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-rw-r--r--source/blender/collada/AnimationExporter.cpp9
-rw-r--r--source/blender/collada/AnimationImporter.cpp10
-rw-r--r--source/blender/collada/ArmatureImporter.cpp6
-rw-r--r--source/blender/collada/DocumentImporter.cpp2
-rw-r--r--source/blender/collada/EffectExporter.cpp7
-rw-r--r--source/blender/collada/MeshImporter.cpp8
-rw-r--r--source/blender/ikplugin/intern/itasc_plugin.cpp6
-rw-r--r--source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp6
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp4
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp6
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp18
-rw-r--r--source/gameengine/Converter/BL_DeformableGameObject.cpp2
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.cpp2
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.cpp62
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp2
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp12
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp2
-rw-r--r--source/gameengine/Expressions/Expression.cpp2
-rw-r--r--source/gameengine/Expressions/InputParser.cpp2
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp10
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_2DFilterActuator.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.cpp18
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_PropertyActuator.cpp2
-rw-r--r--source/gameengine/GamePlayer/common/GPC_Canvas.cpp10
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_ghost.cpp12
-rw-r--r--source/gameengine/Ketsji/BL_Shader.cpp16
-rw-r--r--source/gameengine/Ketsji/BL_Texture.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_Camera.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp90
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_IpoActuator.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp8
-rw-r--r--source/gameengine/Ketsji/KX_PythonInitTypes.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp6
-rw-r--r--source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp26
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_TrackToActuator.cpp4
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_2DFilterManager.cpp14
-rw-r--r--source/gameengine/Rasterizer/RAS_FramingManager.cpp8
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp4
-rw-r--r--source/gameengine/SceneGraph/SG_Controller.cpp2
-rw-r--r--source/gameengine/SceneGraph/SG_IObject.cpp2
-rw-r--r--source/gameengine/SceneGraph/SG_Node.cpp4
-rw-r--r--source/gameengine/SceneGraph/SG_Spatial.cpp8
49 files changed, 229 insertions, 229 deletions
diff --git a/source/blender/collada/AnimationExporter.cpp b/source/blender/collada/AnimationExporter.cpp
index 5f8ceeeebb3..778e3029266 100644
--- a/source/blender/collada/AnimationExporter.cpp
+++ b/source/blender/collada/AnimationExporter.cpp
@@ -153,14 +153,14 @@ float * AnimationExporter::get_eul_source_for_quat(Object *ob )
char * transformName = extract_transform_name( fcu->rna_path );
if ( !strcmp(transformName, "rotation_quaternion") ) {
- for ( int i = 0 ; i < fcu->totvert ; i++){
+ for ( int i = 0 ; i < fcu->totvert ; i++) {
*(quat + ( i * 4 ) + fcu->array_index) = fcu->bezt[i].vec[1][1];
}
}
fcu = fcu->next;
}
- for ( int i = 0 ; i < keys ; i++){
+ for ( int i = 0 ; i < keys ; i++) {
for ( int j = 0;j<4;j++)
temp_quat[j] = quat[(i*4)+j];
@@ -335,8 +335,7 @@ void AnimationExporter::write_bone_animation_matrix(Object *ob_arm, Bone *bone)
return;
//This will only export animations of bones in deform group.
- /*if(!is_bone_deform_group(bone))
- return;*/
+ /* if (!is_bone_deform_group(bone)) return; */
sample_and_write_bone_animation_matrix(ob_arm, bone);
@@ -352,7 +351,7 @@ bool AnimationExporter::is_bone_deform_group(Bone * bone)
//Check child bones
else
{
- for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next){
+ for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) {
//loop through all the children until deform bone is found, and then return
is_def = is_bone_deform_group(child);
if (is_def) return true;
diff --git a/source/blender/collada/AnimationImporter.cpp b/source/blender/collada/AnimationImporter.cpp
index 0e66a292e94..3f132eb4212 100644
--- a/source/blender/collada/AnimationImporter.cpp
+++ b/source/blender/collada/AnimationImporter.cpp
@@ -948,7 +948,7 @@ void AnimationImporter::translate_Animations ( COLLADAFW::Node * node ,
}
}
- if ( animType->material != 0){
+ if ( animType->material != 0) {
Material *ma = give_current_material(ob, 1);
if (!ma->adt || !ma->adt->action) act = verify_adt_action((ID*)&ma->id, 1);
else act = ma->adt->action;
@@ -964,25 +964,25 @@ void AnimationImporter::translate_Animations ( COLLADAFW::Node * node ,
if (ef != NULL) { /* can be NULL [#28909] */
const COLLADAFW::CommonEffectPointerArray& commonEffects = ef->getCommonEffects();
COLLADAFW::EffectCommon *efc = commonEffects[0];
- if ((animType->material & MATERIAL_SHININESS) != 0){
+ if ((animType->material & MATERIAL_SHININESS) != 0) {
const COLLADAFW::FloatOrParam *shin = &(efc->getShininess());
const COLLADAFW::UniqueId& listid = shin->getAnimationList();
Assign_float_animations( listid, AnimCurves , "specular_hardness" );
}
- if ((animType->material & MATERIAL_IOR) != 0){
+ if ((animType->material & MATERIAL_IOR) != 0) {
const COLLADAFW::FloatOrParam *ior = &(efc->getIndexOfRefraction());
const COLLADAFW::UniqueId& listid = ior->getAnimationList();
Assign_float_animations( listid, AnimCurves , "raytrace_transparency.ior" );
}
- if ((animType->material & MATERIAL_SPEC_COLOR) != 0){
+ if ((animType->material & MATERIAL_SPEC_COLOR) != 0) {
const COLLADAFW::ColorOrTexture *cot = &(efc->getSpecular());
const COLLADAFW::UniqueId& listid = cot->getColor().getAnimationList();
Assign_color_animations( listid, AnimCurves , "specular_color" );
}
- if ((animType->material & MATERIAL_DIFF_COLOR) != 0){
+ if ((animType->material & MATERIAL_DIFF_COLOR) != 0) {
const COLLADAFW::ColorOrTexture *cot = &(efc->getDiffuse());
const COLLADAFW::UniqueId& listid = cot->getColor().getAnimationList();
Assign_color_animations( listid, AnimCurves , "diffuse_color" );
diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp
index 50ec2985552..a978a4757a7 100644
--- a/source/blender/collada/ArmatureImporter.cpp
+++ b/source/blender/collada/ArmatureImporter.cpp
@@ -98,7 +98,7 @@ void ArmatureImporter::create_unskinned_bone( COLLADAFW::Node *node, EditBone *p
float angle = 0;
// get world-space
- if (parent){
+ if (parent) {
mult_m4_m4m4(mat, parent_mat, obmat);
}
@@ -582,12 +582,12 @@ void ArmatureImporter::set_pose ( Object * ob_arm , COLLADAFW::Node * root_node
// object-space
get_node_mat(obmat, root_node, NULL, NULL);
- //if(*edbone)
+ //if (*edbone)
bPoseChannel * pchan = get_pose_channel(ob_arm -> pose , bone_name);
//else fprintf ( "",
// get world-space
- if (parentname){
+ if (parentname) {
mult_m4_m4m4(mat, parent_mat, obmat);
bPoseChannel *parchan = get_pose_channel(ob_arm->pose, parentname);
diff --git a/source/blender/collada/DocumentImporter.cpp b/source/blender/collada/DocumentImporter.cpp
index 9e604978f64..18e421779cc 100644
--- a/source/blender/collada/DocumentImporter.cpp
+++ b/source/blender/collada/DocumentImporter.cpp
@@ -157,7 +157,7 @@ void DocumentImporter::cancel(const COLLADAFW::String& errorMessage)
// The latter sounds better.
