diff options
Diffstat (limited to 'source/gameengine')
27 files changed, 137 insertions, 144 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp index 719041e8d41..6ab1d032bf2 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp @@ -154,11 +154,11 @@ SetViewPort( int x1, int y1, int x2, int y2 ) { - /* x1 and y1 are the min pixel coordinate (e.g. 0) - x2 and y2 are the max pixel coordinate - the width,height is calculated including both pixels - therefore: max - min + 1 - */ + /* x1 and y1 are the min pixel coordinate (e.g. 0) + * x2 and y2 are the max pixel coordinate + * the width,height is calculated including both pixels + * therefore: max - min + 1 + */ int vp_width = (x2 - x1) + 1; int vp_height = (y2 - y1) + 1; int minx = m_frame_rect.GetLeft(); diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h index 4117c13aede..430f956bc7f 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h +++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h @@ -58,8 +58,9 @@ struct wmWindow; class KX_BlenderCanvas : public RAS_ICanvas { private: - /** Rect that defines the area used for rendering, - relative to the context */ + /** + * Rect that defines the area used for rendering, + * relative to the context */ RAS_Rect m_displayarea; int m_viewport[4]; diff --git a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp b/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp index 19ba46ed6d7..5917ce40440 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp @@ -49,8 +49,8 @@ KX_BlenderKeyboardDevice::~KX_BlenderKeyboardDevice() } /** - IsPressed gives boolean information about keyboard status, true if pressed, false if not -*/ + * IsPressed gives boolean information about keyboard status, true if pressed, false if not + */ bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode) { @@ -64,11 +64,11 @@ bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputco return m_eventStatusTables[m_currentTable][inputcode]; } */ -/** - NextFrame toggles currentTable with previousTable, - and copy relevant event information from previous to current - (pressed keys need to be remembered) -*/ +/** + * NextFrame toggles currentTable with previousTable, + * and copy relevant event information from previous to current + * (pressed keys need to be remembered) + */ void KX_BlenderKeyboardDevice::NextFrame() { SCA_IInputDevice::NextFrame(); @@ -87,13 +87,11 @@ void KX_BlenderKeyboardDevice::NextFrame() } } -/** - ConvertBlenderEvent translates blender keyboard events into ketsji kbd events - extra event information is stored, like ramp-mode (just released/pressed) +/** + * ConvertBlenderEvent translates blender keyboard events into ketsji kbd events + * extra event information is stored, like ramp-mode (just released/pressed) */ - - -bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode,short val) +bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode, short val) { bool result = false; diff --git a/source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp b/source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp index 8d90eacd27f..0cdc10264a5 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp @@ -46,8 +46,8 @@ KX_BlenderMouseDevice::~KX_BlenderMouseDevice() } /** - IsPressed gives boolean information about mouse status, true if pressed, false if not -*/ + * IsPressed gives boolean information about mouse status, true if pressed, false if not + */ bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode) { @@ -62,11 +62,11 @@ bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode) } */ -/** - NextFrame toggles currentTable with previousTable, - and copy relevant event information from previous to current - (pressed keys need to be remembered) -*/ +/** + * NextFrame toggles currentTable with previousTable, + * and copy relevant event information from previous to current + * (pressed keys need to be remembered) + */ void KX_BlenderMouseDevice::NextFrame() { SCA_IInputDevice::NextFrame(); @@ -104,13 +104,11 @@ void KX_BlenderMouseDevice::NextFrame() } -/** - ConvertBlenderEvent translates blender mouse events into ketsji kbd events - extra event information is stored, like ramp-mode (just released/pressed) -*/ - - -bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode,short val) +/** + * ConvertBlenderEvent translates blender mouse events into ketsji kbd events + * extra event information is stored, like ramp-mode (just released/pressed) + */ +bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode, short val) { bool result = false; diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index