From b8a71efeba70d6c3ebc579f5043daa4162da86e8 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 24 Mar 2012 07:52:14 +0000 Subject: style cleanup: follow style guide for/with/if spacing --- .../BlenderRoutines/BL_KetsjiEmbedStart.cpp | 34 ++-- source/gameengine/BlenderRoutines/BL_System.cpp | 10 +- source/gameengine/BlenderRoutines/KX_BlenderGL.cpp | 24 +-- .../BlenderRoutines/KX_BlenderRenderTools.cpp | 28 +-- source/gameengine/Converter/BL_ActionActuator.cpp | 26 +-- source/gameengine/Converter/BL_ArmatureObject.cpp | 8 +- .../Converter/BL_BlenderDataConversion.cpp | 158 +++++++-------- .../Converter/BL_DeformableGameObject.cpp | 2 +- source/gameengine/Converter/BL_MeshDeformer.cpp | 36 ++-- .../gameengine/Converter/BL_ModifierDeformer.cpp | 4 +- source/gameengine/Converter/BL_SkinDeformer.cpp | 12 +- source/gameengine/Converter/BlenderWorldInfo.cpp | 2 +- .../Converter/KX_BlenderScalarInterpolator.cpp | 10 +- .../Converter/KX_BlenderSceneConverter.cpp | 106 +++++----- .../gameengine/Converter/KX_ConvertActuators.cpp | 6 +- .../gameengine/Converter/KX_ConvertControllers.cpp | 6 +- .../gameengine/Converter/KX_ConvertProperties.cpp | 12 +- source/gameengine/Converter/KX_IpoConvert.cpp | 26 +-- .../gameengine/Converter/KX_SoftBodyDeformer.cpp | 6 +- source/gameengine/Expressions/InputParser.cpp | 4 +- source/gameengine/Expressions/IntValue.cpp | 2 +- source/gameengine/Expressions/ListValue.cpp | 4 +- source/gameengine/Expressions/PyObjectPlus.cpp | 28 +-- source/gameengine/Expressions/Value.cpp | 6 +- .../gameengine/GameLogic/Joystick/SCA_Joystick.cpp | 16 +- .../GameLogic/Joystick/SCA_JoystickEvents.cpp | 6 +- .../gameengine/GameLogic/SCA_2DFilterActuator.cpp | 8 +- source/gameengine/GameLogic/SCA_ISensor.cpp | 6 +- .../gameengine/GameLogic/SCA_JoystickManager.cpp | 4 +- source/gameengine/GameLogic/SCA_JoystickSensor.cpp | 30 +-- source/gameengine/GameLogic/SCA_LogicManager.cpp | 4 +- source/gameengine/GameLogic/SCA_PropertySensor.cpp | 4 +- .../gameengine/GameLogic/SCA_PythonController.cpp | 34 ++-- source/gameengine/GameLogic/SCA_RandomActuator.cpp | 18 +- source/gameengine/GamePlayer/common/GPC_Canvas.cpp | 4 +- source/gameengine/GamePlayer/common/GPC_Engine.cpp | 30 +-- .../gameengine/GamePlayer/common/GPC_RawImage.cpp | 14 +- .../GamePlayer/common/GPC_RawLoadDotBlendArray.cpp | 2 +- .../GamePlayer/common/GPC_RawLogoArrays.cpp | 4 +- .../GamePlayer/common/GPC_RenderTools.cpp | 42 ++-- .../GamePlayer/ghost/GPG_Application.cpp | 20 +- source/gameengine/GamePlayer/ghost/GPG_ghost.cpp | 44 ++-- source/gameengine/Ketsji/BL_BlenderShader.cpp | 42 ++-- source/gameengine/Ketsji/BL_Material.cpp | 14 +- source/gameengine/Ketsji/BL_Shader.cpp | 222 ++++++++++----------- source/gameengine/Ketsji/BL_Texture.cpp | 74 +++---- source/gameengine/Ketsji/KX_BlenderMaterial.cpp | 170 ++++++++-------- source/gameengine/Ketsji/KX_Camera.cpp | 10 +- source/gameengine/Ketsji/KX_CameraActuator.cpp | 22 +- .../gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 6 +- source/gameengine/Ketsji/KX_Dome.cpp | 136 ++++++------- source/gameengine/Ketsji/KX_FontObject.cpp | 16 +- source/gameengine/Ketsji/KX_GameObject.cpp | 82 ++++---- source/gameengine/Ketsji/KX_KetsjiEngine.cpp | 48 ++--- source/gameengine/Ketsji/KX_Light.cpp | 32 +-- source/gameengine/Ketsji/KX_MeshProxy.cpp | 6 +- source/gameengine/Ketsji/KX_MouseFocusSensor.cpp | 10 +- source/gameengine/Ketsji/KX_NavMeshObject.cpp | 4 +- source/gameengine/Ketsji/KX_ObjectActuator.cpp | 12 +- source/gameengine/Ketsji/KX_PolyProxy.cpp | 2 +- source/gameengine/Ketsji/KX_PolygonMaterial.cpp | 2 +- .../gameengine/Ketsji/KX_PyConstraintBinding.cpp | 2 +- source/gameengine/Ketsji/KX_PyMath.cpp | 6 +- source/gameengine/Ketsji/KX_PythonInit.cpp | 76 +++---- source/gameengine/Ketsji/KX_PythonInitTypes.cpp | 16 +- source/gameengine/Ketsji/KX_PythonSeq.cpp | 50 ++--- source/gameengine/Ketsji/KX_RayCast.cpp | 2 +- source/gameengine/Ketsji/KX_Scene.cpp | 58 +++--- source/gameengine/Ketsji/KX_SceneActuator.cpp | 2 +- source/gameengine/Ketsji/KX_SoundActuator.cpp | 58 +++--- source/gameengine/Ketsji/KX_SteeringActuator.cpp | 2 +- source/gameengine/Ketsji/KX_TouchEventManager.cpp | 2 +- source/gameengine/Ketsji/KX_TrackToActuator.cpp | 14 +- source/gameengine/Ketsji/KX_VertexProxy.cpp | 2 +- .../Physics/Bullet/CcdGraphicController.cpp | 2 +- .../Physics/Bullet/CcdPhysicsController.cpp | 96 ++++----- .../Physics/Bullet/CcdPhysicsEnvironment.cpp | 82 ++++---- .../gameengine/Rasterizer/RAS_2DFilterManager.cpp | 82 ++++---- source/gameengine/Rasterizer/RAS_BucketManager.cpp | 16 +- .../gameengine/Rasterizer/RAS_FramingManager.cpp | 8 +- .../gameengine/Rasterizer/RAS_IPolygonMaterial.cpp | 8 +- .../gameengine/Rasterizer/RAS_MaterialBucket.cpp | 126 ++++++------ source/gameengine/Rasterizer/RAS_MeshObject.cpp | 68 +++---- .../RAS_GLExtensionManager.cpp | 24 +-- .../RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp | 36 ++-- .../RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 88 ++++---- .../RAS_VAOpenGLRasterizer.cpp | 62 +++--- source/gameengine/Rasterizer/RAS_Polygon.cpp | 8 +- source/gameengine/SceneGraph/SG_Tree.cpp | 16 +- source/gameengine/VideoTexture/ImageRender.cpp | 6 +- source/gameengine/VideoTexture/VideoFFmpeg.cpp | 22 +- source/gameengine/VideoTexture/blendVideoTex.cpp | 2 +- 92 files changed, 1401 insertions(+), 1401 deletions(-) (limited to 'source/gameengine') diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp index d8bb45707e5..eb31070f265 100644 --- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp +++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp @@ -192,7 +192,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE; bool restrictAnimFPS = startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES; - if(animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */ + if (animation_record) usefixed= true; /* override since you's always want fixed time for sim recording */ // create the canvas, rasterizer and rendertools RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar); @@ -205,7 +205,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c RAS_IRenderTools* rendertools = new KX_BlenderRenderTools(); RAS_IRasterizer* rasterizer = NULL; - if(displaylists) { + if (displaylists) { if (GLEW_VERSION_1_1 && !novertexarrays) rasterizer = new RAS_ListRasterizer(canvas, true, true); else @@ -263,8 +263,8 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c float camzoom; int draw_letterbox = 0; - if(rv3d->persp==RV3D_CAMOB) { - if(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */ + if (rv3d->persp==RV3D_CAMOB) { + if (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) { /* Letterbox */ camzoom = 1.0f; draw_letterbox = 1; } @@ -318,7 +318,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c blenderdata = bfd->main; startscenename = bfd->curscene->id.name + 2; - if(blenderdata) { + if (blenderdata) { BLI_strncpy(G.main->name, blenderdata->name, sizeof(G.main->name)); BLI_strncpy(pathname, blenderdata->name, sizeof(pathname)); #ifdef WITH_PYTHON @@ -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); @@ -359,7 +359,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c ketsjiengine->SetCameraOverrideUseOrtho((rv3d->persp == RV3D_ORTHO)); ketsjiengine->SetCameraOverrideProjectionMatrix(MT_CmMatrix4x4(rv3d->winmat)); ketsjiengine->SetCameraOverrideViewMatrix(MT_CmMatrix4x4(rv3d->viewmat)); - if(rv3d->persp == RV3D_ORTHO) + if (rv3d->persp == RV3D_ORTHO) { ketsjiengine->SetCameraOverrideClipping(-v3d->far, v3d->far); } @@ -379,17 +379,17 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c bool usemat = false, useglslmat = false; - if(GLEW_ARB_multitexture && GLEW_VERSION_1_1) + if (GLEW_ARB_multitexture && GLEW_VERSION_1_1) usemat = true; - if(GPU_glsl_support()) + if (GPU_glsl_support()) useglslmat = true; - else if(gs.matmode == GAME_MAT_GLSL) + else if (gs.matmode == GAME_MAT_GLSL) usemat = false; - if(usemat && (gs.matmode != GAME_MAT_TEXFACE)) + if (usemat && (gs.matmode != GAME_MAT_TEXFACE)) sceneconverter->SetMaterials(true); - if(useglslmat && (gs.matmode == GAME_MAT_GLSL)) + if (useglslmat && (gs.matmode == GAME_MAT_GLSL)) sceneconverter->SetGLSLMaterials(true); KX_Scene* startscene = new KX_Scene(keyboarddevice, @@ -406,12 +406,12 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c #endif // WITH_PYTHON //initialize Dome Settings - if(scene->gm.stereoflag == STEREO_DOME) + if (scene->gm.stereoflag == STEREO_DOME) ketsjiengine->InitDome(scene->gm.dome.res, scene->gm.dome.mode, scene->gm.dome.angle, scene->gm.dome.resbuf, scene->gm.dome.tilt, scene->gm.dome.warptext); // initialize 3D Audio Settings AUD_I3DDevice* dev = AUD_get3DDevice(); - if(dev) + if (dev) { dev->setSpeedOfSound(scene->audio.speed_of_sound); dev->setDopplerFactor(scene->audio.doppler_factor); @@ -457,7 +457,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c if (render) { - if(draw_letterbox) { + if (draw_letterbox) { // Clear screen to border color // We do this here since we set the canvas to be within the frames. This means the engine // itself is unaware of the extra space, so we clear the whole region for it. @@ -502,7 +502,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c wm_event_free(event); } - if(win != CTX_wm_window(C)) { + if (win != CTX_wm_window(C)) { exitrequested= KX_EXIT_REQUEST_OUTSIDE; /* window closed while bge runs */ } } @@ -557,7 +557,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c startscene->camera= tmp_camera; } - if(exitrequested != KX_EXIT_REQUEST_OUTSIDE) + if (exitrequested != KX_EXIT_REQUEST_OUTSIDE) { // set the cursor back to normal canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL); diff --git a/source/gameengine/BlenderRoutines/BL_System.cpp b/source/gameengine/BlenderRoutines/BL_System.cpp index a97d1a6d5e9..251182a07aa 100644 --- a/source/gameengine/BlenderRoutines/BL_System.cpp +++ b/source/gameengine/BlenderRoutines/BL_System.cpp @@ -44,7 +44,7 @@ static SingletonSystem *_system_instance = NULL; SYS_SystemHandle SYS_GetSystem() { - if(!_system_instance) + if (!_system_instance) _system_instance = new SingletonSystem(); return (SYS_SystemHandle)_system_instance; @@ -52,7 +52,7 @@ SYS_SystemHandle SYS_GetSystem() void SYS_DeleteSystem(SYS_SystemHandle sys) { - if(_system_instance) { + if (_system_instance) { delete _system_instance; _system_instance = NULL; } @@ -61,7 +61,7 @@ void SYS_DeleteSystem(SYS_SystemHandle sys) int SYS_GetCommandLineInt(SYS_SystemHandle sys, const char *paramname, int defaultvalue) { int *result = ((SingletonSystem *)sys)->int_params[paramname]; - if(result) + if (result) return *result; return defaultvalue; @@ -70,7 +70,7 @@ int SYS_GetCommandLineInt(SYS_SystemHandle sys, const char *paramname, int defau float SYS_GetCommandLineFloat(SYS_SystemHandle sys, const char *paramname, float defaultvalue) { float *result = ((SingletonSystem *)sys)->float_params[paramname]; - if(result) + if (result) return *result; return defaultvalue; @@ -79,7 +79,7 @@ float SYS_GetCommandLineFloat(SYS_SystemHandle sys, const char *paramname, float const char *SYS_GetCommandLineString(SYS_SystemHandle sys, const char *paramname, const char *defaultvalue) { STR_String *result = ((SingletonSystem *)sys)->string_params[paramname]; - if(result) + if (result) return *result; return defaultvalue; diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp index 7a99a4a1419..19a84acf027 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp @@ -95,34 +95,34 @@ void DisableForText() { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */ - if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND); - if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST); + if (glIsEnabled(GL_BLEND)) glDisable(GL_BLEND); + if (glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST); - if(glIsEnabled(GL_LIGHTING)) { + if (glIsEnabled(GL_LIGHTING)) { glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); } - if(GLEW_ARB_multitexture) { - for(int i=0; iname); /* BKE_add_image_extension() checks for if extension was already set */ diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp index 43166c0698a..9156102ab0d 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp @@ -92,23 +92,23 @@ void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool useligh int layer= -1; /* find the layer */ - if(uselights) { - if(m_clientobject) + if (uselights) { + if (m_clientobject) layer = static_cast(m_clientobject)->GetLayer(); } /* avoid state switching */ - if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo) + if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo) return; m_lastlightlayer = layer; m_lastauxinfo = m_auxilaryClientInfo; /* enable/disable lights as needed */ - if(layer >= 0) + if (layer >= 0) enable = applyLights(layer, viewmat); - if(enable) + if (enable) EnableOpenGLLights(rasty); else DisableOpenGLLights(); @@ -116,7 +116,7 @@ void KX_BlenderRenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool useligh void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty) { - if(m_lastlighting == true) + if (m_lastlighting == true) return; glEnable(GL_LIGHTING); @@ -133,7 +133,7 @@ void KX_BlenderRenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty) void KX_BlenderRenderTools::DisableOpenGLLights() { - if(m_lastlighting == false) + if (m_lastlighting == false) return; glDisable(GL_LIGHTING); @@ -297,7 +297,7 @@ void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, int width, int height) { - if(mode == RAS_IRenderTools::RAS_TEXT_PADDED) + if (mode == RAS_IRenderTools::RAS_TEXT_PADDED) BL_print_gamedebug_line_padded(text, xco, yco, width, height); else BL_print_gamedebug_line(text, xco, yco, width, height); @@ -317,7 +317,7 @@ void KX_BlenderRenderTools::RenderText( struct MTFace* tface = 0; unsigned int *col = 0; - if(flag & RAS_BLENDERMAT) { + if (flag & RAS_BLENDERMAT) { KX_BlenderMaterial *bl_mat = static_cast(polymat); tface = bl_mat->GetMTFace(); col = bl_mat->GetMCol(); @@ -350,7 +350,7 @@ int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& view unsigned int count; std::vector::iterator lit = m_lights.begin(); - for(count=0; countm_light; - if(kxlight->ApplyLight(kxscene, objectlayer, count)) + if (kxlight->ApplyLight(kxscene, objectlayer, count)) count++; } glPopMatrix(); @@ -374,16 +374,16 @@ void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer) { int state = rasterizer->GetMotionBlurState(); float motionblurvalue; - if(state) + if (state) { motionblurvalue = rasterizer->GetMotionBlurValue(); - if(state==1) + if (state==1) { //bugfix:load color buffer into accum buffer for the first time(state=1) glAccum(GL_LOAD, 1.0); rasterizer->SetMotionBlurState(2); } - else if(motionblurvalue>=0.0 && motionblurvalue<=1.0) + else if (motionblurvalue>=0.0 && motionblurvalue<=1.0) { glAccum(GL_MULT, motionblurvalue); glAccum(GL_ACCUM, 1-motionblurvalue); diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index 5d87e7fd969..61379209151 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -365,14 +365,14 @@ PyObject* BL_ActionActuator::PyGetChannel(PyObject* value) bPoseChannel *pchan; - if(m_userpose==NULL && m_pose==NULL) { + if (m_userpose==NULL && m_pose==NULL) { BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent(); obj->GetPose(&m_pose); /* Get the underlying pose from the armature */ } // get_pose_channel accounts for NULL pose, run on both in case one exists but // the channel doesnt - if( !(pchan=get_pose_channel(m_userpose, string)) && + if ( !(pchan=get_pose_channel(m_userpose, string)) && !