}
-void DocumentImporter::start(){}
+void DocumentImporter::start() {}
void DocumentImporter::finish()
{
diff --git a/source/blender/collada/EffectExporter.cpp b/source/blender/collada/EffectExporter.cpp
index dd20e7b85b0..9720b92ffae 100644
--- a/source/blender/collada/EffectExporter.cpp
+++ b/source/blender/collada/EffectExporter.cpp
@@ -364,9 +364,10 @@ void EffectsExporter::createTextureIndices(Material *ma, std::vector<int> &indic
for (int a = 0; a < MAX_MTEX; a++) {
if (ma->mtex[a] &&
- ma->mtex[a]->tex &&
- ma->mtex[a]->tex->type == TEX_IMAGE &&
- ma->mtex[a]->texco == TEXCO_UV){
+ ma->mtex[a]->tex &&
+ ma->mtex[a]->tex->type == TEX_IMAGE &&
+ ma->mtex[a]->texco == TEXCO_UV)
+ {
indices.push_back(a);
}
}
diff --git a/source/blender/collada/MeshImporter.cpp b/source/blender/collada/MeshImporter.cpp
index dc0892f6bed..1c83f0c4081 100644
--- a/source/blender/collada/MeshImporter.cpp
+++ b/source/blender/collada/MeshImporter.cpp
@@ -281,7 +281,7 @@ bool MeshImporter::is_nice_mesh(COLLADAFW::Mesh *mesh) // checks if mesh has sup
COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons*)mp;
COLLADAFW::Polygons::VertexCountArray& vca = mpvc->getGroupedVerticesVertexCountArray();
- for (unsigned int j = 0; j < vca.getCount(); j++){
+ for (unsigned int j = 0; j < vca.getCount(); j++) {
int count = vca[j];
if (count < 3) {
fprintf(stderr, "Primitive %s in %s has at least one face with vertex count < 3\n",
@@ -486,7 +486,7 @@ void MeshImporter::read_faces(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris) //T
#endif
if (type == COLLADAFW::MeshPrimitive::TRIANGLES) {
- for (j = 0; j < prim_totface; j++){
+ for (j = 0; j < prim_totface; j++) {
set_face_indices(mface, indices, false);
indices += 3;
@@ -527,12 +527,12 @@ void MeshImporter::read_faces(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris) //T
// The first trifan vertex will be the first vertex in every triangle
if (type == COLLADAFW::MeshPrimitive::TRIANGLE_FANS) {
unsigned grouped_vertex_count = mp->getGroupedVertexElementsCount();
- for (unsigned int group_index = 0; group_index < grouped_vertex_count; group_index++){
+ for (unsigned int group_index = 0; group_index < grouped_vertex_count; group_index++) {
unsigned int first_vertex = indices[0]; // Store first trifan vertex
unsigned int first_normal = nind[0]; // Store first trifan vertex normal
unsigned int vertex_count = mp->getGroupedVerticesVertexCount(group_index);
- for (unsigned int vertex_index = 0; vertex_index < vertex_count - 2; vertex_index++){
+ for (unsigned int vertex_index = 0; vertex_index < vertex_count - 2; vertex_index++) {
// For each triangle store indeces of its 3 vertices
unsigned int triangle_vertex_indices[3]={first_vertex, indices[1], indices[2]};
set_face_indices(mface, triangle_vertex_indices, false);
diff --git a/source/blender/ikplugin/intern/itasc_plugin.cpp b/source/blender/ikplugin/intern/itasc_plugin.cpp
index a5e7150328b..ccfe2eaa862 100644
--- a/source/blender/ikplugin/intern/itasc_plugin.cpp
+++ b/source/blender/ikplugin/intern/itasc_plugin.cpp
@@ -250,16 +250,16 @@ static int initialize_chain(Object *ob, bPoseChannel *pchan_tip, bConstraint *co
rootbone = data->rootbone;
/* Find the chain's root & count the segments needed */
- for (curchan = pchan_tip; curchan; curchan=curchan->parent){
+ for (curchan = pchan_tip; curchan; curchan=curchan->parent) {
pchan_root = curchan;
if (++segcount > 255) // 255 is weak
break;
- if (segcount==rootbone){
+ if (segcount==rootbone) {
// reached this end of the chain but if the chain is overlapping with a
// previous one, we must go back up to the root of the other chain
- if ((curchan->flag & POSE_CHAIN) && curchan->iktree.first == NULL){
+ if ((curchan->flag & POSE_CHAIN) && curchan->iktree.first == NULL) {
rootbone++;
continue;
}
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index eb31070f265..3b33932000d 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -254,7 +254,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
int tmp_lay= startscene->lay;
Object *tmp_camera = startscene->camera;
- if (v3d->scenelock==0){
+ if (v3d->scenelock==0) {
startscene->lay= v3d->lay;
startscene->camera= v3d->camera;
}
@@ -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);
@@ -552,7 +552,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
#endif
}
//lock frame and camera enabled - restoring global values
- if (v3d->scenelock==0){
+ if (v3d->scenelock==0) {
startscene->lay= tmp_lay;
startscene->camera= tmp_camera;
}
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
index 0abea7fa28e..6236923d973 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
@@ -141,7 +141,7 @@ float KX_BlenderCanvas::GetMouseNormalizedY(int y)
RAS_Rect &
KX_BlenderCanvas::
GetWindowArea(
-){
+) {
return m_area_rect;
}
@@ -150,7 +150,7 @@ KX_BlenderCanvas::
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
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index f4c437c04ec..f9ddc258cfe 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -146,7 +146,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
float dstweight;
int i;
- switch (mode){
+ switch (mode) {
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
@@ -158,7 +158,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
}
schan= (bPoseChannel*)src->chanbase.first;
- for (dchan = (bPoseChannel*)dst->chanbase.first; dchan; dchan=(bPoseChannel*)dchan->next, schan= (bPoseChannel*)schan->next){
+ for (dchan = (bPoseChannel*)dst->chanbase.first; dchan; dchan=(bPoseChannel*)dchan->next, schan= (bPoseChannel*)schan->next) {
// always blend on all channels since we don't know which one has been set
/* quat interpolation done separate */
if (schan->rotmode == ROT_MODE_QUAT) {
@@ -502,7 +502,7 @@ void BL_ArmatureObject::SetPose(bPose *pose)
bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
{
- if (curtime != m_lastframe){
+ if (curtime != m_lastframe) {
m_activePriority = 9999;
// compute the timestep for the underlying IK algorithm
m_timestep = curtime-m_lastframe;
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 1805214c6a2..9c59bf78041 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -740,7 +740,7 @@ 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]) {
@@ -2128,7 +2128,7 @@ void RBJconstraints(Object *ob)//not used
#include "KX_IPhysicsController.h"
#include "PHY_DynamicTypes.h"
-KX_IPhysicsController* getPhId(CListValue* sumolist,STR_String busc){//not used
