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-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp4
-rw-r--r--source/gameengine/Converter/BL_ArmatureChannel.h4
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp7
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp42
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp8
-rw-r--r--source/gameengine/Expressions/BoolValue.cpp6
-rw-r--r--source/gameengine/Expressions/BoolValue.h2
-rw-r--r--source/gameengine/Expressions/EmptyValue.h2
-rw-r--r--source/gameengine/Expressions/ErrorValue.h2
-rw-r--r--source/gameengine/Expressions/Expression.h2
-rw-r--r--source/gameengine/Expressions/FloatValue.h2
-rw-r--r--source/gameengine/Expressions/IfExpr.cpp28
-rw-r--r--source/gameengine/Expressions/InputParser.cpp12
-rw-r--r--source/gameengine/Expressions/IntValue.cpp9
-rw-r--r--source/gameengine/Expressions/IntValue.h2
-rw-r--r--source/gameengine/Expressions/ListValue.h2
-rw-r--r--source/gameengine/Expressions/Operator2Expr.h2
-rw-r--r--source/gameengine/Expressions/PyObjectPlus.h8
-rw-r--r--source/gameengine/Expressions/StringValue.cpp36
-rw-r--r--source/gameengine/Expressions/Value.h2
-rw-r--r--source/gameengine/Expressions/VectorValue.cpp17
-rw-r--r--source/gameengine/Expressions/VectorValue.h8
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_Joystick.h2
-rw-r--r--source/gameengine/GamePlayer/common/GPC_Canvas.cpp16
-rw-r--r--source/gameengine/Ketsji/BL_Material.h10
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp34
-rw-r--r--source/gameengine/Ketsji/KX_Camera.h9
-rw-r--r--source/gameengine/Ketsji/KX_CameraActuator.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp204
-rw-r--r--source/gameengine/Ketsji/KX_Dome.h7
-rw-r--r--source/gameengine/Ketsji/KX_FontObject.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_FontObject.h4
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_IPhysicsController.h10
-rw-r--r--source/gameengine/Ketsji/KX_ISceneConverter.h10
-rw-r--r--source/gameengine/Ketsji/KX_IpoActuator.h6
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.cpp10
-rw-r--r--source/gameengine/Ketsji/KX_MouseFocusSensor.h2
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.h4
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_PythonInitTypes.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_RadarSensor.h4
-rw-r--r--source/gameengine/Ketsji/KX_RaySensor.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_Scene.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp10
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp10
-rw-r--r--source/gameengine/VideoTexture/BlendType.h2
-rw-r--r--source/gameengine/VideoTexture/Common.h14
-rw-r--r--source/gameengine/VideoTexture/Exception.h2
-rw-r--r--source/gameengine/VideoTexture/FilterBase.h2
-rw-r--r--source/gameengine/VideoTexture/FilterBlueScreen.h2
-rw-r--r--source/gameengine/VideoTexture/FilterColor.h2
-rw-r--r--source/gameengine/VideoTexture/FilterNormal.h2
-rw-r--r--source/gameengine/VideoTexture/FilterSource.h2
-rw-r--r--source/gameengine/VideoTexture/ImageBase.h2
-rw-r--r--source/gameengine/VideoTexture/ImageBuff.h2
-rw-r--r--source/gameengine/VideoTexture/ImageMix.h2
-rw-r--r--source/gameengine/VideoTexture/ImageRender.h2
-rw-r--r--source/gameengine/VideoTexture/ImageViewport.h2
-rw-r--r--source/gameengine/VideoTexture/PyTypeList.h2
-rw-r--r--source/gameengine/VideoTexture/Texture.h2
-rw-r--r--source/gameengine/VideoTexture/VideoBase.h2
-rw-r--r--source/gameengine/VideoTexture/VideoFFmpeg.h2
68 files changed, 334 insertions, 339 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 28b03b56370..5d87e7fd969 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -401,12 +401,12 @@ PyObject* BL_ActionActuator::PyGetChannel(PyObject* value)
PyTuple_SET_ITEM(ret, 2, list);
return ret;
-/*
+#if 0
return Py_BuildValue("([fff][fff][ffff])",
pchan->loc[0], pchan->loc[1], pchan->loc[2],
pchan->size[0], pchan->size[1], pchan->size[2],
pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] );
-*/
+#endif
}
/* setChannel */
diff --git a/source/gameengine/Converter/BL_ArmatureChannel.h b/source/gameengine/Converter/BL_ArmatureChannel.h
index 3fd49c276ae..cd38ee2d531 100644
--- a/source/gameengine/Converter/BL_ArmatureChannel.h
+++ b/source/gameengine/Converter/BL_ArmatureChannel.h
@@ -72,8 +72,8 @@ public:
};
/* this is a factory class to access bBone data field in the GE.
- It's not supposed to be instantiated, we only need it for the Attributes and Method array.
- The actual proxy object will be manually created using NewProxyPtr */
+ * It's not supposed to be instantiated, we only need it for the Attributes and Method array.
+ * The actual proxy object will be manually created using NewProxyPtr */
class BL_ArmatureBone : public PyObjectPlus
{
// use Py_HeaderPtr since we use generic pointer in proxy
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 066cfe63bb5..89877261cd7 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1071,15 +1071,16 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
* "Texture Face/Singletexture" we can then think about it */
/* Texture Face mode ignores texture but requires "Face Textures to be True "*/
- /**
+#if 0
if ((ma->mode &MA_FACETEXTURE)==0 && (ma->game.flag &GEMAT_TEXT)==0) {
bima = NULL;
imastr = "";
alpha_blend = GEMAT_SOLID;
}
- else
+ else {
alpha_blend = ma->game.alpha_blend;
- */
+ }
+#endif
}
/* check for tface tex to fallback on */
else {
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 135a3b20d96..04342717555 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -106,8 +106,8 @@
#include "BL_BlenderDataConversion.h"
/**
-KX_BLENDERTRUNC needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
-*/
+ * KX_BLENDERTRUNC needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
+ */
#define KX_BLENDERTRUNC(x) (( x < 0.0001 && x > -0.0001 ) ? 0.0 : x)
@@ -310,30 +310,26 @@ void BL_ConvertActuators(const char* maggiename,
{
bMessageActuator *msgAct = (bMessageActuator *) bact->data;
- /**
- * Get the name of the properties that objects must own that
- * we're sending to, if present
- */
+ /* Get the name of the properties that objects must own that
+ * we're sending to, if present
+ */
STR_String toPropName = (msgAct->toPropName
? (char*) msgAct->toPropName
: "");
- /**
- * Get the Message Subject to send.
- */
+ /* Get the Message Subject to send.
+ */
STR_String subject = (msgAct->subject
? (char*) msgAct->subject
: "");
- /**
- * Get the bodyType
- */
+ /* Get the bodyType
+ */
int bodyType = msgAct->bodyType;
- /**
- * Get the body (text message or property name whose value
- * we'll be sending, might be empty
- */
+ /* Get the body (text message or property name whose value
+ * we'll be sending, might be empty
+ */
STR_String body = (msgAct->body
? (char*) msgAct->body
: "");
@@ -451,13 +447,13 @@ void BL_ConvertActuators(const char* maggiename,
SCA_IObject* destinationObj = NULL;
/*
- here the destinationobject is searched. problem with multiple scenes: other scenes
- have not been converted yet, so the destobj will not be found, so the prop will
- not be copied.
- possible solutions:
- - convert everything when possible and not realtime only when needed.
- - let the object-with-property report itself to the act when converted
- */
+ * here the destinationobject is searched. problem with multiple scenes: other scenes
+ * have not been converted yet, so the destobj will not be found, so the prop will
+ * not be copied.
+ * possible solutions:
+ * - convert everything when possible and not realtime only when needed.