(pchan=get_pose_channel(m_pose, string)) ) { PyErr_SetString(PyExc_ValueError, "channel doesnt exist"); @@ -428,11 +428,11 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel, return NULL; } - if(PyTuple_Size(args)==2) { + if (PyTuple_Size(args)==2) { if (!PyArg_ParseTuple(args,"sO:setChannel", &string, &pymat)) // matrix return NULL; } - else if(PyTuple_Size(args)==4) { + else if (PyTuple_Size(args)==4) { if (!PyArg_ParseTuple(args,"sOOO:setChannel", &string, &pyloc, &pysize, &pyquat)) // loc/size/quat return NULL; } @@ -441,11 +441,11 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel, return NULL; } - if(pymat) { + if (pymat) { float matrix[4][4]; MT_Matrix4x4 mat; - if(!PyMatTo(pymat, mat)) + if (!PyMatTo(pymat, mat)) return NULL; mat.getValue((float*)matrix); @@ -453,14 +453,14 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel, BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent(); if (!m_userpose) { - if(!m_pose) + if (!m_pose) obj->GetPose(&m_pose); /* Get the underlying pose from the armature */ game_copy_pose(&m_userpose, m_pose, 0); } // pchan= verify_pose_channel(m_userpose, string); // adds the channel if its not there. pchan= get_pose_channel(m_userpose, string); // adds the channel if its not there. - if(pchan) { + if (pchan) { copy_v3_v3(pchan->loc, matrix[3]); mat4_to_size(pchan->size, matrix); mat4_to_quat(pchan->quat, matrix); @@ -476,7 +476,7 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel, // same as above if (!m_userpose) { - if(!m_pose) + if (!m_pose) obj->GetPose(&m_pose); /* Get the underlying pose from the armature */ game_copy_pose(&m_userpose, m_pose, 0); } @@ -484,14 +484,14 @@ KX_PYMETHODDEF_DOC(BL_ActionActuator, setChannel, pchan= get_pose_channel(m_userpose, string); // adds the channel if its not there. // for some reason loc.setValue(pchan->loc) fails - if(pchan) { + if (pchan) { pchan->loc[0]= loc[0]; pchan->loc[1]= loc[1]; pchan->loc[2]= loc[2]; pchan->size[0]= size[0]; pchan->size[1]= size[1]; pchan->size[2]= size[2]; pchan->quat[0]= quat[3]; pchan->quat[1]= quat[0]; pchan->quat[2]= quat[1]; pchan->quat[3]= quat[2]; /* notice xyzw -> wxyz is intentional */ } } - if(pchan==NULL) { + if (pchan==NULL) { PyErr_SetString(PyExc_ValueError, "Channel could not be found, use the 'channelNames' attribute to get a list of valid channels"); return NULL; } @@ -595,9 +595,9 @@ PyObject* BL_ActionActuator::pyattr_get_channel_names(void *self_v, const KX_PYA bPose *pose= ((BL_ArmatureObject*)self->GetParent())->GetOrigPose(); - if(pose) { + if (pose) { bPoseChannel *pchan; - for(pchan= (bPoseChannel *)pose->chanbase.first; pchan; pchan= (bPoseChannel *)pchan->next) { + for (pchan= (bPoseChannel *)pose->chanbase.first; pchan; pchan= (bPoseChannel *)pchan->next) { item= PyUnicode_FromString(pchan->name); PyList_Append(ret, item); Py_DECREF(item); diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp index dd2e29e4288..f4c437c04ec 100644 --- a/source/gameengine/Converter/BL_ArmatureObject.cpp +++ b/source/gameengine/Converter/BL_ArmatureObject.cpp @@ -121,7 +121,7 @@ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint) // fails to link, props are not used in the BGE yet. #if 0 - if(pchan->prop) + if (pchan->prop) pchan->prop= IDP_CopyProperty(pchan->prop); #endif pchan->prop= NULL; @@ -186,7 +186,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/) if (schan->rotmode) dchan->eul[i] = (dchan->eul[i]*dstweight) + (schan->eul[i]*srcweight); } - for(dcon= (bConstraint*)dchan->constraints.first, scon= (bConstraint*)schan->constraints.first; dcon && scon; dcon= (bConstraint*)dcon->next, scon= (bConstraint*)scon->next) { + for (dcon= (bConstraint*)dchan->constraints.first, scon= (bConstraint*)schan->constraints.first; dcon && scon; dcon= (bConstraint*)dcon->next, scon= (bConstraint*)scon->next) { /* no 'add' option for constraint blending */ dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight; } @@ -469,7 +469,7 @@ void BL_ArmatureObject::ApplyPose() // in the GE, we use ctime to store the timestep m_pose->ctime = (float)m_timestep; //m_scene->r.cfra++; - if(m_lastapplyframe != m_lastframe) { + if (m_lastapplyframe != m_lastframe) { // update the constraint if any, first put them all off so that only the active ones will be updated SG_DList::iterator cit(m_controlledConstraints); for (cit.begin(); !cit.end(); ++cit) { @@ -591,7 +591,7 @@ bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) ApplyPose(); pchan = get_pose_channel(m_objArma->pose, bone->name); - if(pchan) + if (pchan) matrix.setValue(&pchan->pose_mat[0][0]); RestorePose(); diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 33cbbe3ee86..1805214c6a2 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -414,7 +414,7 @@ static void SetDefaultLightMode(Scene* scene) Scene *sce_iter; Base *base; - for(SETLOOPER(scene, sce_iter, base)) + for (SETLOOPER(scene, sce_iter, base)) { if (base->object->type == OB_LAMP) { @@ -440,7 +440,7 @@ static void GetRGB(short type, { case 0: // vertex colors { - if(mmcol) { + if (mmcol) { c0 = KX_Mcol2uint_new(mmcol[0]); c1 = KX_Mcol2uint_new(mmcol[1]); c2 = KX_Mcol2uint_new(mmcol[2]); @@ -511,7 +511,7 @@ bool ConvertMaterial( bool validface = (tface!=0); short type = 0; - if( validmat ) + if ( validmat ) type = 1; // material color material->IdMode = DEFAULT_BLENDER; @@ -519,10 +519,10 @@ bool ConvertMaterial( material->materialindex = mface->mat_nr; // -------------------------------- - if(validmat) { + if (validmat) { // use vertex colors by explicitly setting - if(mat->mode &MA_VERTEXCOLP || glslmat) + if (mat->mode &MA_VERTEXCOLP || glslmat) type = 0; // use lighting? @@ -539,21 +539,21 @@ bool ConvertMaterial( * it is set in the buttons * In GLSL is not working yet :/ 3.2011 */ bool facetex = false; - if(validface && mat->mode &MA_FACETEXTURE) + if (validface && mat->mode &MA_FACETEXTURE) facetex = true; numchan = numchan>MAXTEX?MAXTEX:numchan; if (facetex && numchan == 0) numchan = 1; // foreach MTex - for(int i=0; itpage); - if(tmp) { + if (tmp) { material->img[i] = tmp; material->texname[i] = material->img[i]->id.name; material->flag[i] |= MIPMAP; @@ -562,12 +562,12 @@ bool ConvertMaterial( material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ALPHA )?USEALPHA:0; material->flag[i] |= ( mat->game.alpha_blend & GEMAT_ADD )?CALCALPHA:0; - if(material->img[i]->flag & IMA_REFLECT) + if (material->img[i]->flag & IMA_REFLECT) material->mapping[i].mapping |= USEREFL; else { mttmp = getImageFromMaterial( mat, i ); - if(mttmp && mttmp->texco &TEXCO_UV) + if (mttmp && mttmp->texco &TEXCO_UV) { STR_String uvName = mttmp->uvname; @@ -589,24 +589,24 @@ bool ConvertMaterial( } mttmp = getImageFromMaterial( mat, i ); - if( mttmp ) { - if( mttmp->tex ) { - if( mttmp->tex->type == TEX_IMAGE ) { + if ( mttmp ) { + if ( mttmp->tex ) { + if ( mttmp->tex->type == TEX_IMAGE ) { material->mtexname[i] = mttmp->tex->id.name; material->img[i] = mttmp->tex->ima; - if( material->img[i] ) { + if ( material->img[i] ) { material->texname[i] = material->img[i]->id.name; material->flag[i] |= ( mttmp->tex->imaflag &TEX_MIPMAP )?MIPMAP:0; // ----------------------- - if( mttmp->tex->imaflag &TEX_USEALPHA ) { + if ( mttmp->tex->imaflag &TEX_USEALPHA ) { material->flag[i] |= USEALPHA; } // ----------------------- - else if( mttmp->tex->imaflag &TEX_CALCALPHA ) { + else if ( mttmp->tex->imaflag &TEX_CALCALPHA ) { material->flag[i] |= CALCALPHA; } - else if(mttmp->tex->flag &TEX_NEGALPHA) { + else if (mttmp->tex->flag &TEX_NEGALPHA) { material->flag[i] |= USENEGALPHA; } @@ -614,12 +614,12 @@ bool ConvertMaterial( material->flag[i] |= ( mttmp->mapto & MAP_ALPHA )?TEXALPHA:0; material->flag[i] |= ( mttmp->texflag& MTEX_NEGATIVE )?TEXNEG:0; - if(!glslmat && (material->flag[i] & TEXALPHA)) + if (!glslmat && (material->flag[i] & TEXALPHA)) texalpha = 1; } } - else if(mttmp->tex->type == TEX_ENVMAP) { - if( mttmp->tex->env->stype == ENV_LOAD ) { + else if (mttmp->tex->type == TEX_ENVMAP) { + if ( mttmp->tex->env->stype == ENV_LOAD ) { material->mtexname[i] = mttmp->tex->id.name; EnvMap *env = mttmp->tex->env; @@ -643,16 +643,16 @@ bool ConvertMaterial( // mapping methods material->mapping[i].mapping |= ( mttmp->texco & TEXCO_REFL )?USEREFL:0; - if(mttmp->texco & TEXCO_OBJECT) { + if (mttmp->texco & TEXCO_OBJECT) { material->mapping[i].mapping |= USEOBJ; - if(mttmp->object) + if (mttmp->object) material->mapping[i].objconame = mttmp->object->id.name; } - else if(mttmp->texco &TEXCO_REFL) + else if (mttmp->texco &TEXCO_REFL) material->mapping[i].mapping |= USEREFL; - else if(mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB)) + else if (mttmp->texco &(TEXCO_ORCO|TEXCO_GLOB)) material->mapping[i].mapping |= USEORCO; - else if(mttmp->texco &TEXCO_UV) + else if (mttmp->texco &TEXCO_UV) { STR_String uvName = mttmp->uvname; @@ -662,9 +662,9 @@ bool ConvertMaterial( material->mapping[i].uvCoName = ""; material->mapping[i].mapping |= USEUV; } - else if(mttmp->texco &TEXCO_NORM) + else if (mttmp->texco &TEXCO_NORM) material->mapping[i].mapping |= USENORM; - else if(mttmp->texco &TEXCO_TANGENT) + else if (mttmp->texco &TEXCO_TANGENT) material->mapping[i].mapping |= USETANG; else material->mapping[i].mapping |= DISABLE; @@ -740,15 +740,15 @@ 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]) { + if (material->img[0]) { material->texname[0] = material->img[0]->id.name; material->mapping[0].mapping |= ( (material->img[0]->flag & IMA_REFLECT)!=0 )?USEREFL:0; /* see if depth of the image is 32bits */ - if(BKE_image_has_alpha(material->img[0])) { + if (BKE_image_has_alpha(material->img[0])) { material->flag[0] |= USEALPHA; material->alphablend = GEMAT_ALPHA; } @@ -786,7 +786,7 @@ bool ConvertMaterial( /* 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 ) { + if ( validface ) { material->tile = tface->tile; uv[0].setValue(tface->uv[0]); @@ -811,17 +811,17 @@ bool ConvertMaterial( } // with ztransp enabled, enforce alpha blending mode - if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->alphablend == GEMAT_SOLID)) + if (validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->alphablend == GEMAT_SOLID)) material->alphablend = GEMAT_ALPHA; // always zsort alpha + add - if((ELEM3(material->alphablend, GEMAT_ALPHA, GEMAT_ALPHA_SORT, GEMAT_ADD) || texalpha) && (material->alphablend != GEMAT_CLIP )) { + if ((ELEM3(material->alphablend, GEMAT_ALPHA, GEMAT_ALPHA_SORT, GEMAT_ADD) || texalpha) && (material->alphablend != GEMAT_CLIP )) { material->ras_mode |= ALPHA; material->ras_mode |= (mat && (mat->game.alpha_blend & GEMAT_ALPHA_SORT))? ZSORT: 0; } // get uv sets - if(validmat) + if (validmat) { bool isFirstSet = true; @@ -860,7 +860,7 @@ bool ConvertMaterial( isFirstSet = false; uvName = layer.name; } - else if(strcmp(layer.name, uvName) != 0) + else if (strcmp(layer.name, uvName) != 0) { uv2[0] = uvSet[0]; uv2[1] = uvSet[1]; uv2[2] = uvSet[2]; uv2[3] = uvSet[3]; @@ -889,7 +889,7 @@ bool ConvertMaterial( material->SetConversionUV(uvName, uv); material->SetConversionUV2(uv2Name, uv2); - if(validmat) + if (validmat) material->matname =(mat->id.name); material->tface = tface; @@ -919,7 +919,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, int totface = dm->getNumTessFaces(dm); const char *tfaceName = ""; - if(tface) { + if (tface) { DM_add_tangent_layer(dm); tangent = (float(*)[4])dm->getTessFaceDataArray(dm, CD_TANGENT); } @@ -942,7 +942,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, layers[validLayers].face = (MTFace*)(dm->faceData.layers[i].data); layers[validLayers].name = dm->faceData.layers[i].name; - if(tface == layers[validLayers].face) + if (tface == layers[validLayers].face) tfaceName = layers[validLayers].name; validLayers++; } @@ -976,7 +976,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, pt2.setValue(mvert[mface->v3].co); if (mface->v4) pt3.setValue(mvert[mface->v4].co); - if(mface->flag & ME_SMOOTH) { + if (mface->flag & ME_SMOOTH) { float n0[3], n1[3], n2[3], n3[3]; normal_short_to_float_v3(n0, mvert[mface->v1].no); @@ -986,7 +986,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, no1 = n1; no2 = n2; - if(mface->v4) { + if (mface->v4) { normal_short_to_float_v3(n3, mvert[mface->v4].no); no3 = n3; } @@ -994,7 +994,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, else { float fno[3]; - if(mface->v4) + if (mface->v4) normal_quad_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co, mvert[mface->v4].co); else normal_tri_v3( fno,mvert[mface->v1].co, mvert[mface->v2].co, mvert[mface->v3].co); @@ -1002,7 +1002,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, no0 = no1 = no2 = no3 = MT_Vector3(fno); } - if(tangent) { + if (tangent) { tan0 = tangent[f*4 + 0]; tan1 = tangent[f*4 + 1]; tan2 = tangent[f*4 + 2]; @@ -1010,13 +1010,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, if (mface->v4) tan3 = tangent[f*4 + 3]; } - if(blenderobj) + if (blenderobj) ma = give_current_material(blenderobj, mface->mat_nr+1); else ma = mesh->mat ? mesh->mat[mface->mat_nr]:NULL; /* ckeck for texface since texface _only_ is used as a fallback */ - if(ma == NULL && tface == NULL) { + if (ma == NULL && tface == NULL) { ma= &defmaterial; } @@ -1024,7 +1024,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, bool visible = true; bool twoside = false; - if(converter->GetMaterials()) { + if (converter->GetMaterials()) { /* do Blender Multitexture and Blender GLSL materials */ unsigned int rgb[4]; MT_Point2 uv[4]; @@ -1102,7 +1102,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, } /* set UV properties */ - if(tface) { + if (tface) { uv0.setValue(tface->uv[0]); uv1.setValue(tface->uv[1]); uv2.setValue(tface->uv[2]); @@ -1204,7 +1204,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, if (bucketCreated) { // this is needed to free up memory afterwards converter->RegisterPolyMaterial(polymat); - if(converter->GetMaterials()) { + if (converter->GetMaterials()) { converter->RegisterBlenderMaterial(bl_mat); // the poly material has been stored in the bucket, next time we must create a new one bl_mat = NULL; @@ -1254,7 +1254,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, meshobj->EndConversion(); // pre calculate texture generation - for(list::iterator mit = meshobj->GetFirstMaterial(); + for (list::iterator mit = meshobj->GetFirstMaterial(); mit != meshobj->GetLastMaterial(); ++ mit) { mit->m_bucket->GetPolyMaterial()->OnConstruction(lightlayer); } @@ -1361,7 +1361,7 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size) float radius=0.0f, vert_radius, *co; int a; - if(me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox"); + if (me->bb==0) me->bb= (struct BoundBox *)MEM_callocN(sizeof(BoundBox), "boundbox"); bb= me->bb; INIT_MINMAX(min, max); @@ -1370,7 +1370,7 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size) if (!size) size= msize; mvert= me->mvert; - for(a=0; atotvert; a++, mvert++) { + for (a=0; atotvert; a++, mvert++) { co= mvert->co; /* bounds */ @@ -1382,7 +1382,7 @@ static float my_boundbox_mesh(Mesh *me, float *loc, float *size) radius= vert_radius; } - if(me->totvert) { + if (me->totvert) { loc[0]= (min[0]+max[0])/2.0f; loc[1]= (min[1]+max[1])/2.0f; loc[2]= (min[2]+max[2])/2.0f; @@ -1419,18 +1419,18 @@ static void my_tex_space_mesh(Mesh *me) my_boundbox_mesh(me, loc, size); - if(me->texflag & ME_AUTOSPACE) { - if(me->key) { + if (me->texflag & ME_AUTOSPACE) { + if (me->key) { kb= me->key->refkey; if (kb) { INIT_MINMAX(min, max); fp= (float *)kb->data; - for(a=0; atotelem; a++, fp+=3) { + for (a=0; atotelem; a++, fp+=3) { DO_MINMAX(fp, min, max); } - if(kb->totelem) { + if (kb->totelem) { loc[0]= (min[0]+max[0])/2.0f; loc[1]= (min[1]+max[1])/2.0f; loc[2]= (min[2]+max[2])/2.0f; size[0]= (max[0]-min[0])/2.0f; size[1]= (max[1]-min[1])/2.0f; size[2]= (max[2]-min[2])/2.0f; } @@ -1446,17 +1446,17 @@ static void my_tex_space_mesh(Mesh *me) copy_v3_v3(me->size, size); me->rot[0]= me->rot[1]= me->rot[2]= 