 +174,9 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index)
case KX_PYGENSEQ_OB_TYPE_CHANNELS:
{
int nb_channel = ((BL_ArmatureObject *)self_plus)->GetChannelNumber();
- if(index<0)
+ if (index<0)
index += nb_channel;
- if(index<0 || index>= nb_channel) {
+ if (index<0 || index>= nb_channel) {
PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range");
return NULL;
}
@@ -268,7 +268,7 @@ static PyObject * KX_PythonSeq_subscript(PyObject * self, PyObject *key)
{
PyObjectPlus *self_plus= BGE_PROXY_REF(((KX_PythonSeq *)self)->base);
- if(self_plus==NULL) {
+ if (self_plus==NULL) {
PyErr_SetString(PyExc_SystemError, "val = seq[key], KX_PythonSeq: "BGE_PROXY_ERROR_MSG);
return NULL;
}
@@ -280,7 +280,7 @@ static PyObject * KX_PythonSeq_subscript(PyObject * self, PyObject *key)
const char *name = _PyUnicode_AsString(key);
PyObjectPlus *ret = KX_PythonSeq_subscript__internal(self, name);
- if(ret) {
+ if (ret) {
return ret->GetProxy();
} else {
PyErr_Format( PyExc_KeyError, "requested item \"%s\" does not exist", name);
@@ -298,16 +298,16 @@ static int KX_PythonSeq_contains(PyObject *self, PyObject *key)
{
PyObjectPlus *self_plus= BGE_PROXY_REF(((KX_PythonSeq *)self)->base);
- if(self_plus==NULL) {
+ if (self_plus==NULL) {
PyErr_SetString(PyExc_SystemError, "key in seq, KX_PythonSeq: "BGE_PROXY_ERROR_MSG);
return -1;
}
- if(!PyUnicode_Check(key)) {
+ if (!PyUnicode_Check(key)) {
PyErr_SetString(PyExc_SystemError, "key in seq, KX_PythonSeq: key must be a string");
return -1;
}
- if(KX_PythonSeq_subscript__internal(self, _PyUnicode_AsString(key)))
+ if (KX_PythonSeq_subscript__internal(self, _PyUnicode_AsString(key)))
return 1;
return 0;
@@ -323,7 +323,7 @@ PyObject* KX_PythonSeq_get(PyObject * self, PyObject *args)
if (!PyArg_ParseTuple(args, "s|O:get", &key, &def))
return NULL;
- if((ret_plus = KX_PythonSeq_subscript__internal(self, key)))
+ if ((ret_plus = KX_PythonSeq_subscript__internal(self, key)))
return ret_plus->GetProxy();
Py_INCREF(def);
@@ -361,7 +361,7 @@ PyMethodDef KX_PythonSeq_methods[] = {
static PyObject *KX_PythonSeq_getIter(KX_PythonSeq *self)
{
- if(BGE_PROXY_REF(self->base)==NULL) {
+ if (BGE_PROXY_REF(self->base)==NULL) {
PyErr_SetString(PyExc_SystemError, "for i in seq: "BGE_PROXY_ERROR_MSG);
return NULL;
}
@@ -386,7 +386,7 @@ static PyObject *KX_PythonSeq_nextIter(KX_PythonSeq *self)
PyObject *object = KX_PythonSeq_getIndex((PyObject *)self, self->iter);
self->iter++;
- if( object==NULL ) {
+ if ( object==NULL ) {
self->iter= -1; /* for reuse */
PyErr_SetString(PyExc_StopIteration, "iterator at end");
}
@@ -404,7 +404,7 @@ static PyObject *KX_PythonSeq_richcmp(PyObject *a, PyObject *b, int op)
PyObject *res;
int ok= -1; /* zero is true */
- if(BPy_KX_PythonSeq_Check(a) && BPy_KX_PythonSeq_Check(b))
+ if (BPy_KX_PythonSeq_Check(a) && BPy_KX_PythonSeq_Check(b))
ok= KX_PythonSeq_compare((KX_PythonSeq *)a, (KX_PythonSeq *)b);
switch (op) {
diff --git a/source/gameengine/Ketsji/KX_RayCast.cpp b/source/gameengine/Ketsji/KX_RayCast.cpp
index 6e8a2cb7671..29e9fb5bca0 100644
--- a/source/gameengine/Ketsji/KX_RayCast.cpp
+++ b/source/gameengine/Ketsji/KX_RayCast.cpp
@@ -61,7 +61,7 @@ void KX_RayCast::reportHit(PHY_RayCastResult* result)
bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_Point3& _frompoint, const MT_Point3& topoint, KX_RayCast& callback)
{
- if(physics_environment==NULL) return false; /* prevents crashing in some cases */
+ if (physics_environment==NULL) return false; /* prevents crashing in some cases */
// Loops over all physics objects between frompoint and topoint,
// calling callback.RayHit for each one.
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 17ef358a4e5..2038e7e93b2 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -102,7 +102,7 @@ void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene)
{
KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj);
- if(replica)
+ if (replica)
replica->Release();
return (void*)replica;
@@ -251,7 +251,7 @@ KX_Scene::~KX_Scene()
if (m_obstacleSimulation)
delete m_obstacleSimulation;
- if(m_objectlist)
+ if (m_objectlist)
m_objectlist->Release();
if (m_parentlist)
@@ -688,7 +688,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level)
m_groupGameObjects.clear();
group = blgroupobj->dup_group;
- for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
+ for (go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next)
{
Object* blenderobj = go->ob;
if (blgroupobj == blenderobj)
@@ -1066,12 +1066,12 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
KX_GameObject* gameobj = static_cast<KX_GameObject*>(obj);
RAS_MeshObject* mesh = static_cast<RAS_MeshObject*>(meshobj);
- if(!gameobj) {
+ if (!gameobj) {
std::cout << "KX_Scene::ReplaceMesh Warning: invalid object, doing nothing" << std::endl;
return;
}
- if(use_gfx && mesh != NULL)
+ if (use_gfx && mesh != NULL)
{
gameobj->RemoveMeshes();
gameobj->AddMesh(mesh);
@@ -1207,7 +1207,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
#endif
// release parent reference if its not being used
- if( releaseParent && parentobj)
+ if ( releaseParent && parentobj)
parentobj->Release();
}
}
@@ -1216,7 +1216,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
}
#ifdef USE_BULLET
- if(use_phys) { /* update the new assigned mesh with the physics mesh */
+ if (use_phys) { /* update the new assigned mesh with the physics mesh */
KX_ReInstanceBulletShapeFromMesh(gameobj, NULL, use_gfx?NULL:mesh);
}
#endif
@@ -1393,7 +1393,7 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam
return;
// Shadow lamp layers
- if(layer && !(gameobj->GetLayer() & layer)) {
+ if (layer && !(gameobj->GetLayer() & layer)) {
gameobj->SetCulled(true);
gameobj->UpdateBuckets(false);
return;
@@ -1455,7 +1455,7 @@ void KX_Scene::PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cul
if (!gameobj->GetVisible())
// ideally, invisible objects should be removed from the culling tree temporarily
return;
- if(((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer))
+ if (((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer))
// used for shadow: object is not in shadow layer
return;
@@ -1688,7 +1688,7 @@ void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter)
void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv)
{
m_physicsEnvironment = physEnv;
- if(m_physicsEnvironment) {
+ if (m_physicsEnvironment) {
KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv);
m_logicmgr->RegisterEventManager(touchmgr);
}
@@ -1728,14 +1728,14 @@ static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *to)
brick->Replace_NetworkScene(to->GetNetworkScene());
SCA_ISensor *sensor= dynamic_cast<class SCA_ISensor *>(brick);
- if(sensor) {
+ if (sensor) {
sensor->Replace_EventManager(logicmgr);
}
/* near sensors have physics controllers */
#ifdef USE_BULLET
KX_TouchSensor *touch_sensor = dynamic_cast<class KX_TouchSensor *>(brick);
- if(touch_sensor) {
+ if (touch_sensor) {
touch_sensor->GetPhysicsController()->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
}
#endif
@@ -1794,15 +1794,15 @@ static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene
/* graphics controller */
PHY_IGraphicController *ctrl = gameobj->GetGraphicController();
- if(ctrl) {
+ if (ctrl) {
/* SHOULD update the m_cullingTree */
ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment());
}
/* SG_Node can hold a scene reference */
SG_Node *sg= gameobj->GetSGNode();
- if(sg) {
- if(sg->GetSGClientInfo() == from) {
+ if (sg) {
+ if (sg->GetSGClientInfo() == from) {
sg->SetSGClientInfo(to);
/* Make sure to grab the children too since they might not be tied to a game object */
@@ -1839,7 +1839,7 @@ bool KX_Scene::MergeScene(KX_Scene *other)
CcdPhysicsEnvironment *env= dynamic_cast<CcdPhysicsEnvironment *>(this->GetPhysicsEnvironment());
CcdPhysicsEnvironment *env_other= dynamic_cast<CcdPhysicsEnvironment *>(other->GetPhysicsEnvironment());
- if((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */
+ if ((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */
{
printf("KX_Scene::MergeScene: physics scenes type differ, aborting\n");
printf("\tsource %d, terget %d\n", (int)(env!=NULL), (int)(env_other!=NULL));
@@ -1847,7 +1847,7 @@ bool KX_Scene::MergeScene(KX_Scene *other)
}
#endif // USE_BULLET
- if(GetSceneConverter() != other->GetSceneConverter()) {
+ if (GetSceneConverter() != other->GetSceneConverter()) {
printf("KX_Scene::MergeScene: converters differ, aborting\n");
return false;
}
@@ -1889,7 +1889,7 @@ bool KX_Scene::MergeScene(KX_Scene *other)
other->GetLightList()->ReleaseAndRemoveAll();
#ifdef USE_BULLET
- if(env) /* bullet scene? - dummy scenes don't need touching */
+ if (env) /* bullet scene? - dummy scenes don't need touching */
env->MergeEnvironment(env_other);
#endif
@@ -1904,10 +1904,10 @@ bool KX_Scene::MergeScene(KX_Scene *other)
//SCA_EventManager *evtmgr;
SCA_EventManager *evtmgr_other;
- for(unsigned int i= 0; i < evtmgrs.size(); i++) {
+ for (unsigned int i= 0; i < evtmgrs.size(); i++) {
evtmgr_other= logicmgr_other->FindEventManager(evtmgrs[i]->GetType());
- if(evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
+ if (evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */
evtmgr_other->Replace_LogicManager(logicmgr);
/* when merging objects sensors are moved across into the new manager, don't need to do this here */
@@ -1918,7 +1918,7 @@ bool KX_Scene::MergeScene(KX_Scene *other)
SCA_TimeEventManager *timemgr_other= other->GetTimeEventManager();
vector<CValue*> times = timemgr_other->GetTimeValues();
- for(unsigned int i= 0; i < times.size(); i++) {
+ for (unsigned int i= 0; i < times.size(); i++) {
timemgr->AddTimeProperty(times[i]);
}
@@ -2028,7 +2028,7 @@ static PyObject *Map_GetItem(PyObject *self_v, PyObject *item)
return pyconvert;
}
else {
- if(attr_str) PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str);
+ if (attr_str) PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str);
else PyErr_SetString(PyExc_KeyError, "value = scene[key]: KX_Scene, key does not exist");
return NULL;
}
@@ -2039,7 +2039,7 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
{
KX_Scene* self= static_cast<KX_Scene*>BGE_PROXY_REF(self_v);
const char *attr_str= _PyUnicode_AsString(key);
- if(attr_str==NULL)
+ if (attr_str==NULL)
PyErr_Clear();
if (self==NULL) {
@@ -2050,11 +2050,11 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
if (val==NULL) { /* del ob["key"] */
int del= 0;
- if(self->m_attr_dict)
+ if (self->m_attr_dict)
del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0;
if (del==0) {
- if(attr_str) PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str);
+ if (attr_str) PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str);
else PyErr_SetString(PyExc_KeyError, "del scene[key]: KX_Scene, key could not be deleted");
return -1;
}
@@ -2069,12 +2069,12 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
self->m_attr_dict= PyDict_New();
- if(PyDict_SetItem(self->m_attr_dict, key, val)==0)
+ if (PyDict_SetItem(self->m_attr_dict, key, val)==0)
set= 1;
else
PyErr_SetString(PyExc_KeyError, "scene[key] = value: KX_Scene, key not be added to internal dictionary");
- if(set==0)
+ if (set==0)
return -1; /* pythons error value */
}
@@ -2184,7 +2184,7 @@ PyObject* KX_Scene::pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATT
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
- if(self->m_draw_call_pre==NULL)
+ if (self->m_draw_call_pre==NULL)
self->m_draw_call_pre= PyList_New(0);
Py_INCREF(self->m_draw_call_pre);
return self->m_draw_call_pre;
@@ -2194,7 +2194,7 @@ PyObject* KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYAT
{
KX_Scene* self = static_cast<KX_Scene*>(self_v);
- if(self->m_draw_call_post==NULL)
+ if (self->m_draw_call_post==NULL)
self->m_draw_call_post= PyList_New(0);
Py_INCREF(self->m_draw_call_post);
return self->m_draw_call_post;
diff --git a/source/gameengine/Ketsji/KX_SceneActuator.cpp b/source/gameengine/Ketsji/KX_SceneActuator.cpp
index 33708059784..781c1fdab87 100644
--- a/source/gameengine/Ketsji/KX_SceneActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SceneActuator.cpp
@@ -276,7 +276,7 @@ int KX_SceneActuator::pyattr_set_camera(void *self, const struct KX_PYATTRIBUTE_
if (actuator->m_camera)
actuator->m_camera->UnregisterActuator(actuator);
- if(camOb==NULL) {
+ if (camOb==NULL) {
actuator->m_camera= NULL;
}
else {
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index 5c4cb7216dd..91f6224e197 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -74,16 +74,16 @@ KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj,
KX_SoundActuator::~KX_SoundActuator()
{
- if(!m_handle.isNull())
+ if (!m_handle.isNull())
m_handle->stop();
}
void KX_SoundActuator::play()
{
- if(!m_handle.isNull())
+ if (!m_handle.isNull())
m_handle->stop();
- if(m_sound.isNull())
+ if (m_sound.isNull())
return;
// this is the sound that will be played and not deleted afterwards
@@ -119,7 +119,7 @@ void KX_SoundActuator::play()
AUD_Reference<AUD_I3DHandle> handle3d = AUD_Reference<AUD_I3DHandle>(m_handle);
- if(m_is3d && !handle3d.isNull())
+ if (m_is3d && !handle3d.isNull())
{
handle3d->setRelative(true);
handle3d->setVolumeMaximum(m_3d.max_gain);
@@ -132,7 +132,7 @@ void KX_SoundActuator::play()
handle3d->setConeVolumeOuter(m_3d.cone_outer_gain);
}
- if(loop)
+ if (loop)
m_handle->setLoopCount(-1);
m_handle->setPitch(m_pitch);
m_handle->setVolume(m_volume);
@@ -164,7 +164,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
RemoveAllEvents();
- if(m_sound.isNull())
+ if (m_sound.isNull())
return false;
// actual audio device playing state
@@ -182,7 +182,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:
{
// stop immediately
- if(!m_handle.isNull())
+ if (!m_handle.isNull())
m_handle->stop();
m_handle = AUD_Reference<AUD_IHandle>();
break;
@@ -196,7 +196,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
case KX_SOUNDACT_LOOPBIDIRECTIONAL:
{
// stop the looping so that the sound stops when it finished
- if(!m_handle.isNull())
+ if (!m_handle.isNull())
m_handle->setLoopCount(0);
break;
}
@@ -214,7 +214,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
// m_posevent==false && m_posevent==false, in this case IsNegativeEvent() returns false
// and assumes this is a positive event.