ae902e23d65..8b81abf1728 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -933,7 +933,7 @@ static RAS_MaterialBucket *material_from_mesh(Material *ma, MFace *mface, MTFace if (ma) { alpha_blend = ma->game.alpha_blend; /* Commented out for now. If we ever get rid of - * "Texture Face/Singletexture" we can then think about it */ + * "Texture Face/Singletexture" we can then think about it */ /* Texture Face mode ignores texture but requires "Face Textures to be True "*/ #if 0 diff --git a/source/gameengine/Expressions/EmptyValue.cpp b/source/gameengine/Expressions/EmptyValue.cpp index 2bb8f69ac51..8170c588a28 100644 --- a/source/gameengine/Expressions/EmptyValue.cpp +++ b/source/gameengine/Expressions/EmptyValue.cpp @@ -30,9 +30,9 @@ CEmptyValue::CEmptyValue() /* -pre: -effect: constructs a new CEmptyValue -*/ + * pre: + * effect: constructs a new CEmptyValue + */ { SetModified(false); } @@ -41,9 +41,9 @@ effect: constructs a new CEmptyValue CEmptyValue::~CEmptyValue() /* -pre: -effect: deletes the object -*/ + * pre: + * effect: deletes the object + */ { } @@ -52,10 +52,10 @@ effect: deletes the object CValue * CEmptyValue::Calc(VALUE_OPERATOR op, CValue * val) /* -pre: -ret: a new object containing the result of applying operator op to this -object and val -*/ + * pre: + * ret: a new object containing the result of applying operator op to this + * object and val + */ { return val->CalcFinal(VALUE_EMPTY_TYPE, op, this); @@ -65,10 +65,10 @@ object and val CValue * CEmptyValue::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 -*/ + * pre: the type of val is dtype + * ret: a new object containing the result of applying operator op to val and + * this object + */ { return val->AddRef(); } diff --git a/source/gameengine/Expressions/PyObjectPlus.cpp b/source/gameengine/Expressions/PyObjectPlus.cpp index 4e910a885eb..52ad95c71b6 100644 --- a/source/gameengine/Expressions/PyObjectPlus.cpp +++ b/source/gameengine/Expressions/PyObjectPlus.cpp @@ -43,7 +43,7 @@ * Center for the Neural Basis of Cognition (CNBC) * http://www.python.org/doc/PyCPP.html * -------------------------------*/ + * ----------------------------- */ #include <stdlib.h> #include <stddef.h> @@ -103,7 +103,7 @@ void PyObjectPlus::InvalidateProxy() // check typename of each parent /*------------------------------ * PyObjectPlus Type -- Every class, even the abstract one should have a Type -------------------------------*/ + * ----------------------------- */ PyTypeObject PyObjectPlus::Type = { @@ -217,8 +217,8 @@ PyObject *PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObject } /** - * \param self A PyObjectPlus_Proxy - */ + * \param self A PyObjectPlus_Proxy + */ void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper { #ifdef USE_WEAKREFS diff --git a/source/gameengine/GameLogic/SCA_IInputDevice.h b/source/gameengine/GameLogic/SCA_IInputDevice.h index 1a403f40955..ceb9c1e1d4f 100644 --- a/source/gameengine/GameLogic/SCA_IInputDevice.h +++ b/source/gameengine/GameLogic/SCA_IInputDevice.h @@ -269,7 +269,7 @@ public: KX_MAX_KEYS - } ; // enum + }; // enum protected: @@ -301,17 +301,18 @@ public: virtual void HookEscape(); - /* Next frame: we calculate the new key states. This goes as follows: - * - * KX_NO_INPUTSTATUS -> KX_NO_INPUTSTATUS - * KX_JUSTACTIVATED -> KX_ACTIVE - * KX_ACTIVE -> KX_ACTIVE - * KX_JUSTRELEASED -> KX_NO_INPUTSTATUS - * - * Getting new events provides the - * KX_NO_INPUTSTATUS->KX_JUSTACTIVATED and - * KX_ACTIVE->KX_JUSTRELEASED transitions. - */ + /** + * Next frame: we calculate the new key states. This goes as follows: + * + * KX_NO_INPUTSTATUS -> KX_NO_INPUTSTATUS + * KX_JUSTACTIVATED -> KX_ACTIVE + * KX_ACTIVE -> KX_ACTIVE + * KX_JUSTRELEASED -> KX_NO_INPUTSTATUS + * + * Getting new events provides the + * KX_NO_INPUTSTATUS->KX_JUSTACTIVATED and + * KX_ACTIVE->KX_JUSTRELEASED transitions. + */ virtual void NextFrame(); diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h index 690930196b3..4d8c20065b5 100644 --- a/source/gameengine/GameLogic/SCA_LogicManager.h +++ b/source/gameengine/GameLogic/SCA_LogicManager.h @@ -52,7 +52,7 @@ using namespace std; typedef std::list<class SCA_IController*> controllerlist; typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t; -/** +/** * This manager handles sensor, controllers and actuators. * logic executes each frame the following way: * find triggering sensors @@ -63,7 +63,7 @@ typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t; * clear triggering sensors * clear triggered controllers * (actuators may be active during a longer timeframe) -*/ + */ #include "SCA_ILogicBrick.h" #include "SCA_IActuator.h" @@ -117,8 +117,8 @@ public: void RemoveGameObject(const STR_String& gameobjname); /** - * remove Logic Bricks from the running logicmanager - */ + * remove Logic Bricks from the running logicmanager + */ void RemoveSensor(SCA_ISensor* sensor); void RemoveController(SCA_IController* controller); void RemoveActuator(SCA_IActuator* actuator); diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.cpp b/source/gameengine/GameLogic/SCA_RandomActuator.cpp index 5568072abcf..db6b4a63423 100644 --- a/source/gameengine/GameLogic/SCA_RandomActuator.cpp +++ b/source/gameengine/GameLogic/SCA_RandomActuator.cpp @@ -178,23 +178,15 @@ bool SCA_RandomActuator::Update() case KX_RANDOMACT_FLOAT_NORMAL: { /* normal (big numbers): para1 = mean, para2 = std dev */ - /* - - 070301 - nzc - Changed the termination condition. I think I - made a small mistake here, but it only affects distro's where - the seed equals 0. In that case, the algorithm locks. Let's - just guard that case separately. - - */ + /* 070301 - nzc: Changed the termination condition. I think I + * made a small mistake here, but it only affects distro's where + * the seed equals 0. In that case, the algorithm locks. Let's + * just guard that case separately. + */ float x = 0.0, y = 0.0, s = 0.0, t = 0.0; if (m_base->GetSeed() == 0) { - /* - - 070301 - nzc - Just taking the mean here seems reasonable. - - */ + /* 070301 - nzc: Just taking the mean here seems reasonable. */ tmpval = new CFloatValue(m_parameter1); } else { diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp index 26e9bcbf65d..5082fca2032 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp @@ -258,10 +258,10 @@ static void usage(const char* program, bool isBlenderPlayer) static void get_filename(int argc, char **argv, char *filename) { #ifdef __APPLE__ -/* On Mac we park the game file (called game.blend) in the application bundle. -* The executable is located in the bundle as well. -* Therefore, we can locate the game relative to the executable. - */ + /* On Mac we park the game file (called game.blend) in the application bundle. + * The executable is located in the bundle as well. + * Therefore, we can locate the game relative to the executable. + */ int srclen = ::strlen(argv[0]); int len = 0; char *gamefile = NULL; @@ -471,7 +471,7 @@ int main(int argc, char** argv) break; case SCREEN_SAVER_MODE_PASSWORD: /* This is W95 only, which we currently do not support. - Fall-back to normal screen saver behavior in that case... */ + * Fall-back to normal screen saver behavior in that case... */ case SCREEN_SAVER_MODE_SAVER: fullScreen = true; fullScreenParFound = true; diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h index e71af674a79..253b5e26ebe 100644 --- a/source/gameengine/Ketsji/KX_GameObject.h +++ b/source/gameengine/Ketsji/KX_GameObject.h @@ -501,8 +501,8 @@ public: void SetUserCollisionGroup(short filter); void SetUserCollisionMask(short mask); /** - * Extra broadphase check for user controllable collisions - */ + * Extra broadphase check for user controllable collisions + */ bool CheckCollision(KX_GameObject *other); /** diff --git a/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h b/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h index 7581486c80a..8bbb1e91e35 100644 --- a/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h +++ b/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.h @@ -45,8 +45,8 @@ public: virtual ~NG_LoopBackNetworkDeviceInterface(); /** - * Clear message buffer - */ + * Clear message buffer + */ virtual void NextFrame(); bool Connect(char *address, unsigned int port, char *password, diff --git a/source/gameengine/Network/NG_NetworkDeviceInterface.h b/source/gameengine/Network/NG_NetworkDeviceInterface.h index 6da478ecda5..7fcf799db31 100644 --- a/source/gameengine/Network/NG_NetworkDeviceInterface.h +++ b/source/gameengine/Network/NG_NetworkDeviceInterface.h @@ -49,16 +49,16 @@ public: virtual void NextFrame()=0; /** - * Mark network connection online - */ + * Mark network connection online + */ void Online(void) { m_online = true; } /** - * Mark network connection offline - */ + * Mark network connection offline + */ void Offline(void) { m_online = false; } /** - * Is the network connection established ? - */ + * Is the network connection established ? + */ bool IsOnline(void) { return m_online; } virtual bool Connect(char *address, unsigned int port, char *password, @@ -67,9 +67,9 @@ public: virtual void SendNetworkMessage(NG_NetworkMessage* msg)=0; /** - * read NG_NetworkMessage