0.0f; - if(me->size[0]==0.0) me->size[0]= 1.0f; - else if(me->size[0]>0.0 && me->size[0]< 0.00001f) me->size[0]= 0.00001f; - else if(me->size[0]<0.0 && me->size[0]> -0.00001f) me->size[0]= -0.00001f; + if (me->size[0]==0.0) me->size[0]= 1.0f; + else if (me->size[0]>0.0 && me->size[0]< 0.00001f) me->size[0]= 0.00001f; + else if (me->size[0]<0.0 && me->size[0]> -0.00001f) me->size[0]= -0.00001f; - if(me->size[1]==0.0) me->size[1]= 1.0f; - else if(me->size[1]>0.0 && me->size[1]< 0.00001f) me->size[1]= 0.00001f; - else if(me->size[1]<0.0 && me->size[1]> -0.00001f) me->size[1]= -0.00001f; + if (me->size[1]==0.0) me->size[1]= 1.0f; + else if (me->size[1]>0.0 && me->size[1]< 0.00001f) me->size[1]= 0.00001f; + else if (me->size[1]<0.0 && me->size[1]> -0.00001f) me->size[1]= -0.00001f; - if(me->size[2]==0.0) me->size[2]= 1.0f; - else if(me->size[2]>0.0 && me->size[2]< 0.00001f) me->size[2]= 0.00001f; - else if(me->size[2]<0.0 && me->size[2]> -0.00001f) me->size[2]= -0.00001f; + if (me->size[2]==0.0) me->size[2]= 1.0f; + else if (me->size[2]>0.0 && me->size[2]< 0.00001f) me->size[2]= 0.00001f; + else if (me->size[2]<0.0 && me->size[2]> -0.00001f) me->size[2]= -0.00001f; } } @@ -1484,7 +1484,7 @@ static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, floa } else { bb= ( (Mesh *)ob->data )->bb; - if(bb==0) + if (bb==0) { my_tex_space_mesh((struct Mesh *)ob->data); bb= ( (Mesh *)ob->data )->bb; @@ -1505,7 +1505,7 @@ static void my_get_local_bounds(Object *ob, DerivedMesh *dm, float *center, floa break; } - if(bb==NULL) + if (bb==NULL) { center[0]= center[1]= center[2]= 0.0; size[0] = size[1]=size[2]=1.0; @@ -1876,7 +1876,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l bool glslmat = converter->GetGLSLMaterials(); // in GLSL NEGATIVE LAMP is handled inside the lamp update function - if(glslmat==0) { + if (glslmat==0) { if (la->mode & LA_NEG) { lightobj.m_red = -lightobj.m_red; @@ -2049,7 +2049,7 @@ static KX_GameObject *gameobject_from_blenderobject( gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob); /* add to the list only the visible fonts */ - if((ob->lay & kxscene->GetBlenderScene()->lay) != 0) + if ((ob->lay & kxscene->GetBlenderScene()->lay) != 0) kxscene->AddFont(static_cast(gameobj)); break; } @@ -2060,7 +2060,7 @@ static KX_GameObject *gameobject_from_blenderobject( gameobj->SetLayer(ob->lay); gameobj->SetBlenderObject(ob); /* set the visibility state based on the objects render option in the outliner */ - if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0); + if (ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0); } return gameobj; } @@ -2079,8 +2079,8 @@ bPoseChannel *get_active_posechannel2 (Object *ob) bPoseChannel *pchan; /* find active */ - for(pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) { - if(pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer)) + for (pchan= (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan= pchan->next) { + if (pchan->bone && (pchan->bone == arm->act_bone) && (pchan->bone->layer & arm->layer)) return pchan; } @@ -2470,7 +2470,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, { Group* group = *git; GroupObject* go; - for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next) + for (go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next) { Object* blenderobject = go->ob; if (converter->FindGameObject(blenderobject) == NULL) @@ -2521,13 +2521,13 @@ void BL_ConvertBlenderObjects(struct Main* maggie, if (blenderscene->camera && blenderscene->camera->type == OB_CAMERA) { KX_Camera *gamecamera= (KX_Camera*) converter->FindGameObject(blenderscene->camera); - if(gamecamera) + if (gamecamera) kxscene->SetActiveCamera(gamecamera); } // Set up armatures set::iterator oit; - for(oit=allblobj.begin(); oit!=allblobj.end(); oit++) + for (oit=allblobj.begin(); oit!=allblobj.end(); oit++) { Object* blenderobj = *oit; if (blenderobj->type==OB_MESH) { @@ -2610,7 +2610,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, // parent this to a bone Bone *parent_bone = get_named_bone( (bArmature *)(blenderchild->parent)->data, blenderchild->parsubstr); - if(parent_bone) { + if (parent_bone) { KX_BoneParentRelation *bone_parent_relation = KX_BoneParentRelation::New(parent_bone); pcit->m_gamechildnode->SetParentRelation(bone_parent_relation); } @@ -2739,7 +2739,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, bConstraint *curcon; conlist = get_active_constraints2(blenderobject); - if((gameobj->GetLayer()&activeLayerBitInfo)==0) + if ((gameobj->GetLayer()&activeLayerBitInfo)==0) continue; if (conlist) { @@ -2795,14 +2795,14 @@ void BL_ConvertBlenderObjects(struct Main* maggie, dofbit<<=1; } } - else if(dat->type == PHY_CONE_TWIST_CONSTRAINT) + else if (dat->type == PHY_CONE_TWIST_CONSTRAINT) { int dof; int dofbit = 1<<3; // bitflag use_angular_limit_x for (dof=3;dof<6;dof++) { - if(dat->flag & dofbit) + if (dat->flag & dofbit) { kxscene->GetPhysicsEnvironment()->setConstraintParam(constraintId,dof,dat->minLimit[dof],dat->maxLimit[dof]); } diff --git a/source/gameengine/Converter/BL_DeformableGameObject.cpp b/source/gameengine/Converter/BL_DeformableGameObject.cpp index 9d514e99661..f6d9b4a5065 100644 --- a/source/gameengine/Converter/BL_DeformableGameObject.cpp +++ b/source/gameengine/Converter/BL_DeformableGameObject.cpp @@ -108,7 +108,7 @@ void BL_DeformableGameObject::SetDeformer(class RAS_Deformer* deformer) m_pDeformer = deformer; SG_QList::iterator mit(m_meshSlots); - for(mit.begin(); !mit.end(); ++mit) + for (mit.begin(); !mit.end(); ++mit) { (*mit)->SetDeformer(deformer); } diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp index 4e5852a21c1..f2c30193613 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.cpp +++ b/source/gameengine/Converter/BL_MeshDeformer.cpp @@ -53,21 +53,21 @@ bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*) size_t i; // only apply once per frame if the mesh is actually modified - if(m_pMeshObject->MeshModified() && + if (m_pMeshObject->MeshModified() && m_lastDeformUpdate != m_gameobj->GetLastFrame()) { // For each material - for(list::iterator mit= m_pMeshObject->GetFirstMaterial(); + for (list::iterator mit= m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { - if(!mit->m_slots[(void*)m_gameobj]) + if (!mit->m_slots[(void*)m_gameobj]) continue; RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj]; RAS_MeshSlot::iterator it; // for each array - for(slot->begin(it); !slot->end(it); slot->next(it)) { + for (slot->begin(it); !slot->end(it); slot->next(it)) { // For each vertex - for(i=it.startvertex; imvert[v.getOrigIndex()].co); } @@ -126,17 +126,17 @@ void BL_MeshDeformer::RecalcNormals() memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert); /* add face normals to vertices. */ - for(mit = m_pMeshObject->GetFirstMaterial(); + for (mit = m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { - if(!mit->m_slots[(void*)m_gameobj]) + if (!mit->m_slots[(void*)m_gameobj]) continue; RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj]; - for(slot->begin(it); !slot->end(it); slot->next(it)) { + for (slot->begin(it); !slot->end(it); slot->next(it)) { int nvert = (int)it.array->m_type; - for(i=0; igetOrigIndex()]; @@ -186,17 +186,17 @@ void BL_MeshDeformer::RecalcNormals() vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2]; vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2]; - if(v4) { + if (v4) { float *vn4 = m_transnors[v4->getOrigIndex()]; vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2]; } /* in case of flat - just assign, the vertices are split */ - if(v1.getFlag() & RAS_TexVert::FLAT) { + if (v1.getFlag() & RAS_TexVert::FLAT) { v1.SetNormal(fnor); v2.SetNormal(fnor); v3.SetNormal(fnor); - if(v4) + if (v4) v4->SetNormal(fnor); } } @@ -204,18 +204,18 @@ void BL_MeshDeformer::RecalcNormals() } /* assign smooth vertex normals */ - for(mit = m_pMeshObject->GetFirstMaterial(); + for (mit = m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { - if(!mit->m_slots[(void*)m_gameobj]) + if (!mit->m_slots[(void*)m_gameobj]) continue; RAS_MeshSlot *slot = *mit->m_slots[(void*)m_gameobj]; - for(slot->begin(it); !slot->end(it); slot->next(it)) { - for(i=it.startvertex; ibegin(it); !slot->end(it); slot->next(it)) { + for (i=it.startvertex; imodifiers.first; - if(md->type == eModifierType_Armature ) + if (md->type == eModifierType_Armature ) return true; return false; @@ -218,7 +218,7 @@ bool BL_ModifierDeformer::Apply(RAS_IPolyMaterial *mat) for (int imat=0; imatGetMeshMaterial(imat); RAS_MeshSlot **slot = mmat->m_slots[(void*)m_gameobj]; - if(!slot || !