+ * - let the object-with-property report itself to the act when converted
+ */
if (propact->ob)
destinationObj = converter->FindGameObject(propact->ob);
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp
index a672e9cd9b8..fa9eb5317b9 100644
--- a/source/gameengine/Converter/KX_ConvertSensors.cpp
+++ b/source/gameengine/Converter/KX_ConvertSensors.cpp
@@ -50,7 +50,7 @@
#include "DNA_material_types.h"
#include "DNA_sensor_types.h"
#include "DNA_actuator_types.h" /* for SENS_ALL_KEYS ? this define is
-probably misplaced */
+ * probably misplaced */
/* end of blender include block */
#include "RAS_IPolygonMaterial.h"
@@ -315,9 +315,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
bMouseSensor *bmouse = (bMouseSensor *)sens->data;
/* There are two main types of mouse sensors. If there is
- * no focus-related behavior requested, we can make do
- * with a basic sensor. This cuts down memory usage and
- * gives a slight performance gain. */
+ * no focus-related behavior requested, we can make do
+ * with a basic sensor. This cuts down memory usage and
+ * gives a slight performance gain. */
SCA_MouseManager *eventmgr
= (SCA_MouseManager*) logicmgr->FindEventManager(SCA_EventManager::MOUSE_EVENTMGR);
diff --git a/source/gameengine/Expressions/BoolValue.cpp b/source/gameengine/Expressions/BoolValue.cpp
index 113d12b7d59..b3c4dc144df 100644
--- a/source/gameengine/Expressions/BoolValue.cpp
+++ b/source/gameengine/Expressions/BoolValue.cpp
@@ -30,9 +30,9 @@ const STR_String CBoolValue::sFalseString = "FALSE";
CBoolValue::CBoolValue()
/*
-pre: false
-effect: constructs a new CBoolValue
-*/
+ * pre: false
+ * effect: constructs a new CBoolValue
+ */
{
trace("Bool constructor error");
}
diff --git a/source/gameengine/Expressions/BoolValue.h b/source/gameengine/Expressions/BoolValue.h
index 00baeba0857..23c8ef5b0e9 100644
--- a/source/gameengine/Expressions/BoolValue.h
+++ b/source/gameengine/Expressions/BoolValue.h
@@ -16,7 +16,7 @@
* \ingroup expressions
*/
-#if !defined _BOOLVALUE_H
+#ifndef _BOOLVALUE_H
#define _BOOLVALUE_H
#include "Value.h"
diff --git a/source/gameengine/Expressions/EmptyValue.h b/source/gameengine/Expressions/EmptyValue.h
index 1da0ee8e928..d7212c55adf 100644
--- a/source/gameengine/Expressions/EmptyValue.h
+++ b/source/gameengine/Expressions/EmptyValue.h
@@ -16,7 +16,7 @@
* \ingroup expressions
*/
-#if !defined _EMPTYVALUE_H
+#ifndef _EMPTYVALUE_H
#define _EMPTYVALUE_H
#include "Value.h"
diff --git a/source/gameengine/Expressions/ErrorValue.h b/source/gameengine/Expressions/ErrorValue.h
index ec81fc2c82b..55d799cc5e4 100644
--- a/source/gameengine/Expressions/ErrorValue.h
+++ b/source/gameengine/Expressions/ErrorValue.h
@@ -16,7 +16,7 @@
* \ingroup expressions
*/
-#if !defined _ERRORVALUE_H
+#ifndef _ERRORVALUE_H
#define _ERRORVALUE_H
#include "Value.h"
diff --git a/source/gameengine/Expressions/Expression.h b/source/gameengine/Expressions/Expression.h
index b9232477c34..b4d12e6328c 100644
--- a/source/gameengine/Expressions/Expression.h
+++ b/source/gameengine/Expressions/Expression.h
@@ -16,7 +16,7 @@
* \ingroup expressions
*/
-#if !defined _EXPRESSION_H
+#ifndef _EXPRESSION_H
#define _EXPRESSION_H
#include "Value.h"
diff --git a/source/gameengine/Expressions/FloatValue.h b/source/gameengine/Expressions/FloatValue.h
index 8dfb42d6b2e..6276e533547 100644
--- a/source/gameengine/Expressions/FloatValue.h
+++ b/source/gameengine/Expressions/FloatValue.h
@@ -16,7 +16,7 @@
* \ingroup expressions
*/
-#if !defined _FLOATVALUE_H
+#ifndef _FLOATVALUE_H
#define _FLOATVALUE_H
#include "Value.h"
diff --git a/source/gameengine/Expressions/IfExpr.cpp b/source/gameengine/Expressions/IfExpr.cpp
index 9e6d80ab468..baf91e4a5c3 100644
--- a/source/gameengine/Expressions/IfExpr.cpp
+++ b/source/gameengine/Expressions/IfExpr.cpp
@@ -31,11 +31,11 @@ CIfExpr::CIfExpr()
-CIfExpr::CIfExpr(CExpression *guard, CExpression *e1, CExpression *e2)
/*
-pre:
-effect: constructs an CifExpr-object corresponding to IF(guard, e1, e2)
-*/
+ * pre:
+ * effect: constructs an CifExpr-object corresponding to IF(guard, e1, e2)
+ */
+CIfExpr::CIfExpr(CExpression *guard, CExpression *e1, CExpression *e2)
{
m_guard = guard;
m_e1 = e1;
@@ -44,11 +44,11 @@ effect: constructs an CifExpr-object corresponding to IF(guard, e1, e2)
-CIfExpr::~CIfExpr()
/*
-pre:
-effect: dereferences the object
-*/
+ * pre:
+ * effect: dereferences the object
+ */
+CIfExpr::~CIfExpr()
{
if (m_guard)
m_guard->Release();
@@ -62,13 +62,13 @@ effect: dereferences the object
+/**
+ * pre:
+ * ret: a new object containing the value of m_e1 if m_guard is a boolean TRUE
+ * a new object containing the value of m_e2 if m_guard is a boolean FALSE
+ * an new errorvalue if m_guard is not a boolean
+ */
CValue* CIfExpr::Calculate()
-/*
-pre:
-ret: a new object containing the value of m_e1 if m_guard is a boolean TRUE
- a new object containing the value of m_e2 if m_guard is a boolean FALSE
- an new errorvalue if m_guard is not a boolean
-*/
{
CValue *guardval;
guardval = m_guard->Calculate();
diff --git a/source/gameengine/Expressions/InputParser.cpp b/source/gameengine/Expressions/InputParser.cpp
index 9f0def6e866..e13cb8200b1 100644
--- a/source/gameengine/Expressions/InputParser.cpp
+++ b/source/gameengine/Expressions/InputParser.cpp
@@ -579,12 +579,12 @@ CExpression* CParser::ProcessText
}
ch = text[0];
- /*if (ch != '=') {
- expr = new CConstExpr(new CStringValue(text));
- *dependent = deplist;
- return expr;
- } else
- */
+ /* if (ch != '=') {
+ * expr = new CConstExpr(new CStringValue(text));
+ * *dependent = deplist;
+ * return expr;
+ * } else
+ */
// NextCh();
NextSym();
expr = Expr();
diff --git a/source/gameengine/Expressions/IntValue.cpp b/source/gameengine/Expressions/IntValue.cpp
index c03c97311c7..20a4bbc0405 100644
--- a/source/gameengine/Expressions/IntValue.cpp
+++ b/source/gameengine/Expressions/IntValue.cpp
@@ -278,12 +278,11 @@ this object
}
-
+/**
+ * pre:
+ * ret: the cInt stored in the object
+ */
cInt CIntValue::GetInt()
-/*
-pre:
-ret: the cInt stored in the object
-*/
{
return m_int;
}
diff --git a/source/gameengine/Expressions/IntValue.h b/source/gameengine/Expressions/IntValue.h
index e6802b6ad04..09cf910dbc3 100644
--- a/source/gameengine/Expressions/IntValue.h
+++ b/source/gameengine/Expressions/IntValue.h
@@ -16,7 +16,7 @@
* \ingroup expressions
*/
-#if !defined _INTVALUE_H
+#ifndef _INTVALUE_H
#define _INTVALUE_H
diff --git a/source/gameengine/Expressions/ListValue.h b/source/gameengine/Expressions/ListValue.h
index 4446b40af16..4d97c6cc29c 100644
--- a/source/gameengine/Expressions/ListValue.h
+++ b/source/gameengine/Expressions/ListValue.h
@@ -16,7 +16,7 @@
* \ingroup expressions
*/
-#if !defined _LISTVALUE_H
+#ifndef _LISTVALUE_H
#define _LISTVALUE_H
#include "Value.h"
diff --git a/source/gameengine/Expressions/Operator2Expr.h b/source/gameengine/Expressions/Operator2Expr.h