// check that we actually have a positive event so as not to play sounds when being disabled.
- else if(bPositiveEvent) { // <- added since 2.49
+ else if (bPositiveEvent) { // <- added since 2.49
#else
else { // <- works in most cases except a loop-end sound will never stop unless
// the negative pulse is done continuesly
@@ -229,7 +229,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
{
AUD_Reference<AUD_I3DHandle> handle3d = AUD_Reference<AUD_I3DHandle>(m_handle);
- if(m_is3d && !handle3d.isNull())
+ if (m_is3d && !handle3d.isNull())
{
KX_Camera* cam = KX_GetActiveScene()->GetActiveCamera();
if (cam)
@@ -342,7 +342,7 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, pauseSound,
"pauseSound()\n"
"\tPauses the sound.\n")
{
- if(!m_handle.isNull())
+ if (!m_handle.isNull())
m_handle->pause();
Py_RETURN_NONE;
}
@@ -351,7 +351,7 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, stopSound,
"stopSound()\n"
"\tStops the sound.\n")
{
- if(!m_handle.isNull())
+ if (!m_handle.isNull())
m_handle->stop();
m_handle = AUD_Reference<AUD_IHandle>();
Py_RETURN_NONE;
@@ -364,7 +364,7 @@ PyObject* KX_SoundActuator::pyattr_get_3d_property(void *self, const struct KX_P
const char* prop = attrdef->m_name;
float result_value = 0.0;
- if(!strcmp(prop, "volume_maximum")) {
+ if (!strcmp(prop, "volume_maximum")) {
result_value = actuator->m_3d.max_gain;
} else if (!strcmp(prop, "volume_minimum")) {
@@ -401,7 +401,7 @@ PyObject* KX_SoundActuator::pyattr_get_audposition(void *self, const struct KX_P
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
float position = 0.0;
- if(!actuator->m_handle.isNull())
+ if (!actuator->m_handle.isNull())
position = actuator->m_handle->getPosition();
PyObject* result = PyFloat_FromDouble(position);
@@ -432,7 +432,7 @@ PyObject* KX_SoundActuator::pyattr_get_pitch(void *self, const struct KX_PYATTRI
PyObject* KX_SoundActuator::pyattr_get_sound(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
KX_SoundActuator * actuator = static_cast<KX_SoundActuator *> (self);
- if(!actuator->m_sound.isNull())
+ if (!actuator->m_sound.isNull())
return AUD_getPythonFactory(&actuator->m_sound);
else
Py_RETURN_NONE;
@@ -449,47 +449,47 @@ int KX_SoundActuator::pyattr_set_3d_property(void *self, const struct KX_PYATTRI
AUD_Reference<AUD_I3DHandle> handle3d = AUD_Reference<AUD_I3DHandle>(actuator->m_handle);
// if sound is working and 3D, set the new setting
- if(!actuator->m_is3d)
+ if (!actuator->m_is3d)
return PY_SET_ATTR_FAIL;
- if(!strcmp(prop, "volume_maximum")) {
+ if (!strcmp(prop, "volume_maximum")) {
actuator->m_3d.max_gain = prop_value;
- if(!handle3d.isNull())
+ if (!handle3d.isNull())
handle3d->setVolumeMaximum(prop_value);
} else if (!strcmp(prop, "volume_minimum")) {
actuator->m_3d.min_gain = prop_value;
- if(!handle3d.isNull())
+ if (!handle3d.isNull())
handle3d->setVolumeMinimum(prop_value);
} else if (!strcmp(prop, "distance_reference")) {
actuator->m_3d.reference_distance = prop_value;
- if(!handle3d.isNull())
+ if (!handle3d.isNull())
handle3d->setDistanceReference(prop_value);
} else if (!strcmp(prop, "distance_maximum")) {
actuator->m_3d.max_distance = prop_value;
- if(!handle3d.isNull())
+ if (!handle3d.isNull())
handle3d->setDistanceMaximum(prop_value);
} else if (!strcmp(prop, "attenuation")) {
actuator->m_3d.rolloff_factor = prop_value;
- if(!handle3d.isNull())
+ if (!handle3d.isNull())
handle3d->setAttenuation(prop_value);
} else if (!!strcmp(prop, "cone_angle_inner")) {
actuator->m_3d.cone_inner_angle = prop_value;
- if(!handle3d.isNull())
+ if (!handle3d.isNull())
handle3d->setConeAngleInner(prop_value);
} else if (!strcmp(prop, "cone_angle_outer")) {
actuator->m_3d.cone_outer_angle = prop_value;
- if(!handle3d.isNull())
+ if (!handle3d.isNull())
handle3d->setConeAngleOuter(prop_value);
} else if (!strcmp(prop, "cone_volume_outer")) {
actuator->m_3d.cone_outer_gain = prop_value;
- if(!handle3d.isNull())
+ if (!handle3d.isNull())
handle3d->setConeVolumeOuter(prop_value);
} else {
@@ -507,7 +507,7 @@ int KX_SoundActuator::pyattr_set_audposition(void *self, const struct KX_PYATTRI
if (!PyArg_Parse(value, "f", &position))
return PY_SET_ATTR_FAIL;
- if(!actuator->m_handle.isNull())
+ if (!actuator->m_handle.isNull())
actuator->m_handle->seek(position);
return PY_SET_ATTR_SUCCESS;
}
@@ -520,7 +520,7 @@ int KX_SoundActuator::pyattr_set_gain(void *self, const struct KX_PYATTRIBUTE_DE
return PY_SET_ATTR_FAIL;
actuator->m_volume = gain;
- if(!actuator->m_handle.isNull())
+ if (!actuator->m_handle.isNull())
actuator->m_handle->setVolume(gain);
return PY_SET_ATTR_SUCCESS;
@@ -534,7 +534,7 @@ int KX_SoundActuator::pyattr_set_pitch(void *self, const struct KX_PYATTRIBUTE_D
return PY_SET_ATTR_FAIL;
actuator->m_pitch = pitch;
- if(!actuator->m_handle.isNull())
+ if (!actuator->m_handle.isNull())
actuator->m_handle->setPitch(pitch);
return PY_SET_ATTR_SUCCESS;
@@ -548,7 +548,7 @@ int KX_SoundActuator::pyattr_set_sound(void *self, const struct KX_PYATTRIBUTE_D
return PY_SET_ATTR_FAIL;
AUD_Reference<AUD_IFactory>* snd = reinterpret_cast<AUD_Reference<AUD_IFactory>*>(AUD_getPythonSound(sound));
- if(snd)
+ if (snd)
{
actuator->m_sound = *snd;
delete snd;
diff --git a/source/gameengine/Ketsji/KX_SteeringActuator.cpp b/source/gameengine/Ketsji/KX_SteeringActuator.cpp
index c4688af687b..f3aecd9e0ba 100644
--- a/source/gameengine/Ketsji/KX_SteeringActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SteeringActuator.cpp
@@ -484,7 +484,7 @@ void KX_SteeringActuator::HandleActorFace(MT_Vector3& velocity)
KX_GameObject* parentObject = curobj->GetParent();
- if(parentObject)
+ if (parentObject)
{
MT_Point3 localpos;
localpos = curobj->GetSGNode()->GetLocalPosition();
diff --git a/source/gameengine/Ketsji/KX_TouchEventManager.cpp b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
index 939aa5d20d4..d2a5ce58641 100644
--- a/source/gameengine/Ketsji/KX_TouchEventManager.cpp
+++ b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
@@ -101,7 +101,7 @@ bool KX_TouchEventManager::newBroadphaseResponse(void *client_data,
case KX_ClientObjectInfo::OBACTORSENSOR:
// this object may have multiple collision sensors,
// check is any of them is interested in this object
- for(std::list<SCA_ISensor*>::iterator it = info->m_sensors.begin();
+ for (std::list<SCA_ISensor*>::iterator it = info->m_sensors.begin();
it != info->m_sensors.end();
++it)
{
diff --git a/source/gameengine/Ketsji/KX_TrackToActuator.cpp b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
index a08e57c8d76..d1e0a74c8be 100644
--- a/source/gameengine/Ketsji/KX_TrackToActuator.cpp
+++ b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
@@ -153,14 +153,14 @@ void compatible_eulFast(float *eul, float *oldrot)
dy= eul[1] - oldrot[1];
dz= eul[2] - oldrot[2];
- if( fabs(dx) > MT_PI) {
- if(dx > 0.0) eul[0] -= MT_2_PI; else eul[0]+= MT_2_PI;
+ if ( fabs(dx) > MT_PI) {
+ if (dx > 0.0) eul[0] -= MT_2_PI; else eul[0]+= MT_2_PI;
}
- if( fabs(dy) > MT_PI) {
- if(dy > 0.0) eul[1] -= MT_2_PI; else eul[1]+= MT_2_PI;
+ if ( fabs(dy) > MT_PI) {
+ if (dy > 0.0) eul[1] -= MT_2_PI; else eul[1]+= MT_2_PI;
}
- if( fabs(dz) > MT_PI ) {
- if(dz > 0.0) eul[2] -= MT_2_PI; else eul[2]+= MT_2_PI;
+ if ( fabs(dz) > MT_PI ) {
+ if (dz > 0.0) eul[2] -= MT_2_PI; else eul[2]+= MT_2_PI;
}
}
@@ -391,7 +391,7 @@ bool KX_TrackToActuator::Update(double curtime, bool frame)
mat= matrix3x3_interpol(oldmat, mat, m_time);
- if(m_parentobj){ // check if the model is parented and calculate the child transform
+ if (m_parentobj){ // check if the model is parented and calculate the child transform
MT_Point3 localpos;
localpos = curobj->GetSGNode()->GetLocalPosition();
diff --git a/source/gameengine/Ketsji/KX_VertexProxy.cpp b/source/gameengine/Ketsji/KX_VertexProxy.cpp
index a07e32850a5..1739f26ab6f 100644
--- a/source/gameengine/Ketsji/KX_VertexProxy.cpp
+++ b/source/gameengine/Ketsji/KX_VertexProxy.cpp
@@ -548,7 +548,7 @@ PyObject* KX_VertexProxy::PySetUV2(PyObject* args)
unsigned int unit= RAS_TexVert::SECOND_UV;
PyObject* list= NULL;
- if(!PyArg_ParseTuple(args, "O|i:setUV2", &list, &unit))
+ if (!PyArg_ParseTuple(args, "O|i:setUV2", &list, &unit))
return NULL;
if (!PyVecTo(list, vec))
diff --git a/source/gameengine/Physics/Bullet/CcdGraphicController.cpp b/source/gameengine/Physics/Bullet/CcdGraphicController.cpp
index a5577d5e7d2..92cba6e9afc 100644
--- a/source/gameengine/Physics/Bullet/CcdGraphicController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdGraphicController.cpp
@@ -131,7 +131,7 @@ void CcdGraphicController::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment*
{
CcdPhysicsEnvironment* phyEnv = static_cast<CcdPhysicsEnvironment*>(env);
/* Updates the m_phyEnv's m_cullingTree & m_cullingCache */
- if(getBroadphaseHandle()) {
+ if (getBroadphaseHandle()) {
/* insert into the new physics scene */
Activate(false);
m_phyEnv= phyEnv;
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 );
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index ba9724f34ab..337e8019aa7 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -1247,7 +1247,7 @@ struct OcclusionBuffer
{
struct WriteOCL
{