*slot) + if (!slot || !*slot) continue; (*slot)->m_pDerivedMesh = m_dm; } diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index f320df12078..85010ce1bbf 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -111,9 +111,9 @@ BL_SkinDeformer::BL_SkinDeformer( BL_SkinDeformer::~BL_SkinDeformer() { - if(m_releaseobject && m_armobj) + if (m_releaseobject && m_armobj) m_armobj->Release(); - if(m_dfnrToPC) + if (m_dfnrToPC) delete [] m_dfnrToPC; } @@ -149,16 +149,16 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *mat) nmat = m_pMeshObject->NumMaterials(); for (imat=0; imatGetMeshMaterial(imat); - if(!mmat->m_slots[(void*)m_gameobj]) + if (!mmat->m_slots[(void*)m_gameobj]) continue; slot = *mmat->m_slots[(void*)m_gameobj]; // for each array - for(slot->begin(it); !slot->end(it); slot->next(it)) { + for (slot->begin(it); !slot->end(it); slot->next(it)) { // for each vertex // copy the untransformed data from the original mvert - for(i=it.startvertex; ihorr); copy_v3_v3(m_ambientcolor, &blenderworld->ambr); - if(blenderscene->r.color_mgt_flag & R_COLOR_MANAGEMENT) { + if (blenderscene->r.color_mgt_flag & R_COLOR_MANAGEMENT) { linearrgb_to_srgb_v3_v3(m_mistcolor, m_mistcolor); linearrgb_to_srgb_v3_v3(m_backgroundcolor, m_backgroundcolor); linearrgb_to_srgb_v3_v3(m_ambientcolor, m_ambientcolor); diff --git a/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp b/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp index 37960e5c2f7..f020aab4d50 100644 --- a/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp +++ b/source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp @@ -49,11 +49,11 @@ float BL_ScalarInterpolator::GetValue(float currentTime) const BL_InterpolatorList::BL_InterpolatorList(bAction *action) { - if(action==NULL) + if (action==NULL) return; - for(FCurve *fcu= (FCurve *)action->curves.first; fcu; fcu= (FCurve *)fcu->next) { - if(fcu->rna_path) { + for (FCurve *fcu= (FCurve *)action->curves.first; fcu; fcu= (FCurve *)fcu->next) { + if (fcu->rna_path) { BL_ScalarInterpolator *new_ipo = new BL_ScalarInterpolator(fcu); //assert(new_ipo); push_back(new_ipo); @@ -71,10 +71,10 @@ BL_InterpolatorList::~BL_InterpolatorList() KX_IScalarInterpolator *BL_InterpolatorList::GetScalarInterpolator(const char *rna_path, int array_index) { - for(BL_InterpolatorList::iterator i = begin(); (i != end()) ; i++ ) + for (BL_InterpolatorList::iterator i = begin(); (i != end()) ; i++ ) { FCurve *fcu= (static_cast(*i))->GetFCurve(); - if(array_index==fcu->array_index && strcmp(rna_path, fcu->rna_path)==0) + if (array_index==fcu->array_index && strcmp(rna_path, fcu->rna_path)==0) return *i; } return NULL; diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index ee60d2c5bc5..d82a911b4ab 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -214,13 +214,13 @@ Scene *KX_BlenderSceneConverter::GetBlenderSceneForName(const STR_String& name) * Find the specified scene by name, or the first * scene if nothing matches (shouldn't happen). */ - if((sce= (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2))) + if ((sce= (Scene *)BLI_findstring(&m_maggie->scene, name.ReadPtr(), offsetof(ID, name) + 2))) return sce; for (vector::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) { Main *main= *it; - if((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2))) + if ((sce= (Scene *)BLI_findstring(&main->scene, name.ReadPtr(), offsetof(ID, name) + 2))) return sce; } @@ -537,7 +537,7 @@ void KX_BlenderSceneConverter::RegisterGameMesh( RAS_MeshObject *gamemesh, struct Mesh *for_blendermesh) { - if(for_blendermesh) { /* dynamically loaded meshes we don't want to keep lookups for */ + if (for_blendermesh) { /* dynamically loaded meshes we don't want to keep lookups for */ m_map_mesh_to_gamemesh.insert(CHashedPtr(for_blendermesh),gamemesh); } m_meshobjects.push_back(pair(m_currentScene,gamemesh)); @@ -665,13 +665,13 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo) IpoCurve *icu1; int numCurves = 0; - for( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) { + for ( icu1 = (IpoCurve*)ipo->curve.first; icu1; ) { IpoCurve* tmpicu = icu1; /*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]); }*/ @@ -679,7 +679,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo) numCurves++; BLI_remlink( &( blenderObject->ipo->curve ), tmpicu ); - if( tmpicu->bezt ) + if ( tmpicu->bezt ) MEM_freeN( tmpicu->bezt ); MEM_freeN( tmpicu ); localDel_ipoCurve( tmpicu ); @@ -769,7 +769,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) { //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); - if(blenderObject->adt==NULL) + if (blenderObject->adt==NULL) BKE_id_add_animdata(&blenderObject->id); if (blenderObject->adt) @@ -807,37 +807,37 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) IpoCurve *icu_lx = findIpoCurve((IpoCurve *)ipo->curve.first,"LocX"); if (!icu_lx) { icu_lx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_X, 1); - if(icu_lx) icu_lx->ipo = IPO_LIN; + if (icu_lx) icu_lx->ipo = IPO_LIN; } IpoCurve *icu_ly = findIpoCurve((IpoCurve *)ipo->curve.first,"LocY"); if (!icu_ly) { icu_ly = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Y, 1); - if(icu_ly) icu_ly->ipo = IPO_LIN; + if (icu_ly) icu_ly->ipo = IPO_LIN; } IpoCurve *icu_lz = findIpoCurve((IpoCurve *)ipo->curve.first,"LocZ"); if (!icu_lz) { icu_lz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_LOC_Z, 1); - if(icu_lz) icu_lz->ipo = IPO_LIN; + if (icu_lz) icu_lz->ipo = IPO_LIN; } IpoCurve *icu_rx = findIpoCurve((IpoCurve *)ipo->curve.first,"RotX"); if (!icu_rx) { icu_rx = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_X, 1); - if(icu_rx) icu_rx->ipo = IPO_LIN; + if (icu_rx) icu_rx->ipo = IPO_LIN; } IpoCurve *icu_ry = findIpoCurve((IpoCurve *)ipo->curve.first,"RotY"); if (!icu_ry) { icu_ry = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Y, 1); - if(icu_ry) icu_ry->ipo = IPO_LIN; + if (icu_ry) icu_ry->ipo = IPO_LIN; } IpoCurve *icu_rz = findIpoCurve((IpoCurve *)ipo->curve.first,"RotZ"); if (!icu_rz) { icu_rz = verify_ipocurve(&blenderObject->id, ipo->blocktype, NULL, NULL, NULL, OB_ROT_Z, 1); - if(icu_rz) icu_rz->ipo = IPO_LIN; + if (icu_rz) icu_rz->ipo = IPO_LIN; } - if(icu_rx) eulerAnglesOld[0]= eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10); - if(icu_ry) eulerAnglesOld[1]= eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10); - if(icu_rz) eulerAnglesOld[2]= eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10); + if (icu_rx) eulerAnglesOld[0]= eval_icu( icu_rx, frameNumber - 1 ) / ((180 / 3.14159265f) / 10); + if (icu_ry) eulerAnglesOld[1]= eval_icu( icu_ry, frameNumber - 1 ) / ((180 / 3.14159265f) / 10); + if (icu_rz) eulerAnglesOld[2]= eval_icu( icu_rz, frameNumber - 1 ) / ((180 / 3.14159265f) / 10); // orn.getValue((float *)tmat); // uses the wrong ordering, cant use this for (int r=0;r<3;r++) @@ -848,7 +848,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) mat3_to_compatible_eul( eulerAngles, eulerAnglesOld,tmat); //eval_icu - for(int x = 0; x < 3; x++) + for (int x = 0; x < 3; x++) eulerAngles[x] *= (float) ((180 / 3.14159265f) / 10.0); //fill the curves with data @@ -925,7 +925,7 @@ vector &KX_BlenderSceneConverter::GetMainDynamic() Main* KX_BlenderSceneConverter::GetMainDynamicPath(const char *path) { for (vector::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) - if(BLI_path_cmp((*it)->name, path) == 0) + if (BLI_path_cmp((*it)->name, path) == 0) return *it; return NULL; @@ -958,21 +958,21 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha static char err_local[255]; /* only scene and mesh supported right now */ - if(idcode!