index f003696b580..261fef106df 100644
--- a/source/gameengine/Expressions/Operator2Expr.h
+++ b/source/gameengine/Expressions/Operator2Expr.h
@@ -16,7 +16,7 @@
* \ingroup expressions
*/
-#if !defined _OPERATOR2EXPR_H
+#ifndef _OPERATOR2EXPR_H
#define _OPERATOR2EXPR_H
diff --git a/source/gameengine/Expressions/PyObjectPlus.h b/source/gameengine/Expressions/PyObjectPlus.h
index e3701b8793c..6de0f3fa8d5 100644
--- a/source/gameengine/Expressions/PyObjectPlus.h
+++ b/source/gameengine/Expressions/PyObjectPlus.h
@@ -609,10 +609,10 @@ public:
static PyObject *GetProxyPlus_Ext(PyObjectPlus *self, PyTypeObject *tp, void *ptr);
/* self=NULL => proxy to generic pointer detached from GE object
- if py_owns is true, the memory pointed by ptr will be deleted automatically with MEM_freeN
- self!=NULL=> proxy attached to GE object, ptr is optional and point to a struct from which attributes can be defined
- if py_owns is true, the object will be deleted automatically, ptr will NOT be deleted
- (assume object destructor takes care of it) */
+ * if py_owns is true, the memory pointed by ptr will be deleted automatically with MEM_freeN
+ * self!=NULL=> proxy attached to GE object, ptr is optional and point to a struct from which attributes can be defined
+ * if py_owns is true, the object will be deleted automatically, ptr will NOT be deleted
+ * (assume object destructor takes care of it) */
static PyObject *NewProxyPlus_Ext(PyObjectPlus *self, PyTypeObject *tp, void *ptr, bool py_owns);
static WarnLink* GetDeprecationWarningLinkFirst(void);
diff --git a/source/gameengine/Expressions/StringValue.cpp b/source/gameengine/Expressions/StringValue.cpp
index 29c72a29b71..2e29a39222b 100644
--- a/source/gameengine/Expressions/StringValue.cpp
+++ b/source/gameengine/Expressions/StringValue.cpp
@@ -24,20 +24,20 @@
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
+/**
+ * pre: false
+ * effect: constructs a new CStringValue
+ */
CStringValue::CStringValue()
-/*
-pre: false
-effect: constructs a new CStringValue
-*/
{
m_strString = "[Illegal String constructor call]";
}
+/**
+ * pre:
+ * effect: constructs a new CStringValue containing text txt
+ */
CStringValue::CStringValue(const char *txt,const char *name,AllocationTYPE alloctype)
-/*
-pre:
-effect: constructs a new CStringValue containing text txt
-*/
{
m_strString = txt;
SetName(name);
@@ -52,23 +52,23 @@ effect: constructs a new CStringValue containing text txt
}
+/**
+ * pre:
+ * ret: a new object containing the result of applying operator op to this
+ * object and val
+ */
CValue* CStringValue::Calc(VALUE_OPERATOR op, CValue *val)
-/*
-pre:
-ret: a new object containing the result of applying operator op to this
-object and val
-*/
{
//return val->CalrcString(op, this);
return val->CalcFinal(VALUE_STRING_TYPE, op, this);
}
+/**
+ * pre: the type of val is dtype
+ * ret: a new object containing the result of applying operator op to val and
+ * this object
+ */
CValue* CStringValue::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
-/*
-pre: the type of val is dtype
-ret: a new object containing the result of applying operator op to val and
-this object
-*/
{
CValue *ret;
diff --git a/source/gameengine/Expressions/Value.h b/source/gameengine/Expressions/Value.h
index 3a81ec05d5b..00320ff9ed2 100644
--- a/source/gameengine/Expressions/Value.h
+++ b/source/gameengine/Expressions/Value.h
@@ -152,7 +152,7 @@ struct ValueFlags {
/**
* Base Class for all Actions performed on CValue's. Can be extended for undo/redo system in future.
-*/
+ */
class CAction
{
public:
diff --git a/source/gameengine/Expressions/VectorValue.cpp b/source/gameengine/Expressions/VectorValue.cpp
index 07a2743b19f..65f5d7d3d22 100644
--- a/source/gameengine/Expressions/VectorValue.cpp
+++ b/source/gameengine/Expressions/VectorValue.cpp
@@ -87,12 +87,12 @@ CVectorValue::~CVectorValue()
}
+/**
+ * pre: the type of val is dtype
+ * ret: a new object containing the result of applying operator op to val and
+ * this object
+ */
CValue* CVectorValue::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue *val)
-/*
-pre: the type of val is dtype
-ret: a new object containing the result of applying operator op to val and
-this object
-*/
{
CValue *ret = NULL;
@@ -210,10 +210,9 @@ CValue* CVectorValue::GetReplica()
return replica;
};
-/*void CVectorValue::Transform(rcMatrix4x4 mat)
+#if 0
+void CVectorValue::Transform(rcMatrix4x4 mat)
{
m_transformedvec = mat*m_vec;
}
-*/
-
-
+#endif
diff --git a/source/gameengine/Expressions/VectorValue.h b/source/gameengine/Expressions/VectorValue.h
index 6ff47843282..6158d6773ff 100644
--- a/source/gameengine/Expressions/VectorValue.h
+++ b/source/gameengine/Expressions/VectorValue.h
@@ -16,7 +16,7 @@
* \ingroup expressions
*/
-#if !defined _VECTORVALUE_H
+#ifndef _VECTORVALUE_H
#define _VECTORVALUE_H
#include "Value.h"
@@ -59,7 +59,7 @@ public:
virtual CValue* GetReplica();
virtual const STR_String & GetText();
-/*
+#if 0
void SnapPoint(float num,int snap)
{
if (num > 0) num += ((float)snap / 2);
@@ -78,8 +78,8 @@ public:
SnapPoint(m_vec[KX_Z],snapvec[KX_Z]);
}
-*/
-
+#endif
+
protected:
double m_vec[3];
double m_transformedvec[3];
diff --git a/source/gameengine/GameLogic/Joystick/SCA_Joystick.h b/source/gameengine/GameLogic/Joystick/SCA_Joystick.h
index ba4a64a138c..a992150fad3 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_Joystick.h
+++ b/source/gameengine/GameLogic/Joystick/SCA_Joystick.h
@@ -74,7 +74,7 @@ class SCA_Joystick
/**
* max # of buttons avail
- */
+ */
int m_axismax;
int m_buttonmax;
diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
index 15211247d26..0915326c8eb 100644
--- a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
@@ -442,17 +442,17 @@ MakeScreenShot(
png_init_io(png_ptr, fp);
- /*
+#if 0
png_set_filter(png_ptr, 0,
- PNG_FILTER_NONE | PNG_FILTER_VALUE_NONE |
- PNG_FILTER_SUB | PNG_FILTER_VALUE_SUB |
- PNG_FILTER_UP | PNG_FILTER_VALUE_UP |
- PNG_FILTER_AVG | PNG_FILTER_VALUE_AVG |
- PNG_FILTER_PAETH | PNG_FILTER_VALUE_PAETH|
- PNG_ALL_FILTERS);
+ PNG_FILTER_NONE | PNG_FILTER_VALUE_NONE |
+ PNG_FILTER_SUB | PNG_FILTER_VALUE_SUB |
+ PNG_FILTER_UP | PNG_FILTER_VALUE_UP |
+ PNG_FILTER_AVG | PNG_FILTER_VALUE_AVG |
+ PNG_FILTER_PAETH | PNG_FILTER_VALUE_PAETH|
+ PNG_ALL_FILTERS);
png_set_compression_level(png_ptr, Z_BEST_COMPRESSION);
- */
+#endif
// png image settings
png_set_IHDR(png_ptr,
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h
index 2c6316ea32b..7b1779fed10 100644
--- a/source/gameengine/Ketsji/BL_Material.h
+++ b/source/gameengine/Ketsji/BL_Material.h
@@ -24,11 +24,11 @@ struct EnvMap;
// --
/** max units
- this will default to users available units
- to build with more available, just increment this value
- although the more you add the slower the search time will be.