+KX_IPhysicsController* getPhId(CListValue* sumolist,STR_String busc) {//not used
for (int j=0;j<sumolist->GetCount();j++)
{
@@ -2180,7 +2180,7 @@ static void bl_ConvertBlenderObject_Single(
);
MT_Vector3 eulxyz(blenderobject->rot);
MT_Vector3 scale(blenderobject->size);
- if (converter->addInitFromFrame){//rcruiz
+ if (converter->addInitFromFrame) {//rcruiz
float eulxyzPrev[3];
blenderscene->r.cfra=blenderscene->r.sfra-1;
//XXX update_for_newframe();
@@ -2277,7 +2277,7 @@ static void bl_ConvertBlenderObject_Single(
logicbrick_conversionlist->Add(gameobj->AddRef());
- if (converter->addInitFromFrame){
+ if (converter->addInitFromFrame) {
posPrev=gameobj->NodeGetWorldPosition();
angor=gameobj->NodeGetWorldOrientation();
}
@@ -2533,10 +2533,10 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (blenderobj->type==OB_MESH) {
Mesh *me = (Mesh*)blenderobj->data;
- if (me->dvert){
+ if (me->dvert) {
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)converter->FindGameObject(blenderobj);
- if (obj && BL_ModifierDeformer::HasArmatureDeformer(blenderobj) && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE){
+ if (obj && BL_ModifierDeformer::HasArmatureDeformer(blenderobj) && blenderobj->parent && blenderobj->parent->type==OB_ARMATURE) {
KX_GameObject *par = converter->FindGameObject(blenderobj->parent);
if (par && obj->GetDeformer())
((BL_SkinDeformer*)obj->GetDeformer())->SetArmature((BL_ArmatureObject*) par);
@@ -2722,7 +2722,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
for (i=0;i<sumolist->GetCount();i++)
{
KX_GameObject* gameobj = (KX_GameObject*) sumolist->GetValue(i);
- if (gameobj->IsDynamic()){
+ if (gameobj->IsDynamic()) {
gameobj->setLinearVelocity(inivel[i],false);
gameobj->setAngularVelocity(iniang[i],false);
}
@@ -2744,11 +2744,11 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
if (conlist) {
for (curcon = (bConstraint *)conlist->first; curcon; curcon=(bConstraint *)curcon->next) {
- if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT){
+ if (curcon->type==CONSTRAINT_TYPE_RIGIDBODYJOINT) {
bRigidBodyJointConstraint *dat=(bRigidBodyJointConstraint *)curcon->data;
- if (!dat->child){
+ if (!dat->child) {
PHY_IPhysicsController* physctr2 = 0;
diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp
index f6d9b4a5065..dd4c51b5403 100644
--- a/source/gameengine/Converter/BL_DeformableGameObject.cpp
+++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp
@@ -60,7 +60,7 @@ CValue* BL_DeformableGameObject::GetReplica()
bool BL_DeformableGameObject::SetActiveAction(BL_ShapeActionActuator *act, short priority, double curtime)
{
- if (curtime != m_lastframe){
+ if (curtime != m_lastframe) {
m_activePriority = 9999;
m_lastframe= curtime;
m_activeAct = NULL;
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp
index f2c30193613..682ff57be6b 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.cpp
+++ b/source/gameengine/Converter/BL_MeshDeformer.cpp
@@ -225,7 +225,7 @@ void BL_MeshDeformer::RecalcNormals()
void BL_MeshDeformer::VerifyStorage()
{
/* Ensure that we have the right number of verts assigned */
- if (m_tvtot!=m_bmesh->totvert){
+ if (m_tvtot!=m_bmesh->totvert) {
if (m_transverts)
delete [] m_transverts;
if (m_transnors)
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
index a730041cdae..13e79b13304 100644
--- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp
@@ -222,22 +222,22 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
priority = m_priority;
/* Determine pre-incrementation behavior and set appropriate flags */
- switch (m_playtype){
+ switch (m_playtype) {
case ACT_ACTION_MOTION:
- if (bNegativeEvent){
+ if (bNegativeEvent) {
keepgoing=false;
apply=false;
};
break;
case ACT_ACTION_FROM_PROP:
- if (bNegativeEvent){
+ if (bNegativeEvent) {
apply=false;
keepgoing=false;
}
break;
case ACT_ACTION_LOOP_END:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_KEYUP;
m_flag &= ~ACT_FLAG_REVERSE;
m_flag |= ACT_FLAG_LOCKINPUT;
@@ -245,20 +245,20 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
m_starttime = curtime;
}
}
- if (bNegativeEvent){
+ if (bNegativeEvent) {
m_flag |= ACT_FLAG_KEYUP;
}
break;
case ACT_ACTION_LOOP_STOP:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_REVERSE;
m_flag &= ~ACT_FLAG_KEYUP;
m_flag |= ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
}
- if (bNegativeEvent){
+ if (bNegativeEvent) {
m_flag |= ACT_FLAG_KEYUP;
m_flag &= ~ACT_FLAG_LOCKINPUT;
keepgoing=false;
@@ -266,8 +266,8 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_PINGPONG:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_KEYUP;
m_localtime = m_starttime;
m_starttime = curtime;
@@ -276,22 +276,22 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_FLIPPER:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_REVERSE;
m_flag |= ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
}
- else if (bNegativeEvent){
+ else if (bNegativeEvent) {
m_flag |= ACT_FLAG_REVERSE;
m_flag &= ~ACT_FLAG_LOCKINPUT;
SetStartTime(curtime);
}
break;
case ACT_ACTION_PLAY:
- if (bPositiveEvent){
- if (!(m_flag & ACT_FLAG_LOCKINPUT)){
+ if (bPositiveEvent) {
+ if (!(m_flag & ACT_FLAG_LOCKINPUT)) {
m_flag &= ~ACT_FLAG_REVERSE;
m_localtime = m_starttime;
m_starttime = curtime;
@@ -304,8 +304,8 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
/* Perform increment */
- if (keepgoing){
- if (m_playtype == ACT_ACTION_MOTION){
+ if (keepgoing) {
+ if (m_playtype == ACT_ACTION_MOTION) {
MT_Point3 newpos;
MT_Point3 deltapos;
@@ -322,7 +322,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
/* Check if a wrapping response is needed */
- if (length){
+ if (length) {
if (m_localtime < m_startframe || m_localtime > m_endframe)
{
m_localtime = m_startframe + fmod(m_localtime, length);
@@ -333,14 +333,14 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
m_localtime = m_startframe;
/* Perform post-increment tasks */
- switch (m_playtype){
+ switch (m_playtype) {
case ACT_ACTION_FROM_PROP:
{
CValue* propval = GetParent()->GetProperty(m_propname);
if (propval)
m_localtime = propval->GetNumber();
- if (bNegativeEvent){
+ if (bNegativeEvent) {
keepgoing=false;
}
}
@@ -350,7 +350,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
case ACT_ACTION_LOOP_STOP:
break;
case ACT_ACTION_PINGPONG:
- if (wrap){
+ if (wrap) {
if (!(m_flag & ACT_FLAG_REVERSE))
m_localtime = m_endframe;
else
@@ -362,8 +362,8 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_FLIPPER:
- if (wrap){
