From a2c182e9233333fc3b8ff40d352113ec95e7e30c Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 3 Mar 2012 16:31:46 +0000 Subject: style cleanup - use aligned * prefixed blocks for descriptive comments (was already used a lot and part of proposed style guide). --- source/gameengine/Converter/BL_ArmatureObject.cpp | 16 +++++++++------- source/gameengine/Converter/BL_BlenderDataConversion.cpp | 8 ++++---- source/gameengine/Converter/BL_ModifierDeformer.cpp | 14 +++++++------- source/gameengine/Converter/KX_BlenderSceneConverter.cpp | 5 +++-- 4 files changed, 23 insertions(+), 20 deletions(-) (limited to 'source/gameengine') diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index 79efc8f7586..04618bf9e2d 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -120,8 +120,10 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint) } // fails to link, props are not used in the BGE yet. - /* if(pchan->prop) - pchan->prop= IDP_CopyProperty(pchan->prop); */ +#if 0 + if(pchan->prop) + pchan->prop= IDP_CopyProperty(pchan->prop); +#endif pchan->prop= NULL; } @@ -546,11 +548,11 @@ void BL_ArmatureObject::GetPose(bPose **pose) /* Otherwise, copy the armature's pose channels into the caller-supplied pose */ if (!*pose) { - /* probably not to good of an idea to - duplicate everying, but it clears up - a crash and memory leakage when - &BL_ActionActuator::m_pose is freed - */ + /* probably not to good of an idea to + * duplicate everying, but it clears up + * a crash and memory leakage when + * &BL_ActionActuator::m_pose is freed + */ game_copy_pose(pose, m_pose, 0); } else { diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 8fb87025fe8..066cfe63bb5 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -536,8 +536,8 @@ bool ConvertMaterial( int valid_index = 0; /* In Multitexture use the face texture if and only if - * it is set in the buttons - * In GLSL is not working yet :/ 3.2011 */ + * it is set in the buttons + * In GLSL is not working yet :/ 3.2011 */ bool facetex = false; if(validface && mat->mode &MA_FACETEXTURE) facetex = true; @@ -784,8 +784,8 @@ bool ConvertMaterial( uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f); - /* No material, what to do? let's see what is in the UV and set the material accordingly - light and visible is always on */ + /* No material, what to do? let's see what is in the UV and set the material accordingly + * light and visible is always on */ if( validface ) { material->tile = tface->tile; diff --git a/source/gameengine/Converter/BL_ModifierDeformer.cpp b/source/gameengine/Converter/BL_ModifierDeformer.cpp index 08e96f421cc..500968462c3 100644 --- a/source/gameengine/Converter/BL_ModifierDeformer.cpp +++ b/source/gameengine/Converter/BL_ModifierDeformer.cpp @@ -141,17 +141,17 @@ bool BL_ModifierDeformer::HasArmatureDeformer(Object *ob) // return a deformed mesh that supports mapping (with a valid CD_ORIGINDEX layer) struct DerivedMesh* BL_ModifierDeformer::GetPhysicsMesh() { - // we need to compute the deformed mesh taking into account the current - // shape and skin deformers, we cannot just call mesh_create_derived_physics() - // because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(), - // so restart from scratch by forcing a full update the shape/skin deformers - // (will do nothing if there is no such deformer) + /* we need to compute the deformed mesh taking into account the current + * shape and skin deformers, we cannot just call mesh_create_derived_physics() + * because that would use the m_transvers already deformed previously by BL_ModifierDeformer::Update(), + * so restart from scratch by forcing a full update the shape/skin deformers + * (will do nothing if there is no such deformer) */ BL_ShapeDeformer::ForceUpdate(); BL_ShapeDeformer::Update(); // now apply the modifiers but without those that don't support mapping Object* blendobj = m_gameobj->GetBlendObject(); /* hack: the modifiers require that the mesh is attached to the object - It may not be the case here because of replace mesh actuator */ + * It may not be the case here because of replace mesh actuator */ Mesh *oldmesh = (Mesh*)blendobj->data; blendobj->data = m_bmesh; DerivedMesh *dm = mesh_create_derived_physics(m_scene, blendobj, m_transverts, CD_MASK_MESH); @@ -172,7 +172,7 @@ bool BL_ModifierDeformer::Update(void) /* execute the modifiers */ Object* blendobj = m_gameobj->GetBlendObject(); /* hack: the modifiers require that the mesh is attached to the object - It may not be the case here because of replace mesh actuator */ + * It may not be the case here because of replace mesh actuator */ Mesh *oldmesh = (Mesh*)blendobj->data; blendobj->data = m_bmesh; /* execute the modifiers */ diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index bed9e538090..3b156c7c01b 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -1214,7 +1214,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) // delete the entities of this scene /* TODO - */ - /* +#if 0 vector >::iterator worldit; size = m_worldinfos.size(); for (i=0, worldit=m_worldinfos.begin(); i