- we will go for eight, which should be enough
-*/
+ * this will default to users available units
+ * to build with more available, just increment this value
+ * although the more you add the slower the search time will be.
+ * we will go for eight, which should be enough
+ */
#define MAXTEX 8 //match in RAS_TexVert & RAS_OpenGLRasterizer
// different mapping modes
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
index 3febff92e18..9940b400527 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
@@ -235,9 +235,9 @@ void KX_BulletPhysicsController::setRigidBody(bool rigid)
}
/* This function dynamically adds the collision shape of another controller to
- the current controller shape provided it is a compound shape.
- The idea is that dynamic parenting on a compound object will dynamically extend the shape
-*/
+ * the current controller shape provided it is a compound shape.
+ * The idea is that dynamic parenting on a compound object will dynamically extend the shape
+ */
void KX_BulletPhysicsController::AddCompoundChild(KX_IPhysicsController* child)
{
if (child == NULL || !IsCompound())
@@ -308,8 +308,8 @@ void KX_BulletPhysicsController::AddCompoundChild(KX_IPhysicsController* chil
}
/* Reverse function of the above, it will remove a shape from a compound shape
- provided that the former was added to the later using AddCompoundChild()
-*/
+ * provided that the former was added to the later using AddCompoundChild()
+ */
void KX_BulletPhysicsController::RemoveCompoundChild(KX_IPhysicsController* child)
{
if (child == NULL || !IsCompound())
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 14a307794db..7a2d71f56ff 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -133,8 +133,8 @@ const MT_Quaternion KX_Camera::GetCameraOrientation() const
/**
-* Sets the projection matrix that is used by the rasterizer.
-*/
+ * Sets the projection matrix that is used by the rasterizer.
+ */
void KX_Camera::SetProjectionMatrix(const MT_Matrix4x4 & mat)
{
m_projection_matrix = mat;
@@ -146,8 +146,8 @@ void KX_Camera::SetProjectionMatrix(const MT_Matrix4x4 & mat)
/**
-* Sets the modelview matrix that is used by the rasterizer.
-*/
+ * Sets the modelview matrix that is used by the rasterizer.
+ */
void KX_Camera::SetModelviewMatrix(const MT_Matrix4x4 & mat)
{
m_modelview_matrix = mat;
@@ -158,8 +158,8 @@ void KX_Camera::SetModelviewMatrix(const MT_Matrix4x4 & mat)
/**
-* Gets the projection matrix that is used by the rasterizer.
-*/
+ * Gets the projection matrix that is used by the rasterizer.
+ */
const MT_Matrix4x4& KX_Camera::GetProjectionMatrix() const
{
return m_projection_matrix;
@@ -168,8 +168,8 @@ const MT_Matrix4x4& KX_Camera::GetProjectionMatrix() const
/**
-* Gets the modelview matrix that is used by the rasterizer.
-*/
+ * Gets the modelview matrix that is used by the rasterizer.
+ */
const MT_Matrix4x4& KX_Camera::GetModelviewMatrix() const
{
return m_modelview_matrix;
@@ -187,9 +187,9 @@ void KX_Camera::InvalidateProjectionMatrix(bool valid)
}
-/*
-* These getters retrieve the clip data and the focal length
-*/
+/**
+ * These getters retrieve the clip data and the focal length
+ */
float KX_Camera::GetLens() const
{
return m_camdata.m_lens;
@@ -200,17 +200,17 @@ float KX_Camera::GetScale() const
return m_camdata.m_scale;
}
-/*
-* Gets the horizontal size of the sensor - for camera matching.
-*/
+/**
+ * Gets the horizontal size of the sensor - for camera matching.
+ */
float KX_Camera::GetSensorWidth() const
{
return m_camdata.m_sensor_x;
}
-/*
-* Gets the vertical size of the sensor - for camera matching.
-*/
+/**
+ * Gets the vertical size of the sensor - for camera matching.
+ */
float KX_Camera::GetSensorHeight() const
{
return m_camdata.m_sensor_y;
diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h
index 38fc170e371..7481b2eb7f0 100644
--- a/source/gameengine/Ketsji/KX_Camera.h
+++ b/source/gameengine/Ketsji/KX_Camera.h
@@ -63,12 +63,13 @@ protected:
// Never used, I think...
// void MoveTo(const MT_Point3& movevec)
// {
- /*MT_Transform camtrans;
+#if 0
+ MT_Transform camtrans;
camtrans.invert(m_trans1);
MT_Matrix3x3 camorient = camtrans.getBasis();
camtrans.translate(camorient.inverse()*movevec);
m_trans1.invert(camtrans);
- */
+#endif
// }
/**
@@ -185,8 +186,8 @@ public:
bool hasValidProjectionMatrix() const;
/** Sets the validity of the projection matrix. Call this if you change camera
- data (eg lens, near plane, far plane) and require the projection matrix to be
- recalculated.
+ * data (eg lens, near plane, far plane) and require the projection matrix to be
+ * recalculated.
*/
void InvalidateProjectionMatrix(bool valid = false);
diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp
index 1361a6122ad..b683fcb8036 100644
--- a/source/gameengine/Ketsji/KX_CameraActuator.cpp
+++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp
@@ -186,7 +186,7 @@ static void Kx_VecUpMat3(float vec[3], float mat[][3], short axis)
mat[coz][2]= vec[2];
if (Kx_Normalize((float *)mat[coz]) == 0.f) {
/* this is a very abnormal situation: the camera has reach the object center exactly
- We will choose a completely arbitrary direction */
+ * We will choose a completely arbitrary direction */
mat[coz][0] = 1.0f;
mat[coz][1] = 0.0f;
mat[coz][2] = 0.0f;
@@ -239,9 +239,9 @@ bool KX_CameraActuator::Update(double curtime, bool frame)
/* CONSTRAINT 6: again: fixed height relative to floor below actor */
/* CONSTRAINT 7: track to floor below actor */
/* CONSTRAINT 8: look a little bit left or right, depending on how the
-
- character is looking (horizontal x)
- */
+ *
+ * character is looking (horizontal x)
+ */
/* ...and then set the camera position. Since we assume the parent of */
/* this actuator is always a camera, just set the parent position and */
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
index f78ff0081b7..322d6e60071 100644
--- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
@@ -147,8 +147,8 @@ bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo* client, KX_RayCast* resu
return true;
}
-/* this function is used to pre-filter the object before casting the ray on them.
- This is useful for "X-Ray" option when we want to see "through" unwanted object.
+/* This function is used to pre-filter the object before casting the ray on them.
+ * This is useful for "X-Ray" option when we want to see "through" unwanted object.