- if (!(m_flag & ACT_FLAG_REVERSE)){
+ if (wrap) {
+ if (!(m_flag & ACT_FLAG_REVERSE)) {
m_localtime=m_endframe;
//keepgoing = false;
}
@@ -374,8 +374,8 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_LOOP_END:
- if (wrap){
- if (m_flag & ACT_FLAG_KEYUP){
+ if (wrap) {
+ if (m_flag & ACT_FLAG_KEYUP) {
keepgoing = false;
m_localtime = m_endframe;
m_flag &= ~ACT_FLAG_LOCKINPUT;
@@ -384,7 +384,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
break;
case ACT_ACTION_PLAY:
- if (wrap){
+ if (wrap) {
m_localtime = m_endframe;
keepgoing = false;
m_flag &= ~ACT_FLAG_LOCKINPUT;
@@ -415,7 +415,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
if (apply) {
/* Priority test */
- if (obj->SetActiveAction(this, priority, curtime)){
+ if (obj->SetActiveAction(this, priority, curtime)) {
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
Key *key = NULL;
@@ -430,7 +430,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
else {
ListBase tchanbase= {NULL, NULL};
- if (m_blendin && m_blendframe==0.0f){
+ if (m_blendin && m_blendframe==0.0f) {
// this is the start of the blending, remember the startup shape
obj->GetShape(m_blendshape);
m_blendstart = curtime;
@@ -451,7 +451,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
else {
// the key have changed, apply blending if needed
- if (m_blendin && (m_blendframe<m_blendin)){
+ if (m_blendin && (m_blendframe<m_blendin)) {
newweight = (m_blendframe/(float)m_blendin);
BlendShape(key, 1.0f - newweight);
@@ -471,7 +471,7 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame)
}
}
- if (!keepgoing){
+ if (!keepgoing) {
m_blendframe = 0.0f;
}
return keepgoing;
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index 85010ce1bbf..2aa97370330 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -305,7 +305,7 @@ void BL_SkinDeformer::BGEDeformVerts()
bool BL_SkinDeformer::UpdateInternal(bool shape_applied)
{
/* See if the armature has been updated for this frame */
- if (PoseUpdated()){
+ if (PoseUpdated()) {
if (!shape_applied) {
/* store verts locally */
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
index d82a911b4ab..bbb990462bd 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
@@ -661,7 +661,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
Ipo* ipo = blenderObject->ipo;//findIpoForName(blenderObject->id.name+2);
if (ipo)
{ //clear the curve data
- if (clearIpo){//rcruiz
+ if (clearIpo) {//rcruiz
IpoCurve *icu1;
int numCurves = 0;
@@ -671,7 +671,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
/*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]);
}*/
@@ -705,15 +705,15 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo)
void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo()
{
- if (addInitFromFrame){
+ if (addInitFromFrame) {
KX_SceneList* scenes = m_ketsjiEngine->CurrentScenes();
int numScenes = scenes->size();
- if (numScenes>=0){
+ if (numScenes>=0) {
KX_Scene* scene = scenes->at(0);
CListValue* parentList = scene->GetRootParentList();
- for (int ix=0;ix<parentList->GetCount();ix++){
+ for (int ix=0;ix<parentList->GetCount();ix++) {
KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix);
- if (!gameobj->IsDynamic()){
+ if (!gameobj->IsDynamic()) {
Object* blenderobject = gameobj->GetBlenderObject();
if (!blenderobject)
continue;
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index af7875e0b4f..07680297b7d 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -232,7 +232,7 @@ void BL_ConvertActuators(const char* maggiename,
}
case ACT_SHAPEACTION:
{
- if (blenderobject->type==OB_MESH){
+ if (blenderobject->type==OB_MESH) {
bActionActuator* actact = (bActionActuator*) bact->data;
STR_String propname = (actact->name ? actact->name : "");
STR_String propframe = (actact->frameProp ? actact->frameProp : "");
diff --git a/source/gameengine/Expressions/Expression.cpp b/source/gameengine/Expressions/Expression.cpp
index 9ed0ae9ab0d..c1146aaa65c 100644
--- a/source/gameengine/Expressions/Expression.cpp
+++ b/source/gameengine/Expressions/Expression.cpp
@@ -55,7 +55,7 @@ void CBrokenLinkInfo::RestoreLink()
if (m_pExpr)
{
- if (!m_bRestored){
+ if (!m_bRestored) {
m_bRestored=true;
}
diff --git a/source/gameengine/Expressions/InputParser.cpp b/source/gameengine/Expressions/InputParser.cpp
index c8f757f263c..58837235d30 100644
--- a/source/gameengine/Expressions/InputParser.cpp
+++ b/source/gameengine/Expressions/InputParser.cpp
@@ -166,7 +166,7 @@ void CParser::GrabRealString(int start)
const_as_string = STR_String();
for (i=start;i<chcount;i++) {
tmpch= text[i];
- if ((tmpch =='\\') && (text[i+1] == 'n')){
+ if ((tmpch =='\\') && (text[i+1] == 'n')) {
tmpch = '\n';
i++;
}
diff --git a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
index 38416a340c7..46ebd0ecc4f 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
+++ b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
@@ -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)");
@@ -277,8 +277,8 @@ bool SCA_Joystick::CreateJoystickDevice(void)
void SCA_Joystick::DestroyJoystickDevice(void)
{
#ifdef WITH_SDL
- if (m_isinit){
- if (SDL_JoystickOpened(m_joyindex)){
+ if (m_isinit) {
+ 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 44b6cfd7d35..efe76c3eb46 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
+++ b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
@@ -66,7 +66,7 @@ void SCA_Joystick::OnButtonUp(SDL_Event* sdl_event)
void SCA_Joystick::OnButtonDown(SDL_Event* sdl_event)
{
- //if(sdl_event->jbutton.button > m_buttonmax) /* unsigned int so always above 0 */
+ //if (sdl_event->jbutton.button > m_buttonmax) /* unsigned int so always above 0 */
// return;
// sdl_event->jbutton.button;
diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
index df585c946eb..5ad5aedbd39 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;
}
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
index 2b47b6fb3c2..07fad3bfe37 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
@@ -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;
}
@@ -189,7 +189,7 @@ bool SCA_JoystickSensor::Evaluate()
m_istrig = 1;
result = true;
}else {
- if (m_istrig){
+ if (m_istrig) {
m_istrig = 0;
result = true;
}
@@ -210,7 +210,7 @@ bool SCA_JoystickSensor::Evaluate()
m_istrig = 1;
result = true;
}else{
- if (m_istrig){
+ if (m_istrig) {
m_istrig = 0;
result = true;
}
@@ -331,7 +331,7 @@ 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()) {
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