- static inline bool Process(btScalar& q,btScalar v) { if(q<v) q=v;return(false); }
+ static inline bool Process(btScalar& q,btScalar v) { if (q<v) q=v;return(false); }
static inline void Occlusion(bool& flag) { flag = true; }
};
struct QueryOCL
@@ -1377,7 +1377,7 @@ struct OcclusionBuffer
// convert polygon to device coordinates
static bool project(btVector4* p,int n)
{
- for(int i=0;i<n;++i)
+ for (int i=0;i<n;++i)
{
p[i][2]=1/p[i][3];
p[i][0]*=p[i][2];
@@ -1394,21 +1394,21 @@ struct OcclusionBuffer
btVector4 pn[2*NP];
int i, j, m, n, ni;
// deal with near clipping
- for(i=0, m=0;i<NP;++i)
+ for (i=0, m=0;i<NP;++i)
{
s[i]=pi[i][2]+pi[i][3];
- if(s[i]<0) m+=1<<i;
+ if (s[i]<0) m+=1<<i;
}
- if(m==((1<<NP)-1))
+ if (m==((1<<NP)-1))
return(0);
- if(m!=0)
+ if (m!=0)
{
- for(i=NP-1,j=0,n=0;j<NP;i=j++)
+ for (i=NP-1,j=0,n=0;j<NP;i=j++)
{
const btVector4& a=pi[i];
const btVector4& b=pi[j];
const btScalar t=s[i]/(a[3]+a[2]-b[3]-b[2]);
- if((t>0)&&(t<1))
+ if ((t>0)&&(t<1))
{
pn[n][0] = a[0]+(b[0]-a[0])*t;
pn[n][1] = a[1]+(b[1]-a[1])*t;
@@ -1416,7 +1416,7 @@ struct OcclusionBuffer
pn[n][3] = a[3]+(b[3]-a[3])*t;
++n;
}
- if(s[j]>0) pn[n++]=b;
+ if (s[j]>0) pn[n++]=b;
}
// ready to test far clipping, start from the modified polygon
pi = pn;
@@ -1427,21 +1427,21 @@ struct OcclusionBuffer
ni = NP;
}
// now deal with far clipping
- for(i=0, m=0;i<ni;++i)
+ for (i=0, m=0;i<ni;++i)
{
s[i]=pi[i][2]-pi[i][3];
- if(s[i]>0) m+=1<<i;
+ if (s[i]>0) m+=1<<i;
}
- if(m==((1<<ni)-1))
+ if (m==((1<<ni)-1))
return(0);
- if(m!=0)
+ if (m!=0)
{
- for(i=ni-1,j=0,n=0;j<ni;i=j++)
+ for (i=ni-1,j=0,n=0;j<ni;i=j++)
{
const btVector4& a=pi[i];
const btVector4& b=pi[j];
const btScalar t=s[i]/(a[2]-a[3]-b[2]+b[3]);
- if((t>0)&&(t<1))
+ if ((t>0)&&(t<1))
{
po[n][0] = a[0]+(b[0]-a[0])*t;
po[n][1] = a[1]+(b[1]-a[1])*t;
@@ -1449,11 +1449,11 @@ struct OcclusionBuffer
po[n][3] = a[3]+(b[3]-a[3])*t;
++n;
}
- if(s[j]<0) po[n++]=b;
+ if (s[j]<0) po[n++]=b;
}
return(n);
}
- for(int i=0;i<ni;++i) po[i]=pi[i];
+ for (int i=0;i<ni;++i) po[i]=pi[i];
return(ni);
}
// write or check a triangle to buffer. a,b,c in device coordinates (-1,+1)
@@ -1465,7 +1465,7 @@ struct OcclusionBuffer
const btScalar minarea)
{
const btScalar a2=btCross(b-a,c-a)[2];
- if((face*a2)<0.f || btFabs(a2)<minarea)
+ if ((face*a2)<0.f || btFabs(a2)<minarea)
return false;
// further down we are normally going to write to the Zbuffer, mark it so
POLICY::Occlusion(m_occlusion);
@@ -1499,15 +1499,15 @@ struct OcclusionBuffer
// degenerated in at most one single pixel
btScalar* scan=&m_buffer[miy*m_sizes[0]+mix];
// use for loop to detect the case where width or height == 0
- for(int iy=miy;iy<mxy;++iy)
+ for (int iy=miy;iy<mxy;++iy)
{
- for(int ix=mix;ix<mxx;++ix)
+ for (int ix=mix;ix<mxx;++ix)
{
- if(POLICY::Process(*scan,z[0]))
+ if (POLICY::Process(*scan,z[0]))
return(true);
- if(POLICY::Process(*scan,z[1]))
+ if (POLICY::Process(*scan,z[1]))
return(true);
- if(POLICY::Process(*scan,z[2]))
+ if (POLICY::Process(*scan,z[2]))
return(true);
}
}
@@ -1537,13 +1537,13 @@ struct OcclusionBuffer
dy[1] = y[0]-y[1];
dy[2] = y[2]-y[0];
btScalar* scan=&m_buffer[miy*m_sizes[0]+mix];
- for(int iy=miy;iy<mxy;++iy)
+ for (int iy=miy;iy<mxy;++iy)
{
- if(dy[0] >= 0 && POLICY::Process(*scan,v[0]))
+ if (dy[0] >= 0 && POLICY::Process(*scan,v[0]))
return(true);
- if(dy[1] >= 0 && POLICY::Process(*scan,v[1]))
+ if (dy[1] >= 0 && POLICY::Process(*scan,v[1]))
return(true);
- if(dy[2] >= 0 && POLICY::Process(*scan,v[2]))
+ if (dy[2] >= 0 && POLICY::Process(*scan,v[2]))
return(true);
scan+=m_sizes[0];
v[0] += dzy[0]; v[1] += dzy[1]; v[2] += dzy[2];
@@ -1574,13 +1574,13 @@ struct OcclusionBuffer
dx[1] = x[0]-x[1];
dx[2] = x[2]-x[0];
btScalar* scan=&m_buffer[miy*m_sizes[0]+mix];
- for(int ix=mix;ix<mxx;++ix)
+ for (int ix=mix;ix<mxx;++ix)
{
- if(dx[0] >= 0 && POLICY::Process(*scan,v[0]))
+ if (dx[0] >= 0 && POLICY::Process(*scan,v[0]))
return(true);
- if(dx[1] >= 0 && POLICY::Process(*scan,v[1]))
+ if (dx[1] >= 0 && POLICY::Process(*scan,v[1]))
return(true);
- if(dx[2] >= 0 && POLICY::Process(*scan,v[2]))
+ if (dx[2] >= 0 && POLICY::Process(*scan,v[2]))
return(true);
scan++;
v[0] += dzx[0]; v[1] += dzx[1]; v[2] += dzx[2];
@@ -1604,13 +1604,13 @@ struct OcclusionBuffer
miy*x[0]+mix*y[2]-x[0]*y[2]-mix*y[0]+x[2]*y[0]-miy*x[2]};
btScalar v=ia*((z[2]*c[0])+(z[0]*c[1])+(z[1]*c[2]));
btScalar* scan=&m_buffer[miy*m_sizes[0]];
- for(int iy=miy;iy<mxy;++iy)
+ for (int iy=miy;iy<mxy;++iy)
{
- for(int ix=mix;ix<mxx;++ix)
+ for (int ix=mix;ix<mxx;++ix)
{
- if((c[0]>=0)&&(c[1]>=0)&&(c[2]>=0))
+ if ((c[0]>=0)&&(c[1]>=0)&&(c[2]>=0))
{
- if(POLICY::Process(scan[ix],v))
+ if (POLICY::Process(scan[ix],v))
return(true);
}
c[0]+=dx[0];c[1]+=dx[1];c[2]+=dx[2];v+=dzx;
@@ -1633,7 +1633,7 @@ struct OcclusionBuffer
if (n)
{
project(o,n);
- for(int i=2;i<n && !earlyexit;++i)
+ for (int i=2;i<n && !earlyexit;++i)
{
earlyexit|=draw<POLICY>(o[0],o[i-1],o[i],face,minarea);
}
@@ -1685,10 +1685,10 @@ struct OcclusionBuffer
transformW(btVector3(c[0]+e[0],c[1]-e[1],c[2]+e[2]),x[5]);
transformW(btVector3(c[0]+e[0],c[1]+e[1],c[2]+e[2]),x[6]);
transformW(btVector3(c[0]-e[0],c[1]+e[1],c[2]+e[2]),x[7]);
- for(int i=0;i<8;++i)
+ for (int i=0;i<8;++i)
{
// the box is clipped, it's probably a large box, don't waste our time to check
- if((x[i][2]+x[i][3])<=0) return(true);
+ if ((x[i][2]+x[i][3])<=0) return(true);
}
static const int d[]={ 1,0,3,2,
4,5,6,7,
@@ -1696,13 +1696,13 @@ struct OcclusionBuffer
6,5,1,2,
7,6,2,3,
5,4,0,1};
- for(unsigned int i=0;i<(sizeof(d)/sizeof(d[0]));)
+ for (unsigned int i=0;i<(sizeof(d)/sizeof(d[0]));)
{
const btVector4 p[]={ x[d[i++]],
x[d[i++]],
x[d[i++]],
x[d[i++]]};
- if(clipDraw<4,QueryOCL>(p,1.f,0.f))
+ if (clipDraw<4,QueryOCL>(p,1.f,0.f))
return(true);
}
return(false);
@@ -2008,7 +2008,7 @@ void CcdPhysicsEnvironment::setConstraintParam(int constraintId,int param,float
{
//param = 3,4,5 are constraint limits, high limit values
btConeTwistConstraint* coneTwist = (btConeTwistConstraint*)typedConstraint;
- if(value1<0.0f)
+ if (value1<0.0f)
coneTwist->setLimit(param,btScalar(BT_LARGE_FLOAT));
else
coneTwist->setLimit(param,value1);
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index 99346c0a6c6..aa3a8efe540 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -59,11 +59,11 @@ numberoffilters(0), need_tex_update(true)
GLEW_ARB_fragment_shader && GLEW_ARB_multitexture;
/* used to return before 2.49 but need to initialize values so don't */
- if(!isshadersupported)
+ if (!isshadersupported)
std::cout<<"shaders not supported!" << std::endl;
int passindex;
- for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
+ for (passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
m_filters[passindex] = 0;
m_enabled[passindex] = 0;
@@ -86,7 +86,7 @@ void RAS_2DFilterManager::PrintShaderErrors(unsigned int shader, const char *tas
const char *c, *pos, *end;
int line = 1;
- if(errorprinted)
+ if (errorprinted)
return;
errorprinted= true;
@@ -121,7 +121,7 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(const char* shadersource)
glGetObjectParameterivARB(fShader, GL_COMPILE_STATUS, &success);
- if(!success)
+ if (!success)
{
/*Shader Comile Error*/
PrintShaderErrors(fShader, "compile", shadersource);
@@ -183,22 +183,22 @@ unsigned int RAS_2DFilterManager::CreateShaderProgram(int filtermode)
void RAS_2DFilterManager::AnalyseShader(int passindex, vector<STR_String>& propNames)
{
texflag[passindex] = 0;
- if(glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1)
+ if (glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1)
{
- if(GLEW_ARB_depth_texture)
+ if (GLEW_ARB_depth_texture)
texflag[passindex] |= 0x1;
}
- if(glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1)
+ if (glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1)
{
texflag[passindex] |= 0x2;
}
- if(m_gameObjects[passindex])
+ if (m_gameObjects[passindex])
{
int objProperties = propNames.size();
int i;
- for(i=0; i<objProperties; i++)
- if(glGetUniformLocationARB(m_filters[passindex], propNames[i]) != -1)
+ for (i=0; i<objProperties; i++)
+ if (glGetUniformLocationARB(m_filters[passindex], propNames[i]) != -1)
m_properties[passindex].push_back(propNames[i]);
}
}
@@ -217,7 +217,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
}
/* send depth texture to glsl program if it needs */
- if(texflag[passindex] & 0x1){
+ if (texflag[passindex] & 0x1){
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture");
glActiveTextureARB(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texname[1]);
@@ -229,7 +229,7 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
}
/* send luminance texture to glsl program if it needs */
- if(texflag[passindex] & 0x2){
+ if (texflag[passindex] & 0x2){
uniformLoc = glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture");
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
@@ -257,10 +257,10 @@ void RAS_2DFilterManager::StartShaderProgram(int passindex)
}
int i, objProperties = m_properties[passindex].size();
- for(i=0; i<objProperties; i++)
+ for (i=0; i<objProperties; i++)
{
uniformLoc = glGetUniformLocationARB(m_filters[passindex], m_properties[passindex][i]);
- if(uniformLoc != -1)
+ if (uniformLoc != -1)
{