*/
bool KX_ConstraintActuator::NeedRayCast(KX_ClientObjectInfo* client)
{
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 610200cc235..28e7f221ce4 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -464,7 +464,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (objprop->m_dyna && !objprop->m_angular_rigidbody)
{
- /*
+#if 0
//setting the inertia could achieve similar results to constraint the up
//but it is prone to instability, so use special 'Angular' constraint
btVector3 inertia = physicscontroller->GetRigidBody()->getInvInertiaDiagLocal();
@@ -473,7 +473,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
physicscontroller->GetRigidBody()->setInvInertiaDiagLocal(inertia);
physicscontroller->GetRigidBody()->updateInertiaTensor();
- */
+#endif
//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 6bd30685696..6e989dd4d7d 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -1,26 +1,26 @@
/*
------------------------------------------------------------------------------
-
-This program is free software; you can redistribute it and/or modify it under
-the terms of the GNU Lesser General Public License as published by the Free Software
-Foundation; either version 2 of the License, or (at your option) any later
-version.
-
-This program is distributed in the hope that it will be useful, but WITHOUT
-ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
-FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser General Public License along with
-this program; if not, write to the Free Software Foundation, Inc., 59 Temple
-Place - Suite 330, Boston, MA 02111-1307, USA, or go to
-http://www.gnu.org/copyleft/lesser.txt.
-
-Contributor(s): Dalai Felinto
-
-This code is originally inspired on some of the ideas and codes from Paul Bourke.
-Developed as part of a Research and Development project for SAT - La Société des arts technologiques.
------------------------------------------------------------------------------
-*/
+ * -----------------------------------------------------------------------------
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU Lesser General Public License as published by the Free Software
+ * Foundation; either version 2 of the License, or (at your option) any later
+ * version.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public License along with
+ * this program; if not, write to the Free Software Foundation, Inc., 59 Temple
+ * Place - Suite 330, Boston, MA 02111-1307, USA, or go to
+ * http://www.gnu.org/copyleft/lesser.txt.
+ *
+ * Contributor(s): Dalai Felinto
+ *
+ * This code is originally inspired on some of the ideas and codes from Paul Bourke.
+ * Developed as part of a Research and Development project for SAT - La Société des arts technologiques.
+ * -----------------------------------------------------------------------------
+ */
/** \file gameengine/Ketsji/KX_Dome.cpp
* \ingroup ketsji
@@ -218,20 +218,20 @@ void KX_Dome::CreateGLImages(void)
void KX_Dome::ClearGLImages(void)
{
glDeleteTextures(m_numimages, (GLuint*)&domefacesId);
-/*
+#if 0
for (int i=0;i<m_numimages;i++)
if(glIsTexture(domefacesId[i]))
glDeleteTextures(1, (GLuint*)&domefacesId[i]);
-*/
+#endif
}
void KX_Dome::CalculateImageSize(void)
{
-/*
-- determine the minimum buffer size
-- reduce the buffer for better performace
-- create a power of 2 texture bigger than the buffer
-*/
+ /*
+ * - determine the minimum buffer size
+ * - reduce the buffer for better performace
+ * - create a power of 2 texture bigger than the buffer
+ */
canvaswidth = m_canvas->GetWidth();
canvasheight = m_canvas->GetHeight();
@@ -453,28 +453,28 @@ void KX_Dome::GLDrawWarpQuads(void)
bool KX_Dome::ParseWarpMesh(STR_String text)
{
-/*
-//Notes about the supported data format:
-File example::
- mode
- width height
- n0_x n0_y n0_u n0_v n0_i
- n1_x n1_y n1_u n1_v n1_i
- n2_x n1_y n2_u n2_v n2_i
- n3_x n3_y n3_u n3_v n3_i
- (...)
-First line is the image type the mesh is support to be applied to: 2 = fisheye, 1=radial
-Tthe next line has the mesh dimensions
-Rest of the lines are the nodes of the mesh. Each line has x y u v i
- (x,y) are the normalised screen coordinates
- (u,v) texture coordinates
- i a multiplicative intensity factor
-
-x varies from -screen aspect to screen aspect
-y varies from -1 to 1
-u and v vary from 0 to 1
-i ranges from 0 to 1, if negative don't draw that mesh node
-*/
+ /*
+ * //Notes about the supported data format:
+ * File example::
+ * mode
+ * width height
+ * n0_x n0_y n0_u n0_v n0_i
+ * n1_x n1_y n1_u n1_v n1_i
+ * n2_x n1_y n2_u n2_v n2_i
+ * n3_x n3_y n3_u n3_v n3_i
+ * (...)
+ * First line is the image type the mesh is support to be applied to: 2 = fisheye, 1=radial
+ * Tthe next line has the mesh dimensions
+ * Rest of the lines are the nodes of the mesh. Each line has x y u v i
+ * (x,y) are the normalised screen coordinates
+ * (u,v) texture coordinates
+ * i a multiplicative intensity factor
+ *
+ * x varies from -screen aspect to screen aspect
+ * y varies from -1 to 1
+ * u and v vary from 0 to 1
+ * i ranges from 0 to 1, if negative don't draw that mesh node
+ */
int i;
int nodeX=0, nodeY=0;
@@ -532,16 +532,16 @@ i ranges from 0 to 1, if negative don't draw that mesh node
void KX_Dome::CreateMeshDome180(void)
{
-/*
-1)- Define the faces of half of a cube
- - each face is made out of 2 triangles
-2) Subdivide the faces
- - more resolution == more curved lines
-3) Spherize the cube
- - normalize the verts
-4) Flatten onto xz plane
- - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
-*/
+ /*
+ * 1)- Define the faces of half of a cube
+ * - each face is made out of 2 triangles
+ * 2) Subdivide the faces
+ * - more resolution == more curved lines
+ * 3) Spherize the cube
+ * - normalize the verts
+ * 4) Flatten onto xz plane
+ * - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
+ */
int i,j;
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
@@ -711,16 +711,16 @@ void KX_Dome::CreateMeshDome180(void)
void KX_Dome::CreateMeshDome250(void)
{
-/*
-1)- Define the faces of a cube without the back face
- - each face is made out of 2 triangles
-2) Subdivide the faces
- - more resolution == more curved lines
-3) Spherize the cube
- - normalize the verts
-4) Flatten onto xz plane
- - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
-*/
+ /*
+ * 1)- Define the faces of a cube without the back face
+ * - each face is made out of 2 triangles
+ * 2) Subdivide the faces
+ * - more resolution == more curved lines
+ * 3) Spherize the cube
+ * - normalize the verts
+ * 4) Flatten onto xz plane
+ * - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
+ */
int i,j;
float uv_height, uv_base;
@@ -730,20 +730,20 @@ void KX_Dome::CreateMeshDome250(void)
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
m_radangle = m_angle * M_PI/180.0;//calculates the radians angle, used for flattening
-/*
-verts_height is the exactly needed height of the cube faces (not always 1.0).
-When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube.
-Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
-(if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
-
-So I came out with this formula:
-verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
-
-Here we take half the sphere(rad_ang/2) and subtract a quarter of it (MT_PI/2)
-Therefore we have the length in radians of the dome/sphere over the horizon.
-Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
-Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
-*/
+ /*
+ * verts_height is the exactly needed height of the cube faces (not always 1.0).
+ * When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube.
+ * Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
+ * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
+ *
+ * So I came out with this formula:
+ * verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
+ *
+ * Here we take half the sphere(rad_ang/2) and subtract a quarter of it (MT_PI/2)
+ * Therefore we have the length in radians of the dome/sphere over the horizon.
+ * Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
+ * Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
+ */
verts_height = tan((rad_ang/2) - (MT_PI/2))*M_SQRT2;
uv_height = uv_ratio * ((verts_height/2) + 0.5);
@@ -995,16 +995,16 @@ Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on t
void KX_Dome::CreateMeshPanorama(void)
{
-/*
-1)- Define the faces of a cube without the top and bottom faces
- - each face is made out of 2 triangles
-2) Subdivide the faces
- - more resolution == more curved lines
-3) Spherize the cube
- - normalize the verts t
-4) Flatten onto xz plane
- - use spherical projection techniques to transform the sphere onto a flat panorama
-*/
+ /*
+ * 1)- Define the faces of a cube without the top and bottom faces
+ * - each face is made out of 2 triangles
+ * 2) Subdivide the faces
+ * - more resolution == more curved lines
+ * 3) Spherize the cube
+ * - normalize the verts t
+ * 4) Flatten onto xz plane
+ * - use spherical projection techniques to transform the sphere onto a flat panorama
+ */
int i,j;
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
@@ -1432,10 +1432,10 @@ void KX_Dome::SplitFace(vector <DomeFace>& face, int *nfaces)
void KX_Dome::CalculateFrustum(KX_Camera * cam)
{
- /*
+#if 0
// manually creating a 90deg Field of View Frustum
- the original formula:
+ // the original formula:
top = tan(fov*3.14159/360.0) * near [for fov in degrees]
fov*0.5 = arctan ((top-bottom)*0.5 / near) [for fov in radians]
bottom = -top
@@ -1446,7 +1446,7 @@ void KX_Dome::CalculateFrustum(KX_Camera * cam)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0,1.0,cam->GetCameraNear(),cam->GetCameraFar());
- */
+#endif
RAS_FrameFrustum m_frustrum; //90 deg. Frustum
@@ -1469,10 +1469,10 @@ void KX_Dome::CalculateFrustum(KX_Camera * cam)
void KX_Dome::CalculateCameraOrientation()
{
/*
-Uses 4 cameras for angles up to 180deg
-Uses 5 cameras for angles up to 250deg
-Uses 6 cameras for angles up to 360deg
-*/
+ * Uses 4 cameras for angles up to 180deg
+ * Uses 5 cameras for angles up to 250deg
+ * Uses 6 cameras for angles up to 360deg
+ */
int i;
float deg45 = MT_PI / 4;
MT_Scalar c = cos(deg45);
diff --git a/source/gameengine/Ketsji/KX_Dome.h b/source/gameengine/Ketsji/KX_Dome.h
index 922e2d4efb3..d4524d23d7d 100644
--- a/source/gameengine/Ketsji/KX_Dome.h
+++ b/source/gameengine/Ketsji/KX_Dome.h
@@ -26,8 +26,8 @@ Developed as part of a Research and Development project for SAT - La Soci�t�
* \ingroup ketsji
*/
-#if !defined KX_DOME_H
-#define KX_DOME_H
+#ifndef __KX_DOME_H__
+#define __KX_DOME_H__
#include "KX_Scene.h"
#include "KX_Camera.h"
@@ -196,5 +196,4 @@ public:
#endif
};
-#endif
-
+#endif /* __KX_DOME_H__ */
diff --git a/source/gameengine/Ketsji/KX_FontObject.cpp b/source/gameengine/Ketsji/KX_FontObject.cpp
index 3739ad0d712..5a67b052a2b 100644
--- a/source/gameengine/Ketsji/KX_FontObject.cpp
+++ b/source/gameengine/Ketsji/KX_FontObject.cpp
@@ -92,8 +92,8 @@ KX_FontObject::KX_FontObject( void* sgReplicationInfo,
m_fontid = GetFontId(text->vfont);
/* initialize the color with the object color and store it in the KX_Object class
- This is a workaround waiting for the fix:
- [#25487] BGE: Object Color only works when it has a keyed frame */
+ * This is a workaround waiting for the fix:
+ * [#25487] BGE: Object Color only works when it has a keyed frame */
copy_v4_v4(m_color, (const float*) ob->col);
this->SetObjectColor((const MT_Vector4&) m_color);
}
diff --git a/source/gameengine/Ketsji/KX_FontObject.h b/source/gameengine/Ketsji/KX_FontObject.h
index 2466a32dad4..affa882427f 100644
--- a/source/gameengine/Ketsji/KX_FontObject.h
+++ b/source/gameengine/Ketsji/KX_FontObject.h
@@ -69,13 +69,13 @@ protected:
class RAS_IRenderTools* m_rendertools; //needed for drawing routine
-/*
+#if 0 // WHY COMMENTED? - campbell
#ifdef WITH_CXX_GUARDEDALLOC
public:
void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_FontObject"); }
void operator delete( void *mem ) { MEM_freeN(mem); }
#endif
-*/
+#endif
#ifdef WITH_PYTHON
static PyObject* pyattr_get_text(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 5c758379727..5db9958f269 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -540,8 +540,8 @@ void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local)
/**
-GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
-*/
+ * GetOpenGL Matrix, returns an OpenGL 'compatible' matrix
+ */
double* KX_GameObject::GetOpenGLMatrix()
{
// todo: optimize and only update if necessary
@@ -2901,7 +2901,7 @@ bool KX_GameObject::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void
}
/* this function is used to pre-filter the object before casting the ray on them.
- This is useful for "X-Ray" option when we want to see "through" unwanted object.
+ * This is useful for "X-Ray" option when we want to see "through" unwanted object.
*/
bool KX_GameObject::NeedRayCast(KX_ClientObjectInfo* client)
{
diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.h b/source/gameengine/Ketsji/KX_IPhysicsController.h
index 5fc9f5c2473..68577f09414 100644
--- a/source/gameengine/Ketsji/KX_IPhysicsController.h
+++ b/source/gameengine/Ketsji/KX_IPhysicsController.h
@@ -41,11 +41,11 @@
struct KX_ClientObjectInfo;
/**
- Physics Controller, a special kind of Scene Graph Transformation Controller.
- It get's callbacks from Physics in case a transformation change took place.
- Each time the scene graph get's updated, the controller get's a chance
- in the 'Update' method to reflect changed.
-*/
+ * Physics Controller, a special kind of Scene Graph Transformation Controller.
+ * It get's callbacks from Physics in case a transformation change took place.
+ * Each time the scene graph get's updated, the controller get's a chance
+ * in the 'Update' method to reflect changed.
+ */
class KX_IPhysicsController : public SG_Controller
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h
index dce97ea039f..50390005f2b 100644
--- a/source/gameengine/Ketsji/KX_ISceneConverter.h
+++ b/source/gameengine/Ketsji/KX_ISceneConverter.h
@@ -49,11 +49,11 @@ public:
virtual ~KX_ISceneConverter () {};
/*
- scenename: name of the scene to be converted,
- if the scenename is empty, convert the 'default' scene (whatever this means)
- destinationscene: pass an empty scene, everything goes into this
- dictobj: python dictionary (for pythoncontrollers)
- */
+ * scenename: name of the scene to be converted,
+ * if the scenename is empty, convert the 'default' scene (whatever this means)
+ * destinationscene: pass an empty scene, everything goes into this
+ * dictobj: python dictionary (for pythoncontrollers)
+ */
virtual void ConvertScene(
class KX_Scene* destinationscene,
class RAS_IRenderTools* rendertools,
diff --git a/source/gameengine/Ketsji/KX_IpoActuator.h b/source/gameengine/Ketsji/KX_IpoActuator.h
index a8b7a362bd9..58cdfc28742 100644
--- a/source/gameengine/Ketsji/KX_IpoActuator.h
+++ b/source/gameengine/Ketsji/KX_IpoActuator.h
@@ -40,13 +40,13 @@ class KX_IpoActuator : public SCA_IActuator
Py_Header
private:
/** Computes the IPO start time from the current time
- and the current frame. */
+ * and the current frame. */
void SetStartTime(float curtime);
/** Computes the current frame from the current time
- and the IPO start time. */
+ * and the IPO start time. */
void SetLocalTime(float curtime);
/** Ensures the current frame is between the start and
- end frames. */
+ * end frames. */
bool ClampLocalTime();
protected:
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 1381dcb3607..facac230e05 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -599,9 +599,9 @@ else
KX_Scene* scene = *sceneit;
/* Suspension holds the physics and logic processing for an
- * entire scene. Objects can be suspended individually, and
- * the settings for that preceed the logic and physics
- * update. */
+ * entire scene. Objects can be suspended individually, and
+ * the settings for that preceed the logic and physics
+ * update. */
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
m_sceneconverter->resetNoneDynamicObjectToIpo();//this is for none dynamic objects with ipo
@@ -1340,8 +1340,8 @@ void KX_KetsjiEngine::RenderFonts(KX_Scene* scene)
}
/*
-To run once per scene
-*/
+ * To run once per scene
+ */
void KX_KetsjiEngine::PostRenderScene(KX_Scene* scene)
{
// We need to first make sure our viewport is correct (enabling multiple viewports can mess this up)
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
index c8a916e85b6..0d81883104b 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
@@ -142,11 +142,11 @@ bool KX_MouseFocusSensor::RayHit(KX_ClientObjectInfo* client_info, KX_RayCast* r
KX_GameObject* hitKXObj = client_info->m_gameobject;
/* Is this me? In the ray test, there are a lot of extra checks
- * for aliasing artefacts from self-hits. That doesn't happen
- * here, so a simple test suffices. Or does the camera also get
- * self-hits? (No, and the raysensor shouldn't do it either, since
- * self-hits are excluded by setting the correct ignore-object.)