index d7f408d0b4a..48237a1b467 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
@@ -432,7 +432,7 @@ KX_PYMETHODDEF_DOC_O(SCA_KeyboardSensor, getKeyStatus,
int keycode = PyLong_AsSsize_t(value);
if ((keycode < SCA_IInputDevice::KX_BEGINKEY)
- || (keycode > SCA_IInputDevice::KX_ENDKEY)){
+ || (keycode > SCA_IInputDevice::KX_ENDKEY)) {
PyErr_SetString(PyExc_AttributeError, "sensor.getKeyStatus(int): Keyboard Sensor, invalid keycode specified!");
return NULL;
}
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.cpp b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
index 919247dd9c4..f4ee54c56a6 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
@@ -156,7 +156,7 @@ bool SCA_MouseSensor::Evaluate()
case KX_MOUSESENSORMODE_WHEELDOWN:
{
const SCA_InputEvent& mevent = mousedev->GetEventValue(m_hotkey);
- switch (mevent.m_status){
+ switch (mevent.m_status) {
case SCA_InputEvent::KX_JUSTACTIVATED:
m_val = 1;
result = true;
@@ -253,7 +253,7 @@ KX_PYMETHODDEF_DOC_O(SCA_MouseSensor, getButtonStatus,
int button = PyLong_AsSsize_t(value);
if ((button < SCA_IInputDevice::KX_LEFTMOUSE)
- || (button > SCA_IInputDevice::KX_RIGHTMOUSE)){
+ || (button > SCA_IInputDevice::KX_RIGHTMOUSE)) {
PyErr_SetString(PyExc_ValueError, "sensor.getButtonStatus(int): Mouse Sensor, invalid button specified!");
return NULL;
}
diff --git a/source/gameengine/GameLogic/SCA_PropertyActuator.cpp b/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
index 69a37ebe88a..31f988fe4b9 100644
--- a/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
@@ -172,7 +172,7 @@ isValid(
SCA_PropertyActuator::KX_ACT_PROP_MODE mode
-){
+) {
bool res = false;
res = ((mode > KX_ACT_PROP_NODEF) && (mode < KX_ACT_PROP_MAX));
return res;
diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
index db40f35f888..eccfefedd4d 100644
--- a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
@@ -123,7 +123,7 @@ void GPC_Canvas::SetViewPort(int x1, int y1, int x2, int y2)
void GPC_Canvas::ClearBuffer(
int type
-){
+) {
int ogltype = 0;
if (type & RAS_ICanvas::COLOR_BUFFER )
@@ -312,7 +312,7 @@ void GPC_Canvas::DrawBanner(TBannerData& banner)
GPC_Canvas::
PushRenderState(
CanvasRenderState & render_state
-){
+) {
#if 0
::glMatrixMode(GL_PROJECTION);
@@ -342,7 +342,7 @@ PushRenderState(
GPC_Canvas::
PopRenderState(
const CanvasRenderState & render_state
-){
+) {
#if 0
// Restore OpenGL settings
render_state.oldLighting ? ::glEnable(GL_LIGHTING) : glDisable(GL_LIGHTING);
@@ -371,7 +371,7 @@ PopRenderState(
void
GPC_Canvas::
SetOrthoProjection(
-){
+) {
// Set up OpenGL matrices
::glViewport(0, 0, m_width, m_height);
::glScissor(0, 0, m_width, m_height);
@@ -388,7 +388,7 @@ SetOrthoProjection(
GPC_Canvas::
MakeScreenShot(
const char* filename
-){
+) {
png_structp png_ptr;
png_infop info_ptr;
unsigned char *pixels = 0;
diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
index d477c87936f..642a3cb88d2 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
@@ -648,19 +648,19 @@ 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"))
domeMode = DOME_FISHEYE;
@@ -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;
@@ -858,7 +858,7 @@ int main(int argc, char** argv)
if (!samplesParFound)
aasamples = scene->gm.aasamples;
- if (stereoFlag == STEREO_DOME){
+ if (stereoFlag == STEREO_DOME) {
stereomode = RAS_IRasterizer::RAS_STEREO_DOME;
scene->gm.stereoflag = STEREO_DOME;
if (domeFov > 89)
diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp
index 55045f9f169..98854115d0a 100644
--- a/source/gameengine/Ketsji/BL_Shader.cpp
+++ b/source/gameengine/Ketsji/BL_Shader.cpp
@@ -136,7 +136,7 @@ BL_Shader::BL_Shader()
BL_Shader::~BL_Shader()
{
- //for (int i=0; i<MAXTEX; i++){
+ //for (int i=0; i<MAXTEX; i++) {
// if (mSampler[i].mOwn) {
// if (mSampler[i].mTexture)
// mSampler[i].mTexture->DeleteTex();
@@ -157,7 +157,7 @@ BL_Shader::~BL_Shader()
void BL_Shader::ClearUniforms()
{
BL_UniformVec::iterator it = mUniforms.begin();
- while(it != mUniforms.end()){
+ while(it != mUniforms.end()) {
delete (*it);
it++;
}
@@ -255,7 +255,7 @@ bool BL_Shader::LinkProgram()
if (mError)
goto programError;
- if (!vertProg || !fragProg){
+ if (!vertProg || !fragProg) {
spit("Invalid GLSL sources");
return false;
}
@@ -275,7 +275,7 @@ 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) {
@@ -297,7 +297,7 @@ 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) {
@@ -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;
}
@@ -336,7 +336,7 @@ bool BL_Shader::LinkProgram()
logInf=0;
}
- if (!progstatus){
+ if (!progstatus) {
spit("---- GLSL program failed to link ----");
goto programError;
}
@@ -895,7 +895,7 @@ KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" )
#else
SetUniform(loc, index);
#endif
- //if(index <= MAXTEX)
+ //if (index <= MAXTEX)
// mSampler[index].mLoc = loc;
//else
// spit("Invalid texture sample index: " << index);
diff --git a/source/gameengine/Ketsji/BL_Texture.cpp b/source/gameengine/Ketsji/BL_Texture.cpp
index 4aab091c6a1..576da0d3f40 100644
--- a/source/gameengine/Ketsji/BL_Texture.cpp
+++ b/source/gameengine/Ketsji/BL_Texture.cpp
@@ -474,7 +474,7 @@ 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;
}
@@ -528,11 +528,11 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate)
}
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;
}
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 6806698dab2..0aaedd4d83b 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -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;
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 0be5a5609aa..adcacc0355e 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -95,9 +95,9 @@ KX_Dome::KX_Dome (
SetViewPort(viewport);
- switch(m_mode){
+ switch(m_mode) {
case DOME_FISHEYE:
- if (m_angle <= 180){
+ if (m_angle <= 180) {
cubetop.resize(1);
cubebottom.resize(1);
cubeleft.resize(2);
@@ -105,7 +105,7 @@ KX_Dome::KX_Dome (
CreateMeshDome180();
m_numfaces = 4;
- }else if (m_angle > 180){
+ }else if (m_angle > 180) {
cubetop.resize(2);
cubebottom.resize(2);
cubeleft.resize(2);
@@ -132,7 +132,7 @@ KX_Dome::KX_Dome (
m_numfaces = 6;
break;
default: //DOME_TRUNCATED_FRONT and DOME_TRUNCATED_REAR
- if (m_angle <= 180){
+ if (m_angle <= 180) {
cubetop.resize(1);
cubebottom.resize(1);
cubeleft.resize(2);
@@ -140,7 +140,7 @@ KX_Dome::KX_Dome (
CreateMeshDome180();
m_numfaces = 4;
- }else if (m_angle > 180){
+ }else if (m_angle > 180) {
cubetop.resize(2);
cubebottom.resize(2);