float value = ((CValue*)m_gameObjects[passindex])->GetPropertyNumber(m_properties[passindex][i], 0.0);
glUniform1fARB(uniformLoc,value);
@@ -275,11 +275,11 @@ void RAS_2DFilterManager::EndShaderProgram()
void RAS_2DFilterManager::FreeTextures()
{
- if(texname[0]!=(unsigned int)-1)
+ if (texname[0]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[0]);
- if(texname[1]!=(unsigned int)-1)
+ if (texname[1]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[1]);
- if(texname[2]!=(unsigned int)-1)
+ if (texname[2]!=(unsigned int)-1)
glDeleteTextures(1, (GLuint*)&texname[2]);
}
@@ -296,7 +296,7 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- if(depth){
+ if (depth){
glGenTextures(1, (GLuint*)&texname[1]);
glBindTexture(GL_TEXTURE_2D, texname[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, texturewidth,textureheight,
@@ -309,7 +309,7 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
- if(luminance){
+ if (luminance){
glGenTextures(1, (GLuint*)&texname[2]);
glBindTexture(GL_TEXTURE_2D, texname[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16, texturewidth, textureheight,
@@ -379,48 +379,48 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
int passindex;
- if(!isshadersupported)
+ if (!isshadersupported)
return;
- for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
+ for (passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
- if(m_filters[passindex] && m_enabled[passindex]){
+ if (m_filters[passindex] && m_enabled[passindex]){
num_filters ++;
- if(texflag[passindex] & 0x1)
+ if (texflag[passindex] & 0x1)
need_depth = true;
- if(texflag[passindex] & 0x2)
+ if (texflag[passindex] & 0x2)
need_luminance = true;
- if(need_depth && need_luminance)
+ if (need_depth && need_luminance)
break;
}
}
- if(num_filters <= 0)
+ if (num_filters <= 0)
return;
GLuint viewport[4]={0};
glGetIntegerv(GL_VIEWPORT,(GLint *)viewport);
- if(canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight())
+ if (canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight())
{
UpdateOffsetMatrix(canvas);
UpdateCanvasTextureCoord((unsigned int*)viewport);
need_tex_update = true;
}
- if(need_tex_update)
+ if (need_tex_update)
{
SetupTextures(need_depth, need_luminance);
need_tex_update = false;
}
- if(need_depth){
+ if (need_depth){
glActiveTextureARB(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texname[1]);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0, 0, texturewidth,textureheight, 0);
}
- if(need_luminance){
+ if (need_luminance){
glActiveTextureARB(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texname[2]);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_LUMINANCE16, 0, 0, texturewidth,textureheight, 0);
@@ -444,9 +444,9 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
glPushMatrix();
glLoadIdentity();
- for(passindex =0; passindex<MAX_RENDER_PASS; passindex++)
+ for (passindex =0; passindex<MAX_RENDER_PASS; passindex++)
{
- if(m_filters[passindex] && m_enabled[passindex])
+ if (m_filters[passindex] && m_enabled[passindex])
{
StartShaderProgram(passindex);
@@ -475,26 +475,26 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text)
{
- if(!isshadersupported)
+ if (!isshadersupported)
return;
- if(pass<0 || pass>=MAX_RENDER_PASS)
+ if (pass<0 || pass>=MAX_RENDER_PASS)
return;
need_tex_update = true;
- if(mode == RAS_2DFILTER_DISABLED)
+ if (mode == RAS_2DFILTER_DISABLED)
{
m_enabled[pass] = 0;
return;
}
- if(mode == RAS_2DFILTER_ENABLED)
+ if (mode == RAS_2DFILTER_ENABLED)
{
m_enabled[pass] = 1;
return;
}
- if(mode == RAS_2DFILTER_NOFILTER)
+ if (mode == RAS_2DFILTER_NOFILTER)
{
- if(m_filters[pass])
+ if (m_filters[pass])
glDeleteObjectARB(m_filters[pass]);
m_enabled[pass] = 0;
m_filters[pass] = 0;
@@ -504,9 +504,9 @@ void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* game
return;
}
- if(mode == RAS_2DFILTER_CUSTOMFILTER)
+ if (mode == RAS_2DFILTER_CUSTOMFILTER)
{
- if(m_filters[pass])
+ if (m_filters[pass])
glDeleteObjectARB(m_filters[pass]);
m_filters[pass] = CreateShaderProgram(text.Ptr());
m_gameObjects[pass] = gameObj;
@@ -516,7 +516,7 @@ void RAS_2DFilterManager::EnableFilter(vector<STR_String>& propNames, void* game
}
// We've checked all other cases, which means we must be dealing with a builtin filter
- if(m_filters[pass])
+ if (m_filters[pass])
glDeleteObjectARB(m_filters[pass]);
m_filters[pass] = CreateShaderProgram(mode);
m_gameObjects[pass] = NULL;
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index f7cc47da61f..90587bb9739 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -119,7 +119,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
for (bit = buckets.begin(); bit != buckets.end(); ++bit)
{
SG_DList::iterator<RAS_MeshSlot> mit((*bit)->GetActiveMeshSlots());
- for(mit.begin(); !mit.end(); ++mit)
+ for (mit.begin(); !mit.end(); ++mit)
size++;
}
@@ -135,7 +135,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList
}
}
- if(alpha)
+ if (alpha)
sort(slots.begin(), slots.end(), backtofront());
else
sort(slots.begin(), slots.end(), fronttoback());
@@ -154,7 +154,7 @@ void RAS_BucketManager::RenderAlphaBuckets(
OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
- for(sit=slots.begin(); sit!=slots.end(); ++sit) {
+ for (sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
@@ -217,7 +217,7 @@ void RAS_BucketManager::RenderSolidBuckets(
OrderBuckets(cameratrans, m_SolidBuckets, slots, false);
- for(sit=slots.begin(); sit!=slots.end(); ++sit) {
+ for (sit=slots.begin(); sit!=slots.end(); ++sit) {
rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
@@ -283,7 +283,7 @@ void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
- if(mit->m_DisplayList) {
+ if (mit->m_DisplayList) {
mit->m_DisplayList->Release();
mit->m_DisplayList = NULL;
}
@@ -294,7 +294,7 @@ void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
- if(mit->m_DisplayList) {
+ if (mit->m_DisplayList) {
mit->m_DisplayList->Release();
mit->m_DisplayList = NULL;
}
@@ -329,7 +329,7 @@ void RAS_BucketManager::RemoveMaterial(RAS_IPolyMaterial * mat)
int i;
- for(i=0; i<m_SolidBuckets.size(); i++) {
+ for (i=0; i<m_SolidBuckets.size(); i++) {
RAS_MaterialBucket *bucket = m_SolidBuckets[i];
if (mat == bucket->GetPolyMaterial()) {
m_SolidBuckets.erase(m_SolidBuckets.begin()+i);
@@ -338,7 +338,7 @@ void RAS_BucketManager::RemoveMaterial(RAS_IPolyMaterial * mat)
}
}
- for(int i=0; i<m_AlphaBuckets.size(); i++) {
+ for (int i=0; i<m_AlphaBuckets.size(); i++) {
RAS_MaterialBucket *bucket = m_AlphaBuckets[i];
if (mat == bucket->GetPolyMaterial()) {
m_AlphaBuckets.erase(m_AlphaBuckets.begin()+i);
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
index 8a5c10b3a3b..5f47a4bd53e 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
@@ -48,7 +48,7 @@ ComputeDefaultFrustum(
float sizeX;
float sizeY;
- if(sensor_fit==RAS_SENSORFIT_AUTO) {
+ if (sensor_fit==RAS_SENSORFIT_AUTO) {
halfSize = (sensor_x / 2.f) * camnear / lens;
if (design_aspect_ratio > 1.f) {
@@ -61,7 +61,7 @@ ComputeDefaultFrustum(
sizeY = halfSize;
}
}
- else if(sensor_fit==RAS_SENSORFIT_HOR) {
+ else if (sensor_fit==RAS_SENSORFIT_HOR) {
halfSize = (sensor_x / 2.f) * camnear / lens;
sizeX = halfSize;
sizeY = halfSize/design_aspect_ratio;
@@ -95,7 +95,7 @@ ComputeDefaultOrtho(
float sizeX;
float sizeY;
- if(sensor_fit==RAS_SENSORFIT_AUTO) {
+ if (sensor_fit==RAS_SENSORFIT_AUTO) {
if (design_aspect_ratio > 1.f) {
// halfsize defines the width
sizeX = halfSize;
@@ -106,7 +106,7 @@ ComputeDefaultOrtho(
sizeY = halfSize;
}
}
- else if(sensor_fit==RAS_SENSORFIT_HOR) {
+ else if (sensor_fit==RAS_SENSORFIT_HOR) {
sizeX = halfSize;
sizeY = halfSize/design_aspect_ratio;
}
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index 48251b2d7ee..4af1753c2da 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -124,7 +124,7 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
{
- if(m_flag &RAS_BLENDERMAT)
+ if (m_flag &RAS_BLENDERMAT)
{
bool test = (
this->m_multimode == lhs.m_multimode &&
@@ -254,10 +254,10 @@ bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
{
bool dolights = false;
- if(m_flag & RAS_BLENDERMAT)
+ if (m_flag & RAS_BLENDERMAT)
dolights = (m_flag &RAS_MULTILIGHT)!=0;
- else if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID);
- else if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW);
+ else if (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID);
+ else if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW);
else
dolights = m_light;
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index ad26ed52ed7..a18adfd8986 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -77,9 +77,9 @@ RAS_MeshSlot::~RAS_MeshSlot()
m_joinedSlots.front()->Split(true);
#endif
- for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
(*it)->m_users--;
- if((*it)->m_users == 0)
+ if ((*it)->m_users == 0)
delete *it;
}
@@ -117,7 +117,7 @@ RAS_MeshSlot::RAS_MeshSlot(const RAS_MeshSlot& slot) : SG_QList()
m_endvertex = slot.m_endvertex;
m_endindex = slot.m_endindex;
- for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
// don't copy display arrays for now because it breaks python
// access to vertices, but we'll need a solution if we want to
// join display arrays for reducing draw calls.