=ID_SCE && idcode!=ID_ME &&idcode!=ID_AC) { + if (idcode!=ID_SCE && idcode!=ID_ME &&idcode!=ID_AC) { snprintf(err_local, sizeof(err_local), "invalid ID type given \"%s\"\n", group); *err_str= err_local; BLO_blendhandle_close(bpy_openlib); return false; } - if(GetMainDynamicPath(path)) { + if (GetMainDynamicPath(path)) { snprintf(err_local, sizeof(err_local), "blend file already open \"%s\"\n", path); *err_str= err_local; BLO_blendhandle_close(bpy_openlib); return false; } - if(bpy_openlib==NULL) { + if (bpy_openlib==NULL) { snprintf(err_local, sizeof(err_local), "could not open blendfile \"%s\"\n", path); *err_str= err_local; return false; @@ -1027,31 +1027,31 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha strncpy(main_newlib->name, path, sizeof(main_newlib->name)); - if(idcode==ID_ME) { + if (idcode==ID_ME) { /* Convert all new meshes into BGE meshes */ ID* mesh; - for(mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) { + for (mesh= (ID *)main_newlib->mesh.first; mesh; mesh= (ID *)mesh->next ) { if (options & LIB_LOAD_VERBOSE) printf("MeshName: %s\n", mesh->name+2); RAS_MeshObject *meshobj = BL_ConvertMesh((Mesh *)mesh, NULL, scene_merge, this); scene_merge->GetLogicManager()->RegisterMeshName(meshobj->GetName(),meshobj); } } - else if(idcode==ID_AC) { + else if (idcode==ID_AC) { /* Convert all actions */ ID *action; - for(action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) { + for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) { if (options & LIB_LOAD_VERBOSE) printf("ActionName: %s\n", action->name+2); scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action); } } - else if(idcode==ID_SCE) { + else if (idcode==ID_SCE) { /* Merge all new linked in scene into the existing one */ ID *scene; - for(scene= (ID *)main_newlib->scene.first; scene; scene= (ID *)scene->next ) { + for (scene= (ID *)main_newlib->scene.first; scene; scene= (ID *)scene->next ) { if (options & LIB_LOAD_VERBOSE) printf("SceneName: %s\n", scene->name+2); @@ -1067,7 +1067,7 @@ bool KX_BlenderSceneConverter::LinkBlendFile(BlendHandle *bpy_openlib, const cha if (options & LIB_LOAD_LOAD_ACTIONS) { ID *action; - for(action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) { + for (action= (ID *)main_newlib->action.first; action; action= (ID *)action->next) { if (options & LIB_LOAD_VERBOSE) printf("ActionName: %s\n", action->name+2); scene_merge->GetLogicManager()->RegisterActionName(action->name+2, action); @@ -1085,13 +1085,13 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) int maggie_index= -1; int i=0; - if(maggie==NULL) + if (maggie==NULL) return false; /* tag all false except the one we remove */ for (vector::iterator it=m_DynamicMaggie.begin(); !(it==m_DynamicMaggie.end()); it++) { Main *main= *it; - if(main != maggie) { + if (main != maggie) { tag_main(main, 0); } else { @@ -1101,7 +1101,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) } /* should never happen but just to be safe */ - if(maggie_index == -1) + if (maggie_index == -1) return false; m_DynamicMaggie.erase(m_DynamicMaggie.begin() + maggie_index); @@ -1116,7 +1116,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) for (int scene_idx=0;scene_idxat(scene_idx); - if(IS_TAGGED(scene->GetBlenderScene())) { + if (IS_TAGGED(scene->GetBlenderScene())) { RemoveScene(scene); // XXX - not tested yet scene_idx--; numScenes--; @@ -1127,10 +1127,10 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) { CTR_Map &mapStringToMeshes = scene->GetLogicManager()->GetMeshMap(); - for(int i=0; iGetMesh())) + if (meshobj && IS_TAGGED(meshobj->GetMesh())) { STR_HashedString mn = meshobj->GetName(); mapStringToMeshes.remove(mn); @@ -1144,11 +1144,11 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) { CTR_Map &mapStringToActions = scene->GetLogicManager()->GetActionMap(); - for(int i=0; iname+2; mapStringToActions.remove(an); @@ -1160,7 +1160,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) //scene->FreeTagged(); /* removed tagged objects and meshes*/ CListValue *obj_lists[] = {scene->GetObjectList(), scene->GetInactiveList(), NULL}; - for(int ob_ls_idx=0; obj_lists[ob_ls_idx]; ob_ls_idx++) + for (int ob_ls_idx=0; obj_lists[ob_ls_idx]; ob_ls_idx++) { CListValue *obs= obj_lists[ob_ls_idx]; RAS_MeshObject* mesh; @@ -1168,7 +1168,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) for (int ob_idx = 0; ob_idx < obs->GetCount(); ob_idx++) { KX_GameObject* gameobj = (KX_GameObject*)obs->GetValue(ob_idx); - if(IS_TAGGED(gameobj->GetBlenderObject())) { + if (IS_TAGGED(gameobj->GetBlenderObject())) { int size_before = obs->GetCount(); @@ -1176,7 +1176,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) * frees m_map_gameobject_to_blender from UnregisterGameObject */ scene->RemoveObject(gameobj); - if(size_before != obs->GetCount()) + if (size_before != obs->GetCount()) ob_idx--; else { printf("ERROR COULD NOT REMOVE \"%s\"\n", gameobj->GetName().ReadPtr()); @@ -1187,7 +1187,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) int mesh_index= gameobj->GetMeshCount(); while(mesh_index--) { mesh= gameobj->GetMesh(mesh_index); - if(IS_TAGGED(mesh->GetMesh())) { + if (IS_TAGGED(mesh->GetMesh())) { gameobj->RemoveMeshes(); /* XXX - slack, should only remove meshes that are library items but mostly objects only have 1 mesh */ break; } @@ -1199,7 +1199,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) if (gameobj->GetActuators()[act_idx]->IsType(SCA_IActuator::KX_ACT_ACTION)) { BL_ActionActuator *act = (BL_ActionActuator*)gameobj->GetActuators()[act_idx]; - if(IS_TAGGED(act->GetAction())) + if (IS_TAGGED(act->GetAction())) act->SetAction(NULL); } } @@ -1237,7 +1237,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) for (int scene_idx=0;scene_idxat(scene_idx); - if(scene->GetWorldInfo()) + if (scene->GetWorldInfo()) worldset.insert( scene->GetWorldInfo() ); } @@ -1270,7 +1270,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) Material *bmat= NULL; /* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */ - if(mat->GetFlag() & RAS_BLENDERMAT) { + if (mat->GetFlag() & RAS_BLENDERMAT) { KX_BlenderMaterial *bl_mat = static_cast(mat); bmat= bl_mat->GetBlenderMaterial(); @@ -1295,7 +1295,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) Material *bmat= NULL; /* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */ - if(mat->GetFlag() & RAS_BLENDERMAT) { + if (mat->GetFlag() & RAS_BLENDERMAT) { KX_BlenderMaterial *bl_mat = static_cast(mat); bmat= bl_mat->GetBlenderMaterial(); @@ -1304,7 +1304,7 @@ bool KX_BlenderSceneConverter::FreeBlendFile(struct Main *maggie) bmat= kx_mat->GetBlenderMaterial(); } - if(bmat) { + if (bmat) { //printf("FOUND MAT '%s' !!! ", ((ID*)bmat)->name+2); } else { @@ -1419,13 +1419,13 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene, /* Find a mesh in the current main */ ID *me= static_cast(BLI_findstring(&m_maggie->mesh, name, offsetof(ID, name) + 2)); - if(me==NULL) { + if (me==NULL) { printf("Could not be found \"%s\"\n", name); return NULL; } /* Watch this!, if its used in the original scene can cause big troubles */ - if(me->us > 0) { + if (me->us > 0) { printf("Mesh has a user \"%s\"\n", name); me = (ID*)copy_mesh((Mesh*)me); me->us--; @@ -1439,16 +1439,16 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene, Mesh *mesh= (Mesh *)me; /* ensure all materials are tagged */ - for(int i=0; itotcol; i++) - if(mesh->mat[i]) + for (int