cubeleft.resize(2);
@@ -193,7 +193,7 @@ void KX_Dome::CreateGLImages(void)
{
glGenTextures(m_numimages, (GLuint*)&domefacesId);
- for (int j=0;j<m_numfaces;j++){
+ for (int j=0;j<m_numfaces;j++) {
glBindTexture(GL_TEXTURE_2D, domefacesId[j]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, m_imagesize, m_imagesize, 0, GL_RGB8,
GL_UNSIGNED_BYTE, 0);
@@ -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);
@@ -243,7 +243,7 @@ void KX_Dome::CalculateImageSize(void)
i++;
m_imagesize = (1 << i);
- if (warp.usemesh){
+ if (warp.usemesh) {
// warp FBO needs to be up to twice as big as m_buffersize to get more resolution
warp.imagesize = m_imagesize;
if (m_buffersize == m_imagesize)
@@ -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();
@@ -276,7 +276,7 @@ bool KX_Dome::CreateDL()
GLDrawTriangles(cuberight, nfacesright);
glEndList();
- if (m_angle > 180){
+ if (m_angle > 180) {
glNewList(dlistId+4, GL_COMPILE);
GLDrawTriangles(cubefront, nfacesfront);
glEndList();
@@ -309,7 +309,7 @@ bool KX_Dome::CreateDL()
glEndList();
}
- if (warp.usemesh){
+ if (warp.usemesh) {
glNewList((dlistId + m_numfaces), GL_COMPILE);
GLDrawWarpQuads();
glEndList();
@@ -391,7 +391,7 @@ 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++) {
@@ -417,7 +417,7 @@ void KX_Dome::GLDrawWarpQuads(void)
}
glEnd();
}
- else if (warp.mode == 1){
+ else if (warp.mode == 1) {
glBegin(GL_QUADS);
for (i=0;i<warp.n_height-1;i++) {
for (j=0;j<warp.n_width-1;j++) {
@@ -481,7 +481,7 @@ 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;
}
@@ -489,7 +489,7 @@ bool KX_Dome::ParseWarpMesh(STR_String text)
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;
}
@@ -499,18 +499,18 @@ bool KX_Dome::ParseWarpMesh(STR_String text)
warp.n_width = atoi(columns[0]);
warp.n_height = atoi(columns[1]);
- if ((int)lines.size() < 2 + (warp.n_width * warp.n_height)){
+ if ((int)lines.size() < 2 + (warp.n_width * warp.n_height)) {
printf("Dome Error: Warp Mesh File with insufficient data!\n");
return false;
}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)
columns = lines[i].Explode('\t');
- if (columns.size() == 5){
+ if (columns.size() == 5) {
nodeX = (i-2)%warp.n_width;
nodeY = ((i-2) - nodeX) / warp.n_width;
@@ -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);
@@ -686,7 +686,7 @@ void KX_Dome::CreateMeshDome180(void)
}
// Turn into a hemisphere
- for (j=0;j<3;j++){
+ for (j=0;j<3;j++) {
for (i=0;i<nfacestop;i++)
cubetop[i].verts[j].normalize();
for (i=0;i<nfacesbottom;i++)
@@ -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);
@@ -967,7 +967,7 @@ void KX_Dome::CreateMeshDome250(void)
}
// Turn into a hemisphere/sphere
- for (j=0;j<3;j++){
+ for (j=0;j<3;j++) {
for (i=0;i<nfacesfront;i++)
cubefront[i].verts[j].normalize();
for (i=0;i<nfacestop;i++)
@@ -1319,7 +1319,7 @@ void KX_Dome::FlattenDome(MT_Vector3 verts[3])
{
double phi, r;
- for (int i=0;i<3;i++){
+ for (int i=0;i<3;i++) {
r = atan2(sqrt(verts[i][0]*verts[i][0] + verts[i][2]*verts[i][2]), verts[i][1]);
r /= m_radangle/2;
@@ -1329,7 +1329,7 @@ void KX_Dome::FlattenDome(MT_Vector3 verts[3])
verts[i][1] = 0;
verts[i][2] = r * sin(phi);
- if (r > 1.0){
+ if (r > 1.0) {
//round the border
verts[i][0] = cos(phi);
verts[i][1] = -3.0;
@@ -1345,7 +1345,7 @@ void KX_Dome::FlattenPanorama(MT_Vector3 verts[3])
double phi;
bool edge=false;
- for (i=0;i<3;i++){
+ for (i=0;i<3;i++) {
phi = atan2(verts[i][1], verts[i][0]);
phi *= -1.0; //flipping
@@ -1358,17 +1358,17 @@ 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){
+ for (i=0;i<3;i++) {
+ if (fmod(verts[i][0],1.0) > 0.0) {
right=true;
break;
}
}
- if (right){
- for (i=0;i<3;i++){
+ if (right) {
+ for (i=0;i<3;i++) {
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];
@@ -1480,7 +1480,7 @@ void KX_Dome::CalculateCameraOrientation()
if (m_angle <= 180 && (m_mode == DOME_FISHEYE
|| m_mode == DOME_TRUNCATED_FRONT
- || m_mode == DOME_TRUNCATED_REAR)){
+ || m_mode == DOME_TRUNCATED_REAR)) {
m_locRot[0] = MT_Matrix3x3( // 90deg - Top
c, -s, 0.0,
@@ -1504,7 +1504,7 @@ void KX_Dome::CalculateCameraOrientation()
} else if (m_mode == DOME_ENVMAP || (m_angle > 180 && (m_mode == DOME_FISHEYE
|| m_mode == DOME_TRUNCATED_FRONT
- || m_mode == DOME_TRUNCATED_REAR))){
+ || m_mode == DOME_TRUNCATED_REAR))) {
m_locRot[0] = MT_Matrix3x3( // 90deg - Top
1.0, 0.0, 0.0,
@@ -1536,7 +1536,7 @@ void KX_Dome::CalculateCameraOrientation()
0.0, 1.0, 0.0,
0.0, 0.0,-1.0);
- } else if (m_mode == DOME_PANORAM_SPH){
+ } else if (m_mode == DOME_PANORAM_SPH) {
m_locRot[0] = MT_Matrix3x3( // Top
c, s, 0.0,
@@ -1610,14 +1610,14 @@ void KX_Dome::RotateCamera(KX_Camera* cam, int i)
void KX_Dome::Draw(void)
{
- if (fboSupported){
+ if (fboSupported) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, warp.fboId);
glViewport(0,0,warp.imagesize, warp.imagesize);
glScissor(0,0,warp.imagesize, warp.imagesize);
}
- switch(m_mode){
+ switch(m_mode) {
case DOME_FISHEYE:
DrawDomeFisheye();
break;
@@ -1668,7 +1668,7 @@ void KX_Dome::DrawEnvMap(void)
glOrtho((-1.0), 1.0, (-0.66), 0.66, -20.0, 10.0); //stretch the image to reduce resolution lost
else {
- if (can_width/3 <= can_height/2){
+ if (can_width/3 <= can_height/2) {
ortho_width = 1.0;
ortho_height = (float)can_height/can_width;
}else{
@@ -1798,7 +1798,7 @@ void KX_Dome::DrawDomeFisheye(void)
glOrtho((-1.0), 1.0, (-1.0), 1.0, -20.0, 10.0); //stretch the image to reduce resolution lost
else {
- if (can_width < can_height){
+ if (can_width < can_height) {
ortho_width = 1.0;
ortho_height = (float)can_height/can_width;
}else{
@@ -1841,8 +1841,8 @@ void KX_Dome::DrawDomeFisheye(void)
glEnable(GL_TEXTURE_2D);
glColor3f(1.0,1.0,1.0);
- if (dlistSupported){
- for (i=0;i<m_numfaces;i++){
+ if (dlistSupported) {
+ for (i=0;i<m_numfaces;i++) {
glBindTexture(GL_TEXTURE_2D, domefacesId[i]);
glCallList(dlistId+i);
}
@@ -1864,7 +1864,7 @@ void KX_Dome::DrawDomeFisheye(void)
glBindTexture(GL_TEXTURE_2D, domefacesId[3]);
GLDrawTriangles(cuberight, nfacesright);
- if (m_angle > 180){
+ if (m_angle > 180) {
// front triangle
glBindTexture(GL_TEXTURE_2D, domefacesId[4]);
GLDrawTriangles(cubefront, nfacesfront);
@@ -1894,7 +1894,7 @@ void KX_Dome::DrawPanorama(void)
else {
//using all the screen
- if ((can_width / 2) <= (can_height)){
+ if ((can_width / 2) <= (can_height)) {
ortho_width = 1.0;
ortho_height = (float)can_height/can_width;
}else{
@@ -1923,8 +1923,8 @@ void KX_Dome::DrawPanorama(void)
glEnable(GL_TEXTURE_2D);
glColor3f(1.0,1.0,1.0);