@@ -149,7 +149,7 @@ void RAS_MeshSlot::begin(RAS_MeshSlot::iterator& it)
it.array = (m_displayArrays.size() > 0)? m_displayArrays[m_startarray]: NULL;
- if(it.array == NULL || it.array->m_index.size() == 0 || it.array->m_vertex.size() == 0) {
+ if (it.array == NULL || it.array->m_index.size() == 0 || it.array->m_vertex.size() == 0) {
it.array = NULL;
it.vertex = NULL;
it.index = NULL;
@@ -177,7 +177,7 @@ void RAS_MeshSlot::next(RAS_MeshSlot::iterator& it)
int startvertex, endvertex;
int startindex, endindex;
- if(it.arraynum == (size_t)m_endarray) {
+ if (it.arraynum == (size_t)m_endarray) {
it.array = NULL;
it.vertex = NULL;
it.index = NULL;
@@ -217,13 +217,13 @@ void RAS_MeshSlot::SetDisplayArray(int numverts)
RAS_DisplayArrayList::iterator it;
RAS_DisplayArray *darray = NULL;
- for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
darray = *it;
- if(darray->m_type == numverts) {
- if(darray->m_index.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_INDEX)
+ if (darray->m_type == numverts) {
+ if (darray->m_index.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_INDEX)
darray = NULL;
- else if(darray->m_vertex.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_VERTEX)
+ else if (darray->m_vertex.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_VERTEX)
darray = NULL;
else
break;
@@ -232,21 +232,21 @@ void RAS_MeshSlot::SetDisplayArray(int numverts)
darray = NULL;
}
- if(!darray) {
+ if (!darray) {
darray = new RAS_DisplayArray();
darray->m_users = 1;
- if(numverts == 2) darray->m_type = RAS_DisplayArray::LINE;
- else if(numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE;
+ if (numverts == 2) darray->m_type = RAS_DisplayArray::LINE;
+ else if (numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE;
else darray->m_type = RAS_DisplayArray::QUAD;
m_displayArrays.push_back(darray);
- if(numverts == 2)
+ if (numverts == 2)
darray->m_type = RAS_DisplayArray::LINE;
- else if(numverts == 3)
+ else if (numverts == 3)
darray->m_type = RAS_DisplayArray::TRIANGLE;
- else if(numverts == 4)
+ else if (numverts == 4)
darray->m_type = RAS_DisplayArray::QUAD;
m_endarray = m_displayArrays.size()-1;
@@ -271,7 +271,7 @@ int RAS_MeshSlot::AddVertex(const RAS_TexVert& tv)
darray->m_vertex.push_back(tv);
offset = darray->m_vertex.size()-1;
- if(darray == m_displayArrays[m_endarray])
+ if (darray == m_displayArrays[m_endarray])
m_endvertex++;
return offset;
@@ -284,7 +284,7 @@ void RAS_MeshSlot::AddPolygonVertex(int offset)
darray = m_currentArray;
darray->m_index.push_back(offset);
- if(darray == m_displayArrays[m_endarray])
+ if (darray == m_displayArrays[m_endarray])
m_endindex++;
}
@@ -294,9 +294,9 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer)
RAS_DisplayArrayList::iterator it;
if (deformer->ShareVertexArray()) {
// this deformer uses the base vertex array, first release the current ones
- for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
(*it)->m_users--;
- if((*it)->m_users == 0)
+ if ((*it)->m_users == 0)
delete *it;
}
m_displayArrays.clear();
@@ -304,7 +304,7 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer)
RAS_MeshMaterial *mmat = m_mesh->GetMeshMaterial(m_bucket->GetPolyMaterial());
if (mmat && mmat->m_baseslot) {
m_displayArrays = mmat->m_baseslot->m_displayArrays;
- for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
(*it)->m_users++;
}
}
@@ -313,7 +313,7 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer)
// no sharing
// we create local copy of RAS_DisplayArray when we have a deformer:
// this way we can avoid conflict between the vertex cache of duplicates
- for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
if (deformer->UseVertexArray()) {
// the deformer makes use of vertex array, make sure we have our local copy
if ((*it)->m_users > 1) {
@@ -327,7 +327,7 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer)
} else {
// the deformer is not using vertex array (Modifier), release them
(*it)->m_users--;
- if((*it)->m_users == 0)
+ if ((*it)->m_users == 0)
delete *it;
}
}
@@ -347,15 +347,15 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer)
bool RAS_MeshSlot::Equals(RAS_MeshSlot *target)
{
- if(!m_OpenGLMatrix || !target->m_OpenGLMatrix)
+ if (!m_OpenGLMatrix || !target->m_OpenGLMatrix)
return false;
- if(m_pDeformer || target->m_pDeformer)
+ if (m_pDeformer || target->m_pDeformer)
return false;
- if(m_bVisible != target->m_bVisible)
+ if (m_bVisible != target->m_bVisible)
return false;
- if(m_bObjectColor != target->m_bObjectColor)
+ if (m_bObjectColor != target->m_bObjectColor)
return false;
- if(m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor))
+ if (m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor))
return false;
return true;
@@ -368,16 +368,16 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance)
size_t i;
// verify if we can join
- if(m_joinSlot || m_joinedSlots.size() || target->m_joinSlot)
+ if (m_joinSlot || m_joinedSlots.size() || target->m_joinSlot)
return false;
- if(!Equals(target))
+ if (!Equals(target))
return false;
MT_Vector3 co(&m_OpenGLMatrix[12]);
MT_Vector3 targetco(&target->m_OpenGLMatrix[12]);
- if((co - targetco).length() > distance)
+ if ((co - targetco).length() > distance)
return false;
MT_Matrix4x4 mat(m_OpenGLMatrix);
@@ -395,14 +395,14 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance)
MT_Matrix4x4 ntransform = m_joinInvTransform.transposed();
ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f;
- for(begin(mit); !end(mit); next(mit))
- for(i=mit.startvertex; i<mit.endvertex; i++)
+ for (begin(mit); !end(mit); next(mit))
+ for (i=mit.startvertex; i<mit.endvertex; i++)
mit.vertex[i].Transform(transform, ntransform);
/* We know we'll need a list at least this big, reserve in advance */
target->m_displayArrays.reserve(target->m_displayArrays.size() + m_displayArrays.size());
- for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
target->m_displayArrays.push_back(*it);
target->m_endarray++;
target->m_endvertex = target->m_displayArrays.back()->m_vertex.size();
@@ -432,24 +432,24 @@ bool RAS_MeshSlot::Split(bool force)
iterator mit;
size_t i, found0 = 0, found1 = 0;
- if(target && (force || !Equals(target))) {
+ if (target && (force || !Equals(target))) {
m_joinSlot = NULL;
- for(jit=target->m_joinedSlots.begin(); jit!=target->m_joinedSlots.end(); jit++) {
- if(*jit == this) {
+ for (jit=target->m_joinedSlots.begin(); jit!=target->m_joinedSlots.end(); jit++) {
+ if (*jit == this) {
target->m_joinedSlots.erase(jit);
found0 = 1;
break;
}
}
- if(!found0)
+ if (!found0)
abort();
- for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
+ for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) {
found1 = 0;
- for(jt=target->m_displayArrays.begin(); jt!=target->m_displayArrays.end(); jt++) {
- if(*jt == *it) {
+ for (jt=target->m_displayArrays.begin(); jt!=target->m_displayArrays.end(); jt++) {
+ if (*jt == *it) {
target->m_displayArrays.erase(jt);
target->m_endarray--;
found1 = 1;
@@ -457,11 +457,11 @@ bool RAS_MeshSlot::Split(bool force)
}
}
- if(!found1)
+ if (!found1)
abort();
}
- if(target->m_displayArrays.size()) {
+ if (target->m_displayArrays.size()) {
target->m_endvertex = target->m_displayArrays.back()->m_vertex.size();
target->m_endindex = target->m_displayArrays.back()->m_index.size();
}
@@ -473,8 +473,8 @@ bool RAS_MeshSlot::Split(bool force)
MT_Matrix4x4 ntransform = m_joinInvTransform.inverse().transposed();
ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f;
- for(begin(mit); !end(mit); next(mit))
- for(i=mit.startvertex; i<mit.endvertex; i++)
+ for (begin(mit); !end(mit); next(mit))
+ for (i=mit.startvertex; i<mit.endvertex; i++)
mit.vertex[i].Transform(m_joinInvTransform, ntransform);
if (target->m_DisplayList) {
@@ -492,13 +492,13 @@ bool RAS_MeshSlot::Split(bool force)
#ifdef USE_SPLIT
bool RAS_MeshSlot::IsCulled()
{
- if(m_joinSlot)
+ if (m_joinSlot)
return true;
- if(!m_bCulled)
+ if (!m_bCulled)
return false;
list<RAS_MeshSlot*>::iterator it;
- for(it=m_joinedSlots.begin(); it!=m_joinedSlots.end(); it++)
- if(!(*it)->m_bCulled)
+ for (it=m_joinedSlots.begin(); it!=m_joinedSlots.end(); it++)
+ if (!(*it)->m_bCulled)
return false;
return true;
}
@@ -563,8 +563,8 @@ void RAS_MaterialBucket::RemoveMesh(RAS_MeshSlot* ms)
{
list<RAS_MeshSlot>::iterator it;
- for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) {
- if(&*it == ms) {
+ for (it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) {
+ if (&*it == ms) {
m_meshSlots.erase(it);
return;
}
@@ -586,10 +586,10 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I
{
bool uselights;
- if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows())
+ if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows())
return false;
- if(!rasty->SetMaterial(*m_material))
+ if (!rasty->SetMaterial(*m_material))
return false;
uselights= m_material->UsesLighting(rasty);
@@ -609,7 +609,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
// KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_)
}
- if(IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
+ if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID)
ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix));
rendertools->PushMatrix();
@@ -618,8 +618,8 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
}
- if(rasty->QueryLists())
- if(ms.m_DisplayList)
+ if (rasty->QueryLists())
+ if (ms.m_DisplayList)
ms.m_DisplayList->SetModified(ms.m_mesh->MeshModified());
// verify if we can use display list, not for deformed object, and
@@ -627,13 +627,13 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
// then it won't have texture coordinates for actual drawing. also
// for zsort we can't make a display list, since the polygon order
// changes all the time.