- * Hitspots now become valid. */
+ * for aliasing artefacts from self-hits. That doesn't happen
+ * here, so a simple test suffices. Or does the camera also get
+ * self-hits? (No, and the raysensor shouldn't do it either, since
+ * self-hits are excluded by setting the correct ignore-object.)
+ * Hitspots now become valid. */
KX_GameObject* thisObj = (KX_GameObject*) GetParent();
if ((m_focusmode == 2) || hitKXObj == thisObj)
{
diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
index f8f5426dc8d..db9e3697492 100644
--- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h
+++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h
@@ -120,7 +120,7 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
private:
/**
* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
- */
+ */
int m_focusmode;
/**
diff --git a/source/gameengine/Ketsji/KX_NearSensor.h b/source/gameengine/Ketsji/KX_NearSensor.h
index 1327f0aea37..8655d93d406 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.h
+++ b/source/gameengine/Ketsji/KX_NearSensor.h
@@ -55,7 +55,7 @@ public:
bool bFindMaterial,
const STR_String& touchedpropname,
PHY_IPhysicsController* ctrl);
-/*
+#if 0
public:
KX_NearSensor(class SCA_EventManager* eventmgr,
class KX_GameObject* gameobj,
@@ -64,7 +64,7 @@ public:
bool bFindMaterial,
const STR_String& touchedpropname,
class KX_Scene* scene);
-*/
+#endif
virtual ~KX_NearSensor();
virtual void SynchronizeTransform();
virtual CValue* GetReplica();
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index cbf08a674ef..82016e2fff3 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -2025,7 +2025,7 @@ PyObject* initRasterizer(RAS_IRasterizer* rasty,RAS_ICanvas* canvas)
PyObject* item;
/* Use existing module where possible
- * be careful not to init any runtime vars after this */
+ * be careful not to init any runtime vars after this */
m = PyImport_ImportModule( "Rasterizer" );
if(m) {
Py_DECREF(m);
diff --git a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
index e367ef83eb8..6a60fc08244 100644
--- a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
@@ -168,9 +168,9 @@ void initPyTypes(void)
{
/*
- initPyObjectPlusType(BL_ActionActuator::Parents);
- .....
-*/
+ * initPyObjectPlusType(BL_ActionActuator::Parents);
+ * .....
+ */
/* For now just do PyType_Ready */
PyObject *mod= PyModule_New("GameTypes");
diff --git a/source/gameengine/Ketsji/KX_RadarSensor.h b/source/gameengine/Ketsji/KX_RadarSensor.h
index f647189ab35..903413ca89b 100644
--- a/source/gameengine/Ketsji/KX_RadarSensor.h
+++ b/source/gameengine/Ketsji/KX_RadarSensor.h
@@ -36,8 +36,8 @@
#include "MT_Point3.h"
/**
-* Radar 'cone' sensor. Very similar to a near-sensor, but instead of a sphere, a cone is used.
-*/
+ * Radar 'cone' sensor. Very similar to a near-sensor, but instead of a sphere, a cone is used.
+ */
class KX_RadarSensor : public KX_NearSensor
{
protected:
diff --git a/source/gameengine/Ketsji/KX_RaySensor.cpp b/source/gameengine/Ketsji/KX_RaySensor.cpp
index 0cc0e7318c1..58ca847b617 100644
--- a/source/gameengine/Ketsji/KX_RaySensor.cpp
+++ b/source/gameengine/Ketsji/KX_RaySensor.cpp
@@ -151,7 +151,7 @@ bool KX_RaySensor::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void
}
/* this function is used to pre-filter the object before casting the ray on them.
- This is useful for "X-Ray" option when we want to see "through" unwanted object.
+ * This is useful for "X-Ray" option when we want to see "through" unwanted object.
*/
bool KX_RaySensor::NeedRayCast(KX_ClientObjectInfo* client)
{
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 2763dea04ec..74a0abe526d 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1574,8 +1574,8 @@ void KX_Scene::LogicEndFrame()
/**
- * UpdateParents: SceneGraph transformation update.
- */
+ * UpdateParents: SceneGraph transformation update.
+ */
void KX_Scene::UpdateParents(double curtime)
{
// we use the SG dynamic list
diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h
index 9f12d9473bc..7e3378bd13f 100644
--- a/source/gameengine/Ketsji/KX_Scene.h
+++ b/source/gameengine/Ketsji/KX_Scene.h
@@ -160,8 +160,8 @@ protected:
// Used to deregister objects that are deleted
class KX_BlenderSceneConverter* m_sceneConverter;
/**
- * physics engine abstraction
- */
+ * physics engine abstraction
+ */
//e_PhysicsEngine m_physicsEngine; //who needs this ?
class PHY_IPhysicsEnvironment* m_physicsEnvironment;
@@ -582,8 +582,8 @@ public:
void SetNodeTree(SG_Tree* root);
/**
- * 2D Filters
- */
+ * 2D Filters
+ */
void Update2DFilter(std::vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text);
void Render2DFilters(RAS_ICanvas* canvas);
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index 30344ce3a10..903ea14c5d2 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -356,11 +356,11 @@ void RAS_2DFilterManager::UpdateOffsetMatrix(RAS_ICanvas* canvas)
void RAS_2DFilterManager::UpdateCanvasTextureCoord(unsigned int * viewport)
{
/*
- This function update canvascoord[].
- These parameters are used to create texcoord[1]
- That way we can access the texcoord relative to the canvas:
- (0.0,0.0) bottom left, (1.0,1.0) top right, (0.5,0.5) center
- */
+ * This function update canvascoord[].
+ * These parameters are used to create texcoord[1]
+ * That way we can access the texcoord relative to the canvas:
+ * (0.0,0.0) bottom left, (1.0,1.0) top right, (0.5,0.5) center
+ */
canvascoord[0] = (GLfloat) viewport[0] / viewport[2];
canvascoord[0] *= -1;
canvascoord[1] = (GLfloat) (texturewidth - viewport[0]) / viewport[2];
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
index e5ca40c1354..4e4d70fac31 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
@@ -158,11 +158,11 @@ void RAS_ListRasterizer::RemoveListSlot(RAS_ListSlot* list)
RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms)
{
/*
- Keep a copy of constant lists submitted for rendering,
- this guards against (replicated)new...delete every frame,
- and we can reuse lists!
- :: sorted by mesh slot
- */
+ * Keep a copy of constant lists submitted for rendering,
+ * this guards against (replicated)new...delete every frame,
+ * and we can reuse lists!
+ * :: sorted by mesh slot
+ */
RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList;
if(!localSlot) {
if (ms.m_pDerivedMesh) {
diff --git a/source/gameengine/VideoTexture/BlendType.h b/source/gameengine/VideoTexture/BlendType.h
index fad23af922e..22f0cd769d3 100644
--- a/source/gameengine/VideoTexture/BlendType.h
+++ b/source/gameengine/VideoTexture/BlendType.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined BLENDTYPE_H
+#ifndef BLENDTYPE_H
#define BLENDTYPE_H
diff --git a/source/gameengine/VideoTexture/Common.h b/source/gameengine/VideoTexture/Common.h
index fe9632b02bb..e6e0ffa1ebc 100644
--- a/source/gameengine/VideoTexture/Common.h
+++ b/source/gameengine/VideoTexture/Common.h
@@ -28,31 +28,31 @@ http://www.gnu.org/copyleft/lesser.txt.