- if (dlistSupported){
- for (i=0;i<m_numfaces;i++){
+ if (dlistSupported) {
+ for (i=0;i<m_numfaces;i++) {
glBindTexture(GL_TEXTURE_2D, domefacesId[i]);
glCallList(dlistId+i);
}
@@ -1991,7 +1991,7 @@ void KX_Dome::DrawDomeWarped(void)
glEnable(GL_TEXTURE_2D);
glColor3f(1.0,1.0,1.0);
- if (dlistSupported){
+ if (dlistSupported) {
glBindTexture(GL_TEXTURE_2D, domefacesId[m_numfaces]);
glCallList(dlistId + m_numfaces);
}
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index c77d40e8f8c..74f028849cc 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -890,7 +890,7 @@ void KX_GameObject::ResolveCombinedVelocities(
const MT_Vector3 & ang_vel,
bool lin_vel_local,
bool ang_vel_local
-){
+) {
if (m_pPhysicsController1)
{
@@ -1805,7 +1805,7 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val)
set= 1;
/* try remove dict value to avoid double ups */
- if (self->m_attr_dict){
+ if (self->m_attr_dict) {
if (PyDict_DelItem(self->m_attr_dict, key) != 0)
PyErr_Clear();
}
diff --git a/source/gameengine/Ketsji/KX_IpoActuator.cpp b/source/gameengine/Ketsji/KX_IpoActuator.cpp
index e0cd9726104..9777eaf333e 100644
--- a/source/gameengine/Ketsji/KX_IpoActuator.cpp
+++ b/source/gameengine/Ketsji/KX_IpoActuator.cpp
@@ -282,13 +282,13 @@ bool KX_IpoActuator::Update(double curtime, bool frame)
}
case KX_ACT_IPO_LOOPEND:
{
- if (numevents){
- if (bNegativeEvent && m_bIpoPlaying){
+ if (numevents) {
+ if (bNegativeEvent && m_bIpoPlaying) {
m_bNegativeEvent = true;
}
}
- if (bNegativeEvent && !m_bIpoPlaying){
+ if (bNegativeEvent && !m_bIpoPlaying) {
result = false;
}
else
@@ -298,7 +298,7 @@ bool KX_IpoActuator::Update(double curtime, bool frame)
SetLocalTime(curtime);
}
else{
- if (!m_bNegativeEvent){
+ if (!m_bNegativeEvent) {
/* Perform wraparound */
SetLocalTime(curtime);
if (start_smaller_then_end > 0.f)
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index f088d548089..dfb4e86c6ff 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -300,7 +300,7 @@ void KX_KetsjiEngine::RenderDome()
KX_Scene* scene;
int n_renders=m_dome->GetNumberRenders();// usually 4 or 6
- for (int i=0;i<n_renders;i++){
+ for (int i=0;i<n_renders;i++) {
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
// for each scene, call the proceed functions
@@ -313,7 +313,7 @@ void KX_KetsjiEngine::RenderDome()
SetWorldSettings(scene->GetWorldInfo());
// shadow buffers
- if (i == 0){
+ if (i == 0) {
RenderShadowBuffers(scene);
}
// Avoid drawing the scene with the active camera twice when it's viewport is enabled
@@ -806,7 +806,7 @@ else
void KX_KetsjiEngine::Render()
{
- if (m_usedome){
+ if (m_usedome) {
RenderDome();
return;
}
@@ -987,7 +987,7 @@ int KX_KetsjiEngine::GetExitCode()
// check if the window has been closed.
if (!m_exitcode)
{
- //if(!m_canvas->Check()) {
+ //if (!m_canvas->Check()) {
// m_exitcode = KX_EXIT_REQUEST_OUTSIDE;
//}
}
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index 0ca84870944..a7078860da3 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -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);
diff --git a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
index 84c5e019e47..3033c534e84 100644
--- a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
@@ -123,7 +123,7 @@ static void PyType_Ready_ADD(PyObject *dict, PyTypeObject *tp, PyAttributeDef *a
/* 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)
+ //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))) {
diff --git a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
index 2f417941ec1..13200696ffb 100644
--- a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
+++ b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
@@ -59,7 +59,7 @@ UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent,
bool& parentUpdated
-){
+) {
MT_assert(child != NULL);
// This way of accessing child coordinates is a bit cumbersome
@@ -134,14 +134,14 @@ UpdateChildCoordinates(
SG_ParentRelation *
KX_BoneParentRelation::
NewCopy(
-){
+) {
KX_BoneParentRelation* bone_parent = new KX_BoneParentRelation(m_bone);
return bone_parent;
}
KX_BoneParentRelation::
~KX_BoneParentRelation(
-){
+) {
//nothing to do
}
diff --git a/source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp b/source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp
index 99477ea70df..699b267496d 100644
--- a/source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp
+++ b/source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp
@@ -53,7 +53,7 @@ UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent,
bool& parentUpdated
-){
+) {
MT_assert(child != NULL);
if (!parentUpdated && !child->IsModified())
@@ -83,20 +83,20 @@ UpdateChildCoordinates(
SG_ParentRelation *
KX_NormalParentRelation::
NewCopy(
-){
+) {
return new KX_NormalParentRelation();
}
KX_NormalParentRelation::
~KX_NormalParentRelation(
-){
+) {
//nothing to do
}
KX_NormalParentRelation::
KX_NormalParentRelation(
-){
+) {
// nothing to do
}
@@ -108,7 +108,7 @@ KX_NormalParentRelation(
KX_VertexParentRelation *
KX_VertexParentRelation::
New(
-){
+) {
return new KX_VertexParentRelation();
}
@@ -122,7 +122,7 @@ UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent,
bool& parentUpdated
-){
+) {
MT_assert(child != NULL);
@@ -148,20 +148,20 @@ UpdateChildCoordinates(
SG_ParentRelation *
KX_VertexParentRelation::
NewCopy(
-){
+) {
return new KX_VertexParentRelation();
};
KX_VertexParentRelation::
~KX_VertexParentRelation(
-){
+) {
//nothing to do
}
KX_VertexParentRelation::
KX_VertexParentRelation(
-){
+) {
//nothing to do
}
@@ -174,7 +174,7 @@ KX_VertexParentRelation(
KX_SlowParentRelation::
New(
MT_Scalar relaxation
-){
+) {
return new KX_SlowParentRelation(relaxation);
}
@@ -188,7 +188,7 @@ UpdateChildCoordinates(
SG_Spatial * child,
const SG_Spatial * parent,
bool& parentUpdated
-){
+) {
MT_assert(child != NULL);
// the child will move even if the parent is not
@@ -273,7 +273,7 @@ UpdateChildCoordinates(
SG_ParentRelation *
KX_SlowParentRelation::
NewCopy(
-){
+) {
return new KX_SlowParentRelation(m_relax);
}
@@ -289,7 +289,7 @@ KX_SlowParentRelation(
KX_SlowParentRelation::
~KX_SlowParentRelation(
-){
+) {
//nothing to do
}
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 2038e7e93b2..503c16fae9c 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1287,7 +1287,7 @@ KX_Camera* KX_Scene::GetActiveCamera()
void KX_Scene::SetActiveCamera(KX_Camera* cam)
{
// only set if the cam is in the active list? Or add it otherwise?