- if(ms.m_pDeformer && ms.m_pDeformer->IsDynamic())
+ if (ms.m_pDeformer && ms.m_pDeformer->IsDynamic())
ms.m_bDisplayList = false;
- else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
+ else if (!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
ms.m_bDisplayList = false;
else if (IsZSort())
ms.m_bDisplayList = false;
- else if(m_material->UsesObjectColor() && ms.m_bObjectColor)
+ else if (m_material->UsesObjectColor() && ms.m_bObjectColor)
ms.m_bDisplayList = false;
else
ms.m_bDisplayList = true;
@@ -642,14 +642,14 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
rasty->IndexPrimitives_3DText(ms, m_material, rendertools);
// for multitexturing
- else if((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL)))
+ else if ((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL)))
rasty->IndexPrimitivesMulti(ms);
// use normal IndexPrimitives
else
rasty->IndexPrimitives(ms);
- if(rasty->QueryLists())
- if(ms.m_DisplayList)
+ if (rasty->QueryLists())
+ if (ms.m_DisplayList)
ms.m_mesh->SetMeshModified(false);
rendertools->PopMatrix();
@@ -666,8 +666,8 @@ void RAS_MaterialBucket::Optimize(MT_Scalar distance)
list<RAS_MeshSlot>::iterator jt;
// greed joining on all following buckets
- for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++)
- for(jt=it, jt++; jt!=m_meshSlots.end(); jt++)
+ for (it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++)
+ for (jt=it, jt++; jt!=m_meshSlots.end(); jt++)
jt->Join(&*it, distance);
#endif
}
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index afa62a9a8c6..7da0be3a506 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -64,7 +64,7 @@ struct RAS_MeshObject::polygonSlot
MT_Vector3 center(0, 0, 0);
int i;
- for(i=0; i<nvert; i++) {
+ for (i=0; i<nvert; i++) {
m_index[i] = indexarray[offset+i];
center += vertexarray[m_index[i]].getXYZ();
}
@@ -79,7 +79,7 @@ struct RAS_MeshObject::polygonSlot
{
int i;
- for(i=0; i<nvert; i++)
+ for (i=0; i<nvert; i++)
indexarray[offset+i] = m_index[i];
}
};
@@ -115,7 +115,7 @@ RAS_MeshObject::RAS_MeshObject(Mesh* mesh)
int count=0;
// initialize weight cache for shape objects
// count how many keys in this mesh
- for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
+ for (kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next)
count++;
m_cacheWeightIndex.resize(count,-1);
}
@@ -129,14 +129,14 @@ RAS_MeshObject::~RAS_MeshObject()
{
KeyBlock *kb;
// remove the weight cache to avoid memory leak
- for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
- if(kb->weights)
+ for (kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) {
+ if (kb->weights)
MEM_freeN(kb->weights);
kb->weights= NULL;
}
}
- for(it=m_Polygons.begin(); it!=m_Polygons.end(); it++)
+ for (it=m_Polygons.begin(); it!=m_Polygons.end(); it++)
delete (*it);
m_sharedvertex_map.clear();
@@ -165,7 +165,7 @@ const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid)
{
RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
- if(mmat)
+ if (mmat)
return mmat->m_bucket->GetPolyMaterial()->GetMaterialName();
return s_emptyname;
@@ -234,7 +234,7 @@ const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid)
{
RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
- if(mmat)
+ if (mmat)
return mmat->m_bucket->GetPolyMaterial()->GetTextureName();
return s_emptyname;
@@ -245,8 +245,8 @@ RAS_MeshMaterial *RAS_MeshObject::GetMeshMaterial(RAS_IPolyMaterial *mat)
list<RAS_MeshMaterial>::iterator mit;
/* find a mesh material */
- for(mit = m_materials.begin(); mit != m_materials.end(); mit++)
- if(mit->m_bucket->GetPolyMaterial() == mat)
+ for (mit = m_materials.begin(); mit != m_materials.end(); mit++)
+ if (mit->m_bucket->GetPolyMaterial() == mat)
return &*mit;
return NULL;
@@ -258,8 +258,8 @@ int RAS_MeshObject::GetMaterialId(RAS_IPolyMaterial *mat)
int imat;
/* find a mesh material */
- for(imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++)
- if(mit->m_bucket->GetPolyMaterial() == mat)
+ for (imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++)
+ if (mit->m_bucket->GetPolyMaterial() == mat)
return imat;
return -1;
@@ -275,7 +275,7 @@ RAS_Polygon* RAS_MeshObject::AddPolygon(RAS_MaterialBucket *bucket, int numverts
mmat = GetMeshMaterial(bucket->GetPolyMaterial());
/* none found, create a new one */
- if(!mmat) {
+ if (!mmat) {
RAS_MeshMaterial meshmat;
meshmat.m_bucket = bucket;
meshmat.m_baseslot = meshmat.m_bucket->AddMesh(numverts);
@@ -317,8 +317,8 @@ void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba)
RAS_MeshSlot::iterator it;
size_t i;
- 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++)
it.vertex[i].SetRGBA(rgba);
}
@@ -349,15 +349,15 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
vector<SharedVertex>& sharedmap = m_sharedvertex_map[origindex];
vector<SharedVertex>::iterator it;
- for(it = sharedmap.begin(); it != sharedmap.end(); it++)
+ for (it = sharedmap.begin(); it != sharedmap.end(); it++)
{
- if(it->m_darray != darray)
+ if (it->m_darray != darray)
continue;
- if(!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert))
+ if (!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert))
continue;
/* found one, add it and we're done */
- if(poly->IsVisible())
+ if (poly->IsVisible())
slot->AddPolygonVertex(it->m_offset);
poly->SetVertexOffset(i, it->m_offset);
return;
@@ -366,7 +366,7 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
/* no shared vertex found, add a new one */
offset = slot->AddVertex(texvert);
- if(poly->IsVisible())
+ if (poly->IsVisible())
slot->AddPolygonVertex(offset);
poly->SetVertexOffset(i, offset);
@@ -387,7 +387,7 @@ int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat)
mmat = GetMeshMaterial(mat);
slot = mmat->m_baseslot;
- for(slot->begin(it); !slot->end(it); slot->next(it))
+ for (slot->begin(it); !slot->end(it); slot->next(it))
len += it.endvertex - it.startvertex;
return len;
@@ -404,13 +404,13 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
mmat = GetMeshMaterial(matid);
- if(!mmat)
+ if (!mmat)
return NULL;
slot = mmat->m_baseslot;
len = 0;
- for(slot->begin(it); !slot->end(it); slot->next(it)) {
- if(index >= len + it.endvertex - it.startvertex)
+ for (slot->begin(it); !slot->end(it); slot->next(it)) {
+ if (index >= len + it.endvertex - it.startvertex)
len += it.endvertex - it.startvertex;
else
return &it.vertex[index - len];
@@ -431,7 +431,7 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer*
list<RAS_MeshMaterial>::iterator it;
list<RAS_MeshMaterial>::iterator mit;
- for(it = m_materials.begin();it!=m_materials.end();++it) {
+ for (it = m_materials.begin();it!=m_materials.end();++it) {
/* always copy from the base slot, which is never removed
* since new objects can be created with the same mesh data */
if (deformer && !deformer->UseVertexArray())
@@ -444,7 +444,7 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer*
RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial();
if (curmat->GetFlag() & RAS_BLENDERGLSL)
{
- for(mit = m_materials.begin(); mit != it; ++mit)
+ for (mit = m_materials.begin(); mit != it; ++mit)
{
RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial();
if ((mat->GetFlag() & RAS_BLENDERGLSL) &&
@@ -468,10 +468,10 @@ void RAS_MeshObject::RemoveFromBuckets(void *clientobj)
{
list<RAS_MeshMaterial>::iterator it;
- for(it = m_materials.begin();it!=m_materials.end();++it) {
+ for (it = m_materials.begin();it!=m_materials.end();++it) {
RAS_MeshSlot **msp = it->m_slots[clientobj];
- if(!msp)
+ if (!msp)
continue;
RAS_MeshSlot *ms = *msp;
@@ -523,13 +523,13 @@ void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transfor
RAS_MeshSlot::iterator it;
size_t j;
- for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ for (ms.begin(it); !ms.end(it); ms.next(it)) {
unsigned int nvert = (int)it.array->m_type;
unsigned int totpoly = it.totindex/nvert;
- if(totpoly <= 1)
+ if (totpoly <= 1)
continue;
- if(it.array->m_type == RAS_DisplayArray::LINE)
+ if (it.array->m_type == RAS_DisplayArray::LINE)
continue;
// Extract camera Z plane...
@@ -539,14 +539,14 @@ void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transfor
vector<polygonSlot> slots(totpoly);
/* get indices and z into temporary array */
- for(j=0; j<totpoly; j++)
+ for (j=0; j<totpoly; j++)
slots[j].get(it.vertex, it.index, j*nvert, nvert, pnorm);
/* sort (stable_sort might be better, if flickering happens?) */
std::sort(slots.begin(), slots.end(), backtofront());
/* get indices from temporary array again */
- for(j=0; j<totpoly; j++)
+ for (j=0; j<totpoly; j++)
slots[j].set(it.index, j*nvert, nvert);
}
}
@@ -584,7 +584,7 @@ void RAS_MeshObject::CheckWeightCache(Object* obj)
if (!m_mesh->key)
return;
- for(kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++)
+ for (kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++)
{
// first check the cases where the weight must be cleared
if (kb->vgroup[0] == 0 ||
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
index e1fff5fe077..665053984e6 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp
@@ -40,29 +40,29 @@ namespace bgl
{
static bool firsttime = true;
- if(firsttime) {
+ if (firsttime) {
firsttime = false;
- if(debug) {
- if(GLEW_ATI_pn_triangles)
+ if (debug) {
+ if (GLEW_ATI_pn_triangles)
std::cout << "Enabled GL_ATI_pn_triangles" << std::endl;
- if(GLEW_ARB_texture_env_combine)
+ if (GLEW_ARB_texture_env_combine)
std::cout << "Detected GL_ARB_texture_env_combine" << std::endl;
- if(GLEW_ARB_texture_cube_map)
+ if (GLEW_ARB_texture_cube_map)
std::cout << "Detected GL_ARB_texture_cube_map" << std::endl;
- if(GLEW_ARB_multitexture)
+ if (GLEW_ARB_multitexture)
std::cout << "Detected GL_ARB_multitexture" << std::endl;
- if(GLEW_ARB_shader_objects)
+ if (GLEW_ARB_shader_objects)
std::cout << "Detected GL_ARB_shader_objects" << std::endl;
- if(GLEW_ARB_vertex_shader)
+ if (GLEW_ARB_vertex_shader)
std::cout << "Detected GL_ARB_vertex_shader" << std::endl;
- if(GLEW_ARB_fragment_shader)
+ if (GLEW_ARB_fragment_shader)
std::cout << "Detected GL_ARB_fragment_shader" << std::endl;
- if(GLEW_ARB_vertex_program)
+ if (GLEW_ARB_vertex_program)
std::cout << "Detected GL_ARB_vertex_program" << std::endl;
- if(GLEW_ARB_depth_texture)
+ if (GLEW_ARB_depth_texture)
std::cout << "Detected GL_ARB_depth_texture" << std::endl;
- if(GLEW_EXT_separate_specular_color)
+ if (GLEW_EXT_separate_specular_color)
std::cout << "Detected GL_EXT_separate_specular_color" << std::endl;
}
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
index 4e4d70fac31..1f411a09586 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
@@ -50,7 +50,7 @@ RAS_ListSlot::~RAS_ListSlot()
void RAS_ListSlot::RemoveList()
{
- if(m_list != 0) {
+ if (m_list != 0) {
spit("Releasing display list (" << m_list << ")");
glDeleteLists((GLuint)m_list, 1);
m_list =0;
@@ -59,19 +59,19 @@ void RAS_ListSlot::RemoveList()
void RAS_ListSlot::DrawList()
{
- if(m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) {
+ if (m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) {
RemoveList();
return;
}
- if(m_flag &LIST_MODIFY) {
- if(m_flag &LIST_CREATE) {
- if(m_list == 0) {
+ if (m_flag &LIST_MODIFY) {
+ if (m_flag &LIST_CREATE) {
+ if (m_list == 0) {
m_list = (unsigned int)glGenLists(1);
m_flag = m_flag &~ LIST_CREATE;
spit("Created display list (" << m_list << ")");
}
}
- if(m_list != 0)
+ if (m_list != 0)
glNewList((GLuint)m_list, GL_COMPILE);
m_flag |= LIST_BEGIN;
@@ -82,7 +82,7 @@ void RAS_ListSlot::DrawList()
void RAS_ListSlot::EndList()
{
- if(m_flag & LIST_BEGIN) {
+ if (m_flag & LIST_BEGIN) {
glEndList();
