From ab4a2aaf4a4b2b4e416aa1f113b30362cbe0dec3 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 24 Mar 2012 06:38:07 +0000 Subject: style cleanup: follow style guide for formatting of if/for/while loops, and else if's --- source/blender/editors/armature/poseobject.c | 36 ++++++++++++++-------------- 1 file changed, 18 insertions(+), 18 deletions(-) (limited to 'source/blender/editors/armature/poseobject.c') diff --git a/source/blender/editors/armature/poseobject.c b/source/blender/editors/armature/poseobject.c index 2689ec68563..3d33930fa49 100644 --- a/source/blender/editors/armature/poseobject.c +++ b/source/blender/editors/armature/poseobject.c @@ -109,7 +109,7 @@ void ED_armature_enter_posemode(bContext *C, Base *base) void ED_armature_exit_posemode(bContext *C, Base *base) { - if(base) { + if (base) { Object *ob= base->object; ob->restore_mode = ob->mode; @@ -154,18 +154,18 @@ static int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan, int level) /* No need to check if constraint is active (has influence), * since all constraints with CONSTRAINT_IK_AUTO are active */ - for(con= pchan->constraints.first; con; con= con->next) { - if(con->type==CONSTRAINT_TYPE_KINEMATIC) { + for (con= pchan->constraints.first; con; con= con->next) { + if (con->type==CONSTRAINT_TYPE_KINEMATIC) { bKinematicConstraint *data= con->data; - if(data->rootbone == 0 || data->rootbone > level) { - if((data->flag & CONSTRAINT_IK_AUTO)==0) + if (data->rootbone == 0 || data->rootbone > level) { + if ((data->flag & CONSTRAINT_IK_AUTO)==0) return 1; } } } - for(bone= pchan->bone->childbase.first; bone; bone= bone->next) { + for (bone= pchan->bone->childbase.first; bone; bone= bone->next) { pchan= get_pose_channel(ob->pose, bone->name); - if(pchan && pose_channel_in_IK_chain(ob, pchan, level + 1)) + if (pchan && pose_channel_in_IK_chain(ob, pchan, level + 1)) return 1; } return 0; @@ -338,7 +338,7 @@ static int pose_select_constraint_target_exec(bContext *C, wmOperator *UNUSED(op for (ct= targets.first; ct; ct= ct->next) { if ((ct->tar == ob) && (ct->subtarget[0])) { bPoseChannel *pchanc= get_pose_channel(ob->pose, ct->subtarget); - if((pchanc) && !(pchanc->bone->flag & BONE_UNSELECTABLE)) { + if ((pchanc) && !(pchanc->bone->flag & BONE_UNSELECTABLE)) { pchanc->bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL; found= 1; } @@ -687,23 +687,23 @@ static int pose_bone_flip_active_exec (bContext *C, wmOperator *UNUSED(op)) Object *ob_act= CTX_data_active_object(C); Object *ob= object_pose_armature_get(ob_act); - if(ob && (ob->mode & OB_MODE_POSE)) { + if (ob && (ob->mode & OB_MODE_POSE)) { bArmature *arm= ob->data; - if(arm->act_bone) { + if (arm->act_bone) { bPoseChannel *pchanf; char name[MAXBONENAME]; flip_side_name(name, arm->act_bone->name, TRUE); pchanf= get_pose_channel(ob->pose, name); - if(pchanf && pchanf->bone != arm->act_bone) { + if (pchanf && pchanf->bone != arm->act_bone) { arm->act_bone->flag &= ~BONE_SELECTED; pchanf->bone->flag |= BONE_SELECTED; arm->act_bone= pchanf->bone; /* in weightpaint we select the associated vertex group too */ - if(ob_act->mode & OB_MODE_WEIGHT_PAINT) { + if (ob_act->mode & OB_MODE_WEIGHT_PAINT) { ED_vgroup_select_by_name(ob_act, name); DAG_id_tag_update(&ob_act->id, OB_RECALC_DATA); } @@ -876,7 +876,7 @@ static void pose_copy_menu(Scene *scene) BLI_duplicatelist(&const_copy, &(pchanact->constraints)); /* build the puplist of constraints */ - for (con = pchanact->constraints.first, i=0; con; con=con->next, i++){ + for (con = pchanact->constraints.first, i=0; con; con=con->next, i++) { const_toggle[i]= 1; // add_numbut(i, TOG|INT, con->name, 0, 0, &(const_toggle[i]), ""); } @@ -946,7 +946,7 @@ void free_posebuf(void) bPoseChannel *pchan; for (pchan= g_posebuf->chanbase.first; pchan; pchan= pchan->next) { - if(pchan->prop) { + if (pchan->prop) { IDP_FreeProperty(pchan->prop); MEM_freeN(pchan->prop); } @@ -968,8 +968,8 @@ static void set_pose_keys (Object *ob) bArmature *arm= ob->data; bPoseChannel *chan; - if (ob->pose){ - for (chan=ob->pose->chanbase.first; chan; chan=chan->next){ + if (ob->pose) { + for (chan=ob->pose->chanbase.first; chan; chan=chan->next) { Bone *bone= chan->bone; if ((bone) && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer)) chan->flag |= POSE_KEY; @@ -1789,7 +1789,7 @@ static int pose_autoside_names_exec (bContext *C, wmOperator *op) CTX_DATA_BEGIN(C, bPoseChannel*, pchan, selected_pose_bones) { BLI_strncpy(newname, pchan->name, sizeof(newname)); - if(bone_autoside_name(newname, 1, axis, pchan->bone->head[axis], pchan->bone->tail[axis])) + if (bone_autoside_name(newname, 1, axis, pchan->bone->head[axis], pchan->bone->tail[axis])) ED_armature_bone_rename(arm, pchan->name, newname); } CTX_DATA_END; @@ -2046,7 +2046,7 @@ static int pose_bone_layers_exec (bContext *C, wmOperator *op) PointerRNA ptr; int layers[32]; /* hardcoded for now - we can only have 32 armature layers, so this should be fine... */ - if(ob==NULL || ob->data==NULL) { + if (ob==NULL || ob->data==NULL) { return OPERATOR_CANCELLED; } -- cgit v1.2.3