from library buffer, may be - * irrelevant for loopbackdevices - */ + * read NG_NetworkMessage from library buffer, may be + * irrelevant for loopbackdevices + */ virtual std::vector<NG_NetworkMessage*> RetrieveNetworkMessages()=0; diff --git a/source/gameengine/Network/NG_NetworkMessage.h b/source/gameengine/Network/NG_NetworkMessage.h index 5185849f8d7..6ed266557fc 100644 --- a/source/gameengine/Network/NG_NetworkMessage.h +++ b/source/gameengine/Network/NG_NetworkMessage.h @@ -123,8 +123,8 @@ public: } /** - * get the unique Network Message ID - */ + * get the unique Network Message ID + */ int GetMessageID() { return m_uniqueMessageID; } diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index 0bf11fd2f9d..01c56b43f4f 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -675,9 +675,9 @@ CcdPhysicsController::~CcdPhysicsController() } - /** - SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') - */ +/** + * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ bool CcdPhysicsController::SynchronizeMotionStates(float time) { //sync non-static to motionstate, and static from motionstate (todo: add kinematic etc.) @@ -760,8 +760,8 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time) } /** - WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding') - */ + * WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ void CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly) { diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h index d06403a55a2..b271b9c424f 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h @@ -503,12 +503,12 @@ protected: /** - SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') - */ + * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ virtual bool SynchronizeMotionStates(float time); /** - WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding') - */ + * WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ virtual void WriteMotionStateToDynamics(bool nondynaonly); virtual void WriteDynamicsToMotionState(); diff --git a/source/gameengine/Physics/common/PHY_IController.h b/source/gameengine/Physics/common/PHY_IController.h index 003c4edf598..77864b740bd 100644 --- a/source/gameengine/Physics/common/PHY_IController.h +++ b/source/gameengine/Physics/common/PHY_IController.h @@ -41,10 +41,10 @@ class PHY_IPhysicsEnvironment; #endif /** - PHY_IController is the abstract simplified Interface to objects - controlled by the physics engine. This includes the physics objects - and the graphics object for view frustrum and occlusion culling. -*/ + * PHY_IController is the abstract simplified Interface to objects + * controlled by the physics engine. This includes the physics objects + * and the graphics object for view frustrum and occlusion culling. + */ class PHY_IController { public: diff --git a/source/gameengine/Physics/common/PHY_IGraphicController.h b/source/gameengine/Physics/common/PHY_IGraphicController.h index cb13eda4f18..fb36481ddbc 100644 --- a/source/gameengine/Physics/common/PHY_IGraphicController.h +++ b/source/gameengine/Physics/common/PHY_IGraphicController.h @@ -36,16 +36,16 @@ /** - PHY_IPhysicsController is the abstract simplified Interface to a physical object. - It contains the IMotionState and IDeformableMesh Interfaces. -*/ + * PHY_IPhysicsController is the abstract simplified Interface to a physical object. + * It contains the IMotionState and IDeformableMesh Interfaces. + */ class PHY_IGraphicController : public PHY_IController { public: virtual ~PHY_IGraphicController(); /** - SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') - */ + * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ virtual bool SetGraphicTransform()=0; virtual void Activate(bool active=true)=0; virtual void setLocalAabb(const PHY__Vector3& aabbMin,const PHY__Vector3& aabbMax)=0; diff --git a/source/gameengine/Physics/common/PHY_IMotionState.h b/source/gameengine/Physics/common/PHY_IMotionState.h index ccf7cf74724..61ed87362c0 100644 --- a/source/gameengine/Physics/common/PHY_IMotionState.h +++ b/source/gameengine/Physics/common/PHY_IMotionState.h @@ -37,9 +37,9 @@ #endif /** - PHY_IMotionState is the Interface to explicitly synchronize the world transformation. - Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided. -*/ + * PHY_IMotionState is the Interface to explicitly synchronize the world transformation. + * Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided. + */ class PHY_IMotionState { diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h index bc7671abe80..871edeec752 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsController.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h @@ -38,21 +38,21 @@ class PHY_IMotionState; class PHY_IPhysicsEnvironment; /** - PHY_IPhysicsController is the abstract simplified Interface to a physical object. - It contains the IMotionState and IDeformableMesh Interfaces. -*/ + * PHY_IPhysicsController is the abstract simplified Interface to a physical object. + * It contains the IMotionState and IDeformableMesh Interfaces. + */ class PHY_IPhysicsController : public PHY_IController { public: virtual ~PHY_IPhysicsController(); /** - SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') - */ + * SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ virtual bool SynchronizeMotionStates(float time)=0; /** - WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding') - */ + * WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding') + */ virtual void WriteMotionStateToDynamics(bool nondynaonly)=0; virtual void WriteDynamicsToMotionState()=0; diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.cpp b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.cpp index 142318cc7c2..110ffc705fe 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.cpp @@ -33,9 +33,10 @@ #include "PHY_IPhysicsEnvironment.h" /** -* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.) -* A derived class may be able to 'construct' entities by loading and/or converting -*/ + * Physics Environment takes care of stepping the simulation and is a container for physics entities + * (rigidbodies,constraints, materials etc.) + * A derived class may be able to 'construct' entities by loading and/or converting + */ diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h index bfbe570ad0c..6a76745c7ca 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h @@ -96,9 +96,10 @@ public: }; /** -* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.) -* A derived class may be able to 'construct' entities by loading and/or converting -*/ + * Physics Environment takes care of stepping the simulation and is a container for physics entities + * (rigidbodies,constraints, materials etc.) + * A derived class may be able to 'construct' entities by loading and/or converting + */ class PHY_IPhysicsEnvironment { public: diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h index b267879611e..7aeeb364b47 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h @@ -177,8 +177,8 @@ public: virtual void Replace_IScene(SCA_IScene *val) {} /* overridden by KX_BlenderMaterial */ /** - * \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode). - */ + * \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode). + */ int ConvertFaceMode(struct GameSettings *game, bool image) const; /* diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h index 5ff2709747d..64c07358d95 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h @@ -117,8 +117,9 @@ protected: /** Stores the caching information for the last material activated. */ RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo; - /** Making use of a Strategy desing pattern for storage behavior. - Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/ + /** + * Making use of a Strategy desing pattern for storage behavior. + * Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/ int m_storage_type; RAS_IStorage* m_storage; RAS_IStorage* m_failsafe_storage; //So derived mesh can use immediate mode diff --git a/source/gameengine/SceneGraph/SG_ParentRelation.h b/source/gameengine/SceneGraph/SG_ParentRelation.h index 6e314996456..ce45b42c148 100644 --- a/source/gameengine/SceneGraph/SG_ParentRelation.h +++ b/source/gameengine/SceneGraph/SG_ParentRelation.h @@ -29,7 +29,7 @@ /** \file SG_ParentRelation.h * \ingroup bgesg * \page SG_ParentRelationPage SG_ParentRelation - + * * \section SG_ParentRelationSection SG_ParentRelation * * This is an abstract interface class to the Scene Graph library. @@ -48,7 +48,7 @@ * should not be value types and should be allocated on the heap. * */ - + #ifndef __SG_PARENTRELATION_H__ #define __SG_PARENTRELATION_H__ diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.cpp b/source/gameengine/VideoTexture/VideoFFmpeg.cpp index 10eef9e0cf2..93a1d09869b 100644 --- a/source/gameengine/VideoTexture/VideoFFmpeg.cpp +++ b/source/gameengine/VideoTexture/VideoFFmpeg.cpp @@ -1022,7 +1022,7 @@ AVFrame *VideoFFmpeg::grabFrame(long position) AVFrame * input = m_frame; /* This means the data wasnt read properly, - this check stops crashing */ + * this check stops crashing */ if ( input->data[0]==0 && input->data[1]==0 && input->data[2]==0 && input->data[3]==0) { |