- if (!FindCamera(cam)){
+ if (!FindCamera(cam)) {
AddCamera(cam);
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
}
@@ -1297,7 +1297,7 @@ void KX_Scene::SetActiveCamera(KX_Camera* cam)
void KX_Scene::SetCameraOnTop(KX_Camera* cam)
{
- if (!FindCamera(cam)){
+ if (!FindCamera(cam)) {
// adding is always done at the back, so that's all that needs to be done
AddCamera(cam);
if (cam) std::cout << "Added cam " << cam->GetName() << std::endl;
diff --git a/source/gameengine/Ketsji/KX_TrackToActuator.cpp b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
index d1e0a74c8be..af93121b50e 100644
--- a/source/gameengine/Ketsji/KX_TrackToActuator.cpp
+++ b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
@@ -72,7 +72,7 @@ KX_TrackToActuator::KX_TrackToActuator(SCA_IObject *gameobj,
{
// if the object is vertex parented, don't check parent orientation as the link is broken
- if (!((KX_GameObject*)gameobj)->IsVertexParent()){
+ if (!((KX_GameObject*)gameobj)->IsVertexParent()) {
m_parentobj = ((KX_GameObject*)gameobj)->GetParent(); // check if the object is parented
if (m_parentobj) {
// if so, store the initial local rotation
@@ -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/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 337e8019aa7..ba0d3f18b1d 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -785,7 +785,7 @@ void CcdPhysicsEnvironment::processFhSprings(double curTime,float interval)
void CcdPhysicsEnvironment::setDebugMode(int debugMode)
{
- if (m_debugDrawer){
+ if (m_debugDrawer) {
m_debugDrawer->setDebugMode(debugMode);
}
}
diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
index aa3a8efe540..95a2dc59c5e 100644
--- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
@@ -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]);
@@ -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,
@@ -384,7 +384,7 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
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)
need_depth = true;
@@ -414,13 +414,13 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
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);
diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
index 5f47a4bd53e..1cd110f8cc6 100644
--- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp
@@ -43,7 +43,7 @@ ComputeDefaultFrustum(
const short sensor_fit,
const float design_aspect_ratio,
RAS_FrameFrustum & frustum
-){
+) {
float halfSize;
float sizeX;
float sizeY;
@@ -130,7 +130,7 @@ ComputeBestFitViewRect(
const RAS_Rect &availableViewport,
const float design_aspect_ratio,
RAS_Rect &viewport
-){
+) {
// try and honour the aspect ratio when setting the
// drawable area. If we don't do this we are liable
// to get a lot of distortion in the rendered image.
@@ -165,7 +165,7 @@ ComputeViewport(
const RAS_FrameSettings &settings,
const RAS_Rect &availableViewport,
RAS_Rect &viewport
-){
+) {
RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
const int winx = availableViewport.GetWidth();
@@ -224,7 +224,7 @@ ComputeFrustum(
const float camnear,
const float camfar,
RAS_FrameFrustum &frustum
-){
+) {
RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index b0c7b643f47..d1713462224 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -988,7 +988,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix(
float frustfar,
float focallength,
bool
-){
+) {
MT_Matrix4x4 result;
double mat[16];
@@ -1037,7 +1037,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetOrthoMatrix(
float top,
float frustnear,
float frustfar
-){
+) {
MT_Matrix4x4 result;
double mat[16];
diff --git a/source/gameengine/SceneGraph/SG_Controller.cpp b/source/gameengine/SceneGraph/SG_Controller.cpp
index 07c89dd7af4..264942415c9 100644
--- a/source/gameengine/SceneGraph/SG_Controller.cpp
+++ b/source/gameengine/SceneGraph/SG_Controller.cpp
@@ -41,6 +41,6 @@ SetObject(SG_IObject* obj)
void
SG_Controller::
ClearObject(
-){
+) {
m_pObject = NULL;
}
diff --git a/source/gameengine/SceneGraph/SG_IObject.cpp b/source/gameengine/SceneGraph/SG_IObject.cpp
index ae6208b4f4a..afd647c2a2a 100644
--- a/source/gameengine/SceneGraph/SG_IObject.cpp
+++ b/source/gameengine/SceneGraph/SG_IObject.cpp
@@ -66,7 +66,7 @@ SG_IObject(
SG_IObject::
AddSGController(
SG_Controller* cont
-){
+) {
m_SGcontrollers.push_back(cont);
}
diff --git a/source/gameengine/SceneGraph/SG_Node.cpp b/source/gameengine/SceneGraph/SG_Node.cpp
index 40f4e9b2b25..33af9f16d7c 100644
--- a/source/gameengine/SceneGraph/SG_Node.cpp
+++ b/source/gameengine/SceneGraph/SG_Node.cpp
@@ -78,7 +78,7 @@ SG_Node* SG_Node::GetSGReplica()
SG_Node::
ProcessSGReplica(
SG_Node** replica
-){
+) {
// Apply the replication call back function.
if (!ActivateReplicationCallback(*replica))
{
@@ -159,7 +159,7 @@ bool SG_Node::IsAncessor(const SG_Node* child) const
void
SG_Node::
DisconnectFromParent(
-){
+) {
if (m_SGparent)
{
m_SGparent->RemoveChild(this);
diff --git a/source/gameengine/SceneGraph/SG_Spatial.cpp b/source/gameengine/SceneGraph/SG_Spatial.cpp
index 6e9354721aa..b5b38fd3ba6 100644
--- a/source/gameengine/SceneGraph/SG_Spatial.cpp
+++ b/source/gameengine/SceneGraph/SG_Spatial.cpp
@@ -94,7 +94,7 @@ SG_Spatial::
SG_Spatial::
SetParentRelation(
SG_ParentRelation *relation
-){
+) {
delete (m_parent_relation);
m_parent_relation = relation;
SetModified();
@@ -113,7 +113,7 @@ UpdateSpatialData(
const SG_Spatial *parent,
double time,
bool& parentUpdated
- ){
+ ) {
bool bComputesWorldTransform = false;
// update spatial controllers
@@ -148,7 +148,7 @@ RelativeTranslate(
const MT_Vector3& trans,
const SG_Spatial *parent,
bool local
-){
+) {
if (local) {
m_localPosition += m_localRotation * trans;
} else {
@@ -177,7 +177,7 @@ SG_Spatial::
RelativeRotate(
const MT_Matrix3x3& rot,
bool local
-){
+) {
m_localRotation = m_localRotation * (
local ?
rot