#define WINDOWS_LEAN_AND_MEAN
#endif
-#if !defined NULL
+#ifndef NULL
#define NULL 0
#endif
-#if !defined HRESULT
+#ifndef HRESULT
#define HRESULT long
#endif
-#if !defined DWORD
+#ifndef DWORD
#define DWORD unsigned long
#endif
-#if !defined S_OK
+#ifndef S_OK
#define S_OK ((HRESULT)0L)
#endif
-#if !defined BYTE
+#ifndef BYTE
#define BYTE unsigned char
#endif
-#if !defined WIN32
+#ifndef WIN32
#define Sleep(time) sleep(time)
#endif
-#if !defined FAILED
+#ifndef FAILED
#define FAILED(Status) ((HRESULT)(Status)<0)
#endif
diff --git a/source/gameengine/VideoTexture/Exception.h b/source/gameengine/VideoTexture/Exception.h
index af226fab75d..115a5c48641 100644
--- a/source/gameengine/VideoTexture/Exception.h
+++ b/source/gameengine/VideoTexture/Exception.h
@@ -25,7 +25,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined EXCEPTION_H
+#ifndef EXCEPTION_H
#define EXCEPTION_H
#include <exception>
diff --git a/source/gameengine/VideoTexture/FilterBase.h b/source/gameengine/VideoTexture/FilterBase.h
index bdb3106d58d..902c10de953 100644
--- a/source/gameengine/VideoTexture/FilterBase.h
+++ b/source/gameengine/VideoTexture/FilterBase.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined FILTERBASE_H
+#ifndef FILTERBASE_H
#define FILTERBASE_H
#include "Common.h"
diff --git a/source/gameengine/VideoTexture/FilterBlueScreen.h b/source/gameengine/VideoTexture/FilterBlueScreen.h
index 381941fdcca..c083b672717 100644
--- a/source/gameengine/VideoTexture/FilterBlueScreen.h
+++ b/source/gameengine/VideoTexture/FilterBlueScreen.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined FILTERBLUESCREEN_H
+#ifndef FILTERBLUESCREEN_H
#define FILTERBLUESCREEN_H
#include "Common.h"
diff --git a/source/gameengine/VideoTexture/FilterColor.h b/source/gameengine/VideoTexture/FilterColor.h
index aeca4d326b4..316135d6174 100644
--- a/source/gameengine/VideoTexture/FilterColor.h
+++ b/source/gameengine/VideoTexture/FilterColor.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined FILTERCOLOR_H
+#ifndef FILTERCOLOR_H
#define FILTERCOLOR_H
#include "Common.h"
diff --git a/source/gameengine/VideoTexture/FilterNormal.h b/source/gameengine/VideoTexture/FilterNormal.h
index 0b4574d4d1f..f0ba851ed94 100644
--- a/source/gameengine/VideoTexture/FilterNormal.h
+++ b/source/gameengine/VideoTexture/FilterNormal.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined FILTERNORMAL_H
+#ifndef FILTERNORMAL_H
#define FILTERNORMAL_H
#include "Common.h"
diff --git a/source/gameengine/VideoTexture/FilterSource.h b/source/gameengine/VideoTexture/FilterSource.h
index 5b73fcda947..95407f12367 100644
--- a/source/gameengine/VideoTexture/FilterSource.h
+++ b/source/gameengine/VideoTexture/FilterSource.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined FILTERSOURCE_H
+#ifndef FILTERSOURCE_H
#define FILTERSOURCE_H
#include "Common.h"
diff --git a/source/gameengine/VideoTexture/ImageBase.h b/source/gameengine/VideoTexture/ImageBase.h
index cb2187f00ef..d027a549eee 100644
--- a/source/gameengine/VideoTexture/ImageBase.h
+++ b/source/gameengine/VideoTexture/ImageBase.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined IMAGEBASE_H
+#ifndef IMAGEBASE_H
#define IMAGEBASE_H
#include "Common.h"
diff --git a/source/gameengine/VideoTexture/ImageBuff.h b/source/gameengine/VideoTexture/ImageBuff.h
index 1fd2d3f9ee6..06422908bd1 100644
--- a/source/gameengine/VideoTexture/ImageBuff.h
+++ b/source/gameengine/VideoTexture/ImageBuff.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined IMAGEBUFF_H
+#ifndef IMAGEBUFF_H
#define IMAGEBUFF_H
diff --git a/source/gameengine/VideoTexture/ImageMix.h b/source/gameengine/VideoTexture/ImageMix.h
index d99f27576c1..049447927f4 100644
--- a/source/gameengine/VideoTexture/ImageMix.h
+++ b/source/gameengine/VideoTexture/ImageMix.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined IMAGEMIX_H
+#ifndef IMAGEMIX_H
#define IMAGEMIX_H
diff --git a/source/gameengine/VideoTexture/ImageRender.h b/source/gameengine/VideoTexture/ImageRender.h
index 61f441465c3..08b70d8ce1a 100644
--- a/source/gameengine/VideoTexture/ImageRender.h
+++ b/source/gameengine/VideoTexture/ImageRender.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined IMAGERENDER_H
+#ifndef IMAGERENDER_H
#define IMAGERENDER_H
diff --git a/source/gameengine/VideoTexture/ImageViewport.h b/source/gameengine/VideoTexture/ImageViewport.h
index 4195847c9d0..c39c255b417 100644
--- a/source/gameengine/VideoTexture/ImageViewport.h
+++ b/source/gameengine/VideoTexture/ImageViewport.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined IMAGEVIEWPORT_H
+#ifndef IMAGEVIEWPORT_H
#define IMAGEVIEWPORT_H
diff --git a/source/gameengine/VideoTexture/PyTypeList.h b/source/gameengine/VideoTexture/PyTypeList.h
index 3f1523294aa..29c71ca3f4e 100644
--- a/source/gameengine/VideoTexture/PyTypeList.h
+++ b/source/gameengine/VideoTexture/PyTypeList.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined PYTYPELIST_H
+#ifndef PYTYPELIST_H
#define PYTYPELIST_H
#include "Common.h"
diff --git a/source/gameengine/VideoTexture/Texture.h b/source/gameengine/VideoTexture/Texture.h
index 32801a2c38e..cab1f38c798 100644
--- a/source/gameengine/VideoTexture/Texture.h
+++ b/source/gameengine/VideoTexture/Texture.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined TEXTURE_H
+#ifndef TEXTURE_H
#define TEXTURE_H
#include <PyObjectPlus.h>
diff --git a/source/gameengine/VideoTexture/VideoBase.h b/source/gameengine/VideoTexture/VideoBase.h
index a1eae96be57..6599ef62c8e 100644
--- a/source/gameengine/VideoTexture/VideoBase.h
+++ b/source/gameengine/VideoTexture/VideoBase.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined VIDEOBASE_H
+#ifndef VIDEOBASE_H
#define VIDEOBASE_H
diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.h b/source/gameengine/VideoTexture/VideoFFmpeg.h
index 2be86b6c535..9a24c0e5a5d 100644
--- a/source/gameengine/VideoTexture/VideoFFmpeg.h
+++ b/source/gameengine/VideoTexture/VideoFFmpeg.h
@@ -24,7 +24,7 @@ http://www.gnu.org/copyleft/lesser.txt.
* \ingroup bgevideotex
*/
-#if !defined VIDEOFFMPEG_H
+#ifndef VIDEOFFMPEG_H
#define VIDEOFFMPEG_H
#ifdef WITH_FFMPEG