m_flag = m_flag &~(LIST_BEGIN|LIST_MODIFY);
m_flag |= LIST_END;
@@ -92,7 +92,7 @@ void RAS_ListSlot::EndList()
void RAS_ListSlot::SetModified(bool mod)
{
- if(mod && !(m_flag & LIST_MODIFY)) {
+ if (mod && !(m_flag & LIST_MODIFY)) {
spit("Modifying list (" << m_list << ")");
m_flag = m_flag &~ LIST_END;
m_flag |= LIST_STREAM;
@@ -164,7 +164,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
* :: sorted by mesh slot
*/
RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList;
- if(!localSlot) {
+ if (!localSlot) {
if (ms.m_pDerivedMesh) {
// that means that we draw based on derived mesh, a display list is possible
// Note that we come here only for static derived mesh
@@ -172,7 +172,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
RAS_ListSlot* nullSlot = NULL;
RAS_ListSlots *listVector;
RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.find(ms.m_pDerivedMesh);
- if(it == mDerivedMeshLists.end()) {
+ if (it == mDerivedMeshLists.end()) {
listVector = new RAS_ListSlots(matnr+4, nullSlot);
localSlot = new RAS_ListSlot(this);
localSlot->m_flag |= LIST_DERIVEDMESH;
@@ -194,7 +194,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
}
} else {
RAS_ArrayLists::iterator it = mArrayLists.find(ms.m_displayArrays);
- if(it == mArrayLists.end()) {
+ if (it == mArrayLists.end()) {
localSlot = new RAS_ListSlot(this);
mArrayLists.insert(std::pair<RAS_DisplayArrayList, RAS_ListSlot*>(ms.m_displayArrays, localSlot));
} else {
@@ -208,7 +208,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
void RAS_ListRasterizer::ReleaseAlloc()
{
- for(RAS_ArrayLists::iterator it = mArrayLists.begin();it != mArrayLists.end();++it)
+ for (RAS_ArrayLists::iterator it = mArrayLists.begin();it != mArrayLists.end();++it)
delete it->second;
mArrayLists.clear();
for (RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.begin();it != mDerivedMeshLists.end();++it) {
@@ -228,10 +228,10 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
- if(ms.m_bDisplayList) {
+ if (ms.m_bDisplayList) {
localSlot = FindOrAdd(ms);
localSlot->DrawList();
- if(localSlot->End()) {
+ if (localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
ms.m_DisplayList = localSlot;
@@ -244,7 +244,7 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
else
RAS_OpenGLRasterizer::IndexPrimitives(ms);
- if(ms.m_bDisplayList) {
+ if (ms.m_bDisplayList) {
localSlot->EndList();
ms.m_DisplayList = localSlot;
}
@@ -255,11 +255,11 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
{
RAS_ListSlot* localSlot =0;
- if(ms.m_bDisplayList) {
+ if (ms.m_bDisplayList) {
localSlot = FindOrAdd(ms);
localSlot->DrawList();
- if(localSlot->End()) {
+ if (localSlot->End()) {
// save slot here too, needed for replicas and object using same mesh
// => they have the same vertexarray but different mesh slot
ms.m_DisplayList = localSlot;
@@ -275,7 +275,7 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
else
RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms);
- if(ms.m_bDisplayList) {
+ if (ms.m_bDisplayList) {
localSlot->EndList();
ms.m_DisplayList = localSlot;
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 7e9e3d9156c..b0c7b643f47 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -323,7 +323,7 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode)
{
m_drawingmode = drawingmode;
- if(m_drawingmode == KX_WIREFRAME)
+ if (m_drawingmode == KX_WIREFRAME)
glDisable(GL_CULL_FACE);
}
@@ -359,7 +359,7 @@ void RAS_OpenGLRasterizer::ClearCachingInfo(void)
void RAS_OpenGLRasterizer::FlushDebugShapes()
{
- if(!m_debugShapes.size())
+ if (!m_debugShapes.size())
return;
// DrawDebugLines
@@ -368,8 +368,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
light= glIsEnabled(GL_LIGHTING);
tex= glIsEnabled(GL_TEXTURE_2D);
- if(light) glDisable(GL_LIGHTING);
- if(tex) glDisable(GL_TEXTURE_2D);
+ if (light) glDisable(GL_LIGHTING);
+ if (tex) glDisable(GL_TEXTURE_2D);
//draw lines
glBegin(GL_LINES);
@@ -423,8 +423,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes()
glEnd();
}
- if(light) glEnable(GL_LIGHTING);
- if(tex) glEnable(GL_TEXTURE_2D);
+ if (light) glEnable(GL_LIGHTING);
+ if (tex) glEnable(GL_TEXTURE_2D);
m_debugShapes.clear();
}
@@ -513,7 +513,7 @@ RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode()
bool RAS_OpenGLRasterizer::Stereo()
{
- if(m_stereomode > RAS_STEREO_NOSTEREO) // > 0
+ if (m_stereomode > RAS_STEREO_NOSTEREO) // > 0
return true;
else
return false;
@@ -624,17 +624,17 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
else
glEnableClientState(GL_COLOR_ARRAY);
- for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ for (ms.begin(it); !ms.end(it); ms.next(it)) {
RAS_TexVert *vertex;
size_t i, j, numvert;
numvert = it.array->m_type;
- if(it.array->m_type == RAS_DisplayArray::LINE) {
+ if (it.array->m_type == RAS_DisplayArray::LINE) {
// line drawing, no text
glBegin(GL_LINES);
- for(i=0; i<it.totindex; i+=2)
+ for (i=0; i<it.totindex; i+=2)
{
vertex = &it.vertex[it.index[i]];
glVertex3fv(vertex->getXYZ());
@@ -647,12 +647,12 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
}
else {
// triangle and quad text drawing
- for(i=0; i<it.totindex; i+=numvert)
+ for (i=0; i<it.totindex; i+=numvert)
{
float v[4][3];
int glattrib, unit;
- for(j=0; j<numvert; j++) {
+ for (j=0; j<numvert; j++) {
vertex = &it.vertex[it.index[i+j]];
v[j][0] = vertex->getXYZ()[0];
@@ -662,9 +662,9 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
// find the right opengl attribute
glattrib = -1;
- if(GLEW_ARB_vertex_program)
- for(unit=0; unit<m_attrib_num; unit++)
- if(m_attrib[unit] == RAS_TEXCO_UV1)
+ if (GLEW_ARB_vertex_program)
+ for (unit=0; unit<m_attrib_num; unit++)
+ if (m_attrib[unit] == RAS_TEXCO_UV1)
glattrib = unit;
rendertools->RenderText(polymat->GetDrawingMode(), polymat,
@@ -681,28 +681,28 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms,
void RAS_OpenGLRasterizer::SetTexCoordNum(int num)
{
m_texco_num = num;
- if(m_texco_num > RAS_MAX_TEXCO)
+ if (m_texco_num > RAS_MAX_TEXCO)
m_texco_num = RAS_MAX_TEXCO;
}
void RAS_OpenGLRasterizer::SetAttribNum(int num)
{
m_attrib_num = num;
- if(m_attrib_num > RAS_MAX_ATTRIB)
+ if (m_attrib_num > RAS_MAX_ATTRIB)
m_attrib_num = RAS_MAX_ATTRIB;
}
void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit)
{
// this changes from material to material
- if(unit < RAS_MAX_TEXCO)
+ if (unit < RAS_MAX_TEXCO)
m_texco[unit] = coords;
}
void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit)
{
// this changes from material to material
- if(unit < RAS_MAX_ATTRIB)
+ if (unit < RAS_MAX_ATTRIB)
m_attrib[unit] = coords;
}
@@ -710,9 +710,9 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
{
int unit;
- if(GLEW_ARB_multitexture) {
- for(unit=0; unit<m_texco_num; unit++) {
- if(tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
+ if (GLEW_ARB_multitexture) {
+ for (unit=0; unit<m_texco_num; unit++) {
+ if (tv.getFlag() & RAS_TexVert::SECOND_UV && (int)tv.getUnit() == unit) {
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB+unit, tv.getUV2());
continue;
}
@@ -739,8 +739,8 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv)
}
}
- if(GLEW_ARB_vertex_program) {
- for(unit=0; unit<m_attrib_num; unit++) {
+ if (GLEW_ARB_vertex_program) {
+ for (unit=0; unit<m_attrib_num; unit++) {
switch(m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
@@ -901,17 +901,17 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
return;
}
// iterate over display arrays, each containing an index + vertex array
- for(ms.begin(it); !ms.end(it); ms.next(it)) {
+ for (ms.begin(it); !ms.end(it); ms.next(it)) {
RAS_TexVert *vertex;
size_t i, j, numvert;
numvert = it.array->m_type;
- if(it.array->m_type == RAS_DisplayArray::LINE) {
+ if (it.array->m_type == RAS_DisplayArray::LINE) {
// line drawing
glBegin(GL_LINES);
- for(i=0; i<it.totindex; i+=2)
+ for (i=0; i<it.totindex; i+=2)
{
vertex = &it.vertex[it.index[i]];
glVertex3fv(vertex->getXYZ());
@@ -924,26 +924,26 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
}
else {
// triangle and quad drawing
- if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
glBegin(GL_TRIANGLES);
else
glBegin(GL_QUADS);
- for(i=0; i<it.totindex; i+=numvert)
+ for (i=0; i<it.totindex; i+=numvert)
{
- if(obcolor)
+ if (obcolor)
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
- for(j=0; j<numvert; j++) {
+ for (j=0; j<numvert; j++) {
vertex = &it.vertex[it.index[i+j]];
- if(!wireframe) {
- if(!obcolor)
+ if (!wireframe) {
+ if (!obcolor)
glColor4ubv((const GLubyte *)(vertex->getRGBA()));
glNormal3fv(vertex->getNormal());
- if(multi)
+ if (multi)
TexCoord(*vertex);
else
glTexCoord2fv(vertex->getUV1());
@@ -993,7 +993,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
double mat[16];
// correction for stereo
- if(Stereo())
+ if (Stereo())
{
float near_div_focallength;
float offset;
@@ -1062,7 +1062,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat,
m_viewmatrix = mat;
// correction for stereo
- if(Stereo() && perspective)
+ if (Stereo() && perspective)
{
MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention
MT_Vector3 unitViewupVec(0.0, 0.0, 1.0);
@@ -1192,7 +1192,7 @@ void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue)
{
/* don't just set m_motionblur to 1, but check if it is 0 so
* we don't reset a motion blur that is already enabled */
- if(m_motionblur == 0)
+ if (m_motionblur == 0)
m_motionblur = 1;
m_motionblurvalue = motionblurvalue;
}
@@ -1207,26 +1207,26 @@ void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
{
GPU_set_material_alpha_blend(alphablend);
/*
- if(alphablend == m_last_alphablend)
+ if (alphablend == m_last_alphablend)
return;
- if(alphablend == GPU_BLEND_SOLID) {
+ if (alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- else if(alphablend == GPU_BLEND_ADD) {
+ else if (alphablend == GPU_BLEND_ADD) {
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
- else if(alphablend == GPU_BLEND_ALPHA) {
+ else if (alphablend == GPU_BLEND_ALPHA) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
}
- else if(alphablend == GPU_BLEND_CLIP) {
+ else if (alphablend == GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
@@ -1238,10 +1238,10 @@ void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend)
void RAS_OpenGLRasterizer::SetFrontFace(bool ccw)
{
- if(m_last_frontface == ccw)
+ if (m_last_frontface == ccw)
return;
- if(ccw)
+ if (ccw)
glFrontFace(GL_CCW);
else
glFrontFace(GL_CW);
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
index 06f3d129e7a..ff24bd639ba 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp
@@ -116,18 +116,18 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
return;
}
- if(!wireframe)
+ if (!wireframe)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// use glDrawElements to draw each vertexarray
- for(ms.begin(it); !ms.end(it); ms.next(it)) {
- if(it.totindex == 0)
+ for (ms.begin(it); !ms.end(it); ms.next(it)) {
+ if (it.totindex == 0)
continue;
// drawing mode
- if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
drawmode = GL_TRIANGLES;
- else if(it.array->m_type == RAS_DisplayArray::QUAD)
+ else if (it.array->m_type == RAS_DisplayArray::QUAD)
drawmode = GL_QUADS;
else
drawmode = GL_LINES;
@@ -150,9 +150,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
- if(!wireframe) {
+ if (!wireframe) {
glTexCoordPointer(2, GL_FLOAT, stride, it.vertex->getUV1());
- if(glIsEnabled(GL_COLOR_ARRAY))
+ if (glIsEnabled(GL_COLOR_ARRAY))
glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
}
@@ -160,7 +160,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms)
glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
}
- if(!wireframe) {
+ if (!wireframe) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
@@ -179,18 +179,18 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
return;
}
- if(!wireframe)
+ if (!wireframe)
EnableTextures(true);
// use glDrawElements to draw each vertexarray
- for(ms.begin(it); !ms.end(it); ms.next(it)) {
- if(it.totindex == 0)
+ for (ms.begin(it); !ms.end(it); ms.next(it)) {
+ if (it.totindex == 0)
continue;
// drawing mode
- if(it.array->m_type == RAS_DisplayArray::TRIANGLE)
+ if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
drawmode = GL_TRIANGLES;
- else if(it.array->m_type == RAS_DisplayArray::QUAD)
+ else if (it.array->m_type == RAS_DisplayArray::QUAD)
drawmode = GL_QUADS;
else
drawmode = GL_LINES;
@@ -213,9 +213,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ());
glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal());
- if(!wireframe) {
+ if (!wireframe) {
TexCoordPtr(it.vertex);
- if(glIsEnabled(GL_COLOR_ARRAY))
+ if (glIsEnabled(GL_COLOR_ARRAY))
glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA());
}
@@ -223,7 +223,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms)
glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index);
}
- if(!wireframe) {
+ if (!wireframe) {
glDisableClientState(GL_COLOR_ARRAY);
EnableTextures(false);
}
@@ -236,12 +236,12 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
* materials can still be used and cause crashes */
int unit;
- if(GLEW_ARB_multitexture)
+ if (GLEW_ARB_multitexture)
{
- for(unit=0; unit<m_texco_num; unit++)
+ for (unit=0; unit<m_texco_num; unit++)
{
glClientActiveTextureARB(GL_TEXTURE0_ARB+unit);
- if(tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) {
+ if (tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert), tv->getUV2());
continue;
@@ -272,8 +272,8 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv)
glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
- if(GLEW_ARB_vertex_program) {
- for(unit=0; unit<m_attrib_num; unit++) {
+ if (GLEW_ARB_vertex_program) {
+ for (unit=0; unit<m_attrib_num; unit++) {
switch(m_attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
@@ -308,7 +308,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
/* we cache last texcoords and attribs to ensure we disable the ones that
* were actually last set */
- if(enable) {
+ if (enable) {
texco = m_texco;
texco_num = m_texco_num;
attrib = m_attrib;
@@ -326,8 +326,8 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
attrib_num = m_last_attrib_num;
}
- if(GLEW_ARB_multitexture) {
- for(unit=0; unit<texco_num; unit++) {
+ if (GLEW_ARB_multitexture) {
+ for (unit=0; unit<texco_num; unit++) {
glClientActiveTextureARB(GL_TEXTURE0_ARB+unit);
switch(texco[unit])
@@ -338,7 +338,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
case RAS_TEXCO_NORM:
case RAS_TEXTANGENT:
case RAS_TEXCO_UV2:
- if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
break;
default:
@@ -350,14 +350,14 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
glClientActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
- if(texco_num) {
- if(enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ if (texco_num) {
+ if (enable) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
- if(GLEW_ARB_vertex_program) {
- for(unit=0; unit<attrib_num; unit++) {
+ if (GLEW_ARB_vertex_program) {
+ for (unit=0; unit<attrib_num; unit++) {
switch(attrib[unit]) {
case RAS_TEXCO_ORCO:
case RAS_TEXCO_GLOB:
@@ -366,7 +366,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
case RAS_TEXTANGENT:
case RAS_TEXCO_UV2:
case RAS_TEXCO_VCOL:
- if(enable) glEnableVertexAttribArrayARB(unit);
+ if (enable) glEnableVertexAttribArrayARB(unit);
else glDisableVertexAttribArrayARB(unit);
break;
default:
@@ -376,7 +376,7 @@ void RAS_VAOpenGLRasterizer::EnableTextures(bool enable)
}
}
- if(!enable) {
+ if (!enable) {
m_last_texco_num = 0;
m_last_attrib_num = 0;
}
diff --git a/source/gameengine/Rasterizer/RAS_Polygon.cpp b/source/gameengine/Rasterizer/RAS_Polygon.cpp
index ebf34c3f58c..a6912c0997d 100644
--- a/source/gameengine/Rasterizer/RAS_Polygon.cpp
+++ b/source/gameengine/Rasterizer/RAS_Polygon.cpp
@@ -76,7 +76,7 @@ int RAS_Polygon::GetVertexOffsetAbs(RAS_MeshObject *mesh, int i)
* if support for edges is added back this would need to be changed. */
RAS_DisplayArray* darray= mesh->GetPolygon(0)->GetDisplayArray();
- if(m_darray != darray)
+ if (m_darray != darray)
return m_offset[i] + darray->m_vertex.size();
return m_offset[i];
@@ -101,7 +101,7 @@ bool RAS_Polygon::IsVisible()
void RAS_Polygon::SetVisible(bool visible)
{
- if(visible) m_polyflags |= VISIBLE;
+ if (visible) m_polyflags |= VISIBLE;
else m_polyflags &= ~VISIBLE;
}
@@ -112,7 +112,7 @@ bool RAS_Polygon::IsCollider()
void RAS_Polygon::SetCollider(bool visible)
{
- if(visible) m_polyflags |= COLLIDER;
+ if (visible) m_polyflags |= COLLIDER;
else m_polyflags &= ~COLLIDER;
}
@@ -123,7 +123,7 @@ bool RAS_Polygon::IsTwoside()
void RAS_Polygon::SetTwoside(bool twoside)
{
- if(twoside) m_polyflags |= TWOSIDE;
+ if (twoside) m_polyflags |= TWOSIDE;
else m_polyflags &= ~TWOSIDE;
}
diff --git a/source/gameengine/SceneGraph/SG_Tree.cpp b/source/gameengine/SceneGraph/SG_Tree.cpp
index 87c618fd214..738c0fdef22 100644
--- a/source/gameengine/SceneGraph/SG_Tree.cpp
+++ b/source/gameengine/SceneGraph/SG_Tree.cpp
@@ -182,7 +182,7 @@ public:
void resize(unsigned int size)
{
m_array.resize(size);
- for( unsigned int i = 0; i < size; i++)
+ for ( unsigned int i = 0; i < size; i++)
{
m_array[i].resize(size - i);
}
@@ -353,11 +353,11 @@ SG_Tree* SG_TreeFactory::MakeTreeUp()
unsigned int x, y;
TreeSet::iterator xit, yit;
- for( y = 0, yit = m_objects.begin(); y < num_objects; y++, ++yit)
+ for ( y = 0, yit = m_objects.begin(); y < num_objects; y++, ++yit)
{
sizes(y, y) = *yit;
xit = yit;
- for( x = y+1, ++xit; x < num_objects; x++, ++xit)
+ for ( x = y+1, ++xit; x < num_objects; x++, ++xit)
{
sizes(x, y) = new SG_Tree(*xit, *yit);
@@ -370,9 +370,9 @@ SG_Tree* SG_TreeFactory::MakeTreeUp()
MT_Scalar min_volume = FLT_MAX;
SG_Tree *min = NULL;
//char temp[16];
- for( y = 0; y < num_objects; y++)
+ for ( y = 0; y < num_objects; y++)
{
- for( x = y+1; x < num_objects; x++)
+ for ( x = y+1; x < num_objects; x++)
{
if (sizes(x, y)->volume() < min_volume)
{
@@ -387,7 +387,7 @@ SG_Tree* SG_TreeFactory::MakeTreeUp()
/* Remove other bboxes that contain the two bboxes */
sizes.delete_column(miny);
- for( x = miny + 1; x < num_objects; x++)
+ for ( x = miny + 1; x < num_objects; x++)
{
if (x == minx)
continue;
@@ -398,12 +398,12 @@ SG_Tree* SG_TreeFactory::MakeTreeUp()
num_objects--;
minx--;
sizes(minx, minx) = min;
- for( x = minx + 1; x < num_objects; x++)
+ for ( x = minx + 1; x < num_objects; x++)
{
delete sizes(x, minx);
sizes(x, minx) = new SG_Tree(min, sizes(x, x));
}
- for( y = 0; y < minx; y++)
+ for ( y = 0; y < minx; y++)
{
delete sizes(minx, y);
sizes(minx, y) = new SG_Tree(sizes(y, y), min);
diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp
index 3718a7b3094..9f7d42dcf56 100644
--- a/source/gameengine/VideoTexture/ImageRender.cpp
+++ b/source/gameengine/VideoTexture/ImageRender.cpp
@@ -459,7 +459,7 @@ static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds
else
THRWEXCP(SceneInvalid, S_OK);
- if(scenePtr==NULL) /* in case the python proxy reference is invalid */
+ if (scenePtr==NULL) /* in case the python proxy reference is invalid */
THRWEXCP(SceneInvalid, S_OK);
// get observer pointer
@@ -471,7 +471,7 @@ static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds
else
THRWEXCP(ObserverInvalid, S_OK);
- if(observerPtr==NULL) /* in case the python proxy reference is invalid */
+ if (observerPtr==NULL) /* in case the python proxy reference is invalid */
THRWEXCP(ObserverInvalid, S_OK);
// get mirror pointer
@@ -481,7 +481,7 @@ static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds
else
THRWEXCP(MirrorInvalid, S_OK);
- if(mirrorPtr==NULL) /* in case the python proxy reference is invalid */
+ if (mirrorPtr==NULL) /* in case the python proxy reference is invalid */
THRWEXCP(MirrorInvalid, S_OK);
// locate the material in the mirror
diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.cpp b/source/gameengine/VideoTexture/VideoFFmpeg.cpp
index 9db85a0029a..427be39ef22 100644
--- a/source/gameengine/VideoTexture/VideoFFmpeg.cpp
+++ b/source/gameengine/VideoTexture/VideoFFmpeg.cpp
@@ -169,10 +169,10 @@ int VideoFFmpeg::openStream(const char *filename, AVInputFormat *inputFormat, AV
AVCodec *codec;
AVCodecContext *codecCtx;
- if(av_open_input_file(&formatCtx, filename, inputFormat, 0, formatParams)!=0)
+ if (av_open_input_file(&formatCtx, filename, inputFormat, 0, formatParams)!=0)
return -1;
- if(av_find_stream_info(formatCtx)<0)
+ if (av_find_stream_info(formatCtx)<0)
{
av_close_input_file(formatCtx);
return -1;
@@ -180,9 +180,9 @@ int VideoFFmpeg::openStream(const char *filename, AVInputFormat *inputFormat, AV
/* Find the first video stream */
videoStream=-1;
- for(i=0; i<formatCtx->nb_streams; i++)
+ for (i=0; i<formatCtx->nb_streams; i++)
{
- if(formatCtx->streams[i] &&
+ if (formatCtx->streams[i] &&
get_codec_from_stream(formatCtx->streams[i]) &&
(get_codec_from_stream(formatCtx->streams[i])->codec_type==AVMEDIA_TYPE_VIDEO))
{
@@ -191,7 +191,7 @@ int VideoFFmpeg::openStream(const char *filename, AVInputFormat *inputFormat, AV
}
}
- if(videoStream==-1)
+ if (videoStream==-1)
{
av_close_input_file(formatCtx);
return -1;
@@ -201,20 +201,20 @@ int VideoFFmpeg::openStream(const char *filename, AVInputFormat *inputFormat, AV
/* Find the decoder for the video stream */
codec=avcodec_find_decoder(codecCtx->codec_id);
- if(codec==NULL)
+ if (codec==NULL)
{
av_close_input_file(formatCtx);
return -1;
}
codecCtx->workaround_bugs = 1;
- if(avcodec_open(codecCtx, codec)<0)
+ if (avcodec_open(codecCtx, codec)<0)
{
av_close_input_file(formatCtx);
return -1;
}
#ifdef FFMPEG_OLD_FRAME_RATE
- if(codecCtx->frame_rate>1000 && codecCtx->frame_rate_base==1)
+ if (codecCtx->frame_rate>1000 && codecCtx->frame_rate_base==1)
codecCtx->frame_rate_base=1000;
m_baseFrameRate = (double)codecCtx->frame_rate / (double)codecCtx->frame_rate_base;
#else
@@ -373,7 +373,7 @@ void *VideoFFmpeg::cacheThread(void *data)
avcodec_decode_video2(video->m_codecCtx,
video->m_frame, &frameFinished,
&cachePacket->packet);
- if(frameFinished)
+ if (frameFinished)
{
AVFrame * input = video->m_frame;
@@ -793,7 +793,7 @@ void VideoFFmpeg::calcImage (unsigned int texId, double ts)
{
AVFrame* frame;
// get image
- if((frame = grabFrame(actFrame)) != NULL)
+ if ((frame = grabFrame(actFrame)) != NULL)
{
if (!m_isFile && !m_cacheStarted)
{
@@ -999,7 +999,7 @@ AVFrame *VideoFFmpeg::grabFrame(long position)
// return the next frame. This is not quite correct, may need more work
while(av_read_frame(m_formatCtx, &packet)>=0)
{
- if(packet.stream_index == m_videoStream)
+ if (packet.stream_index == m_videoStream)
{
avcodec_decode_video2(m_codecCtx,
m_frame, &frameFinished,
diff --git a/source/gameengine/VideoTexture/blendVideoTex.cpp b/source/gameengine/VideoTexture/blendVideoTex.cpp
index 8410e9350d0..a82935c30bf 100644
--- a/source/gameengine/VideoTexture/blendVideoTex.cpp
+++ b/source/gameengine/VideoTexture/blendVideoTex.cpp
@@ -189,7 +189,7 @@ PyObject* initVideoTexture(void)
/* Use existing module where possible
* be careful not to init any runtime vars after this */
m = PyImport_ImportModule( "VideoTexture" );
- if(m) {
+ if (m) {
Py_DECREF(m);
return m;
}