i=0; itotcol; i++) + if (mesh->mat[i]) mesh->mat[i]->id.flag &= ~LIB_DOIT; - for(int i=0; itotcol; i++) + for (int i=0; itotcol; i++) { Material *mat_old= mesh->mat[i]; /* if its tagged its a replaced material */ - if(mat_old && (mat_old->id.flag & LIB_DOIT)==0) + if (mat_old && (mat_old->id.flag & LIB_DOIT)==0) { Material *mat_old= mesh->mat[i]; Material *mat_new= copy_material( mat_old ); @@ -1462,9 +1462,9 @@ RAS_MeshObject *KX_BlenderSceneConverter::ConvertMeshSpecial(KX_Scene* kx_scene, mesh->mat[i]= mat_new; /* the same material may be used twice */ - for(int j=i+1; jtotcol; j++) + for (int j=i+1; jtotcol; j++) { - if(mesh->mat[j]==mat_old) + if (mesh->mat[j]==mat_old) { mesh->mat[j]= mat_new; mat_new->id.us++; diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 04342717555..af7875e0b4f 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -396,7 +396,7 @@ void BL_ConvertActuators(const char* maggiename, settings.reference_distance = soundact->sound3D.reference_distance; settings.rolloff_factor = soundact->sound3D.rolloff_factor; - if(!sound) + if (!sound) { std::cout << "WARNING: Sound actuator \"" << bact->name << "\" from object \"" << blenderobject->id.name+2 << @@ -407,12 +407,12 @@ void BL_ConvertActuators(const char* maggiename, snd_sound = *reinterpret_cast*>(sound->playback_handle); // if sound shall be 3D but isn't mono, we have to make it mono! - if(is3d) + if (is3d) { try { AUD_Reference reader = snd_sound->createReader(); - if(reader->getSpecs().channels != AUD_CHANNELS_MONO) + if (reader->getSpecs().channels != AUD_CHANNELS_MONO) { AUD_DeviceSpecs specs; specs.channels = AUD_CHANNELS_MONO; diff --git a/source/gameengine/Converter/KX_ConvertControllers.cpp b/source/gameengine/Converter/KX_ConvertControllers.cpp index 503876b13c7..81778928c2e 100644 --- a/source/gameengine/Converter/KX_ConvertControllers.cpp +++ b/source/gameengine/Converter/KX_ConvertControllers.cpp @@ -161,7 +161,7 @@ void BL_ConvertControllers( pyctrl->SetNamespace(converter->GetPyNamespace()); - if(pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) { + if (pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) { if (pycont->text) { char *buf; @@ -181,7 +181,7 @@ void BL_ConvertControllers( pyctrl->SetScriptText(STR_String(pycont->module)); pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */ - if(pycont->flag & CONT_PY_DEBUG) { + if (pycont->flag & CONT_PY_DEBUG) { printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2); pyctrl->SetDebug(true); } @@ -223,7 +223,7 @@ void BL_ConvertControllers( SCA_PythonController *pyctrl= static_cast(gamecontroller); /* not strictly needed but gives syntax errors early on and * gives more predictable performance for larger scripts */ - if(pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) + if (pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) pyctrl->Compile(); else { /* We cant do this because importing runs the script which could end up accessing diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp index 791f99b53c0..81a5f13b8f0 100644 --- a/source/gameengine/Converter/KX_ConvertProperties.cpp +++ b/source/gameengine/Converter/KX_ConvertProperties.cpp @@ -142,14 +142,14 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan #ifdef WITH_PYTHON /* Warn if we double up on attributes, this isn't quite right since it wont find inherited attributes however there arnt many */ - for(PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) { - if(strcmp(prop->name, attrdef->m_name)==0) { + for (PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) { + if (strcmp(prop->name, attrdef->m_name)==0) { printf("Warning! user defined property name \"%s\" is also a python attribute for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name); break; } } - for(PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) { - if(strcmp(prop->name, methdef->ml_name)==0) { + for (PyMethodDef *methdef = KX_GameObject::Methods; methdef->ml_name; methdef++) { + if (strcmp(prop->name, methdef->ml_name)==0) { printf("Warning! user defined property name \"%s\" is also a python method for object \"%s\"\n\tUse ob[\"%s\"] syntax to avoid conflict\n", prop->name, object->id.name+2, prop->name); break; } @@ -176,9 +176,9 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer) { CValue* tprop = fontobj->GetProperty("Text"); - if(!tprop) return; + if (!tprop) return; bProperty* prop = get_ob_property(object, "Text"); - if(!prop) return; + if (!prop) return; Curve *curve = static_cast(object->data); STR_String str = curve->str; diff --git a/source/gameengine/Converter/KX_IpoConvert.cpp b/source/gameengine/Converter/KX_IpoConvert.cpp index d0002f3b3e7..309959b4324 100644 --- a/source/gameengine/Converter/KX_IpoConvert.cpp +++ b/source/gameengine/Converter/KX_IpoConvert.cpp @@ -120,42 +120,42 @@ SG_Controller *BL_CreateIPO(struct bAction *action, KX_GameObject* gameobj, KX_B KX_IInterpolator *interpolator; KX_IScalarInterpolator *interp; - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("location", i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetPosition()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_LOC_X+i, true); } } - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("delta_location", i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaPosition()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_DLOC_X+i, true); } } - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator(rotmode, i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetEulerAngles()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_ROT_X+i, true); } } - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator(drotmode, i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaEulerAngles()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_DROT_X+i, true); } } - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("scale", i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetScaling()[i]), interp); ipocontr->AddInterpolator(interpolator); ipocontr->SetIPOChannelActive(OB_SIZE_X+i, true); } } - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("delta_scale", i))) { interpolator= new KX_ScalarInterpolator(&(ipocontr->GetIPOTransform().GetDeltaScaling()[i]), interp); ipocontr->AddInterpolator(interpolator); @@ -166,7 +166,7 @@ SG_Controller *BL_CreateIPO(struct bAction *action, KX_GameObject* gameobj, KX_B { KX_ObColorIpoSGController* ipocontr_obcol=NULL; - for(int i=0; i<4; i++) { + for (int i=0; i<4; i++) { if ((interp = adtList->GetScalarInterpolator("color", i))) { if (!ipocontr_obcol) { ipocontr_obcol = new KX_ObColorIpoSGController(); @@ -223,7 +223,7 @@ SG_Controller *BL_CreateLampIPO(struct bAction *action, KX_GameObject* lightobj ipocontr->SetModifyDist(true); } - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("color", i))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_col_rgb[i], interp); ipocontr->AddInterpolator(interpolator); @@ -323,7 +323,7 @@ void BL_ConvertWorldIpos(struct World* blenderworld,KX_BlenderSceneConverter *co KX_IInterpolator *interpolator; KX_IScalarInterpolator *interp; - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((interp = adtList->GetScalarInterpolator("horizon_color", i))) { interpolator= new KX_ScalarInterpolator(&ipocontr->m_mist_rgb[i], interp); ipocontr->AddInterpolator(interpolator); @@ -379,7 +379,7 @@ static void ConvertMaterialIpos( KX_IScalarInterpolator *sinterp; // -- - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((sinterp = adtList->GetScalarInterpolator("diffuse_color", i))) { if (!ipocontr) { ipocontr = new KX_MaterialIpoController(matname_hash); @@ -401,7 +401,7 @@ static void ConvertMaterialIpos( ipocontr->AddInterpolator(interpolator); } - for(int i=0; i<3; i++) { + for (int i=0; i<3; i++) { if ((sinterp = adtList->GetScalarInterpolator("specular_color", i))) { if (!ipocontr) { ipocontr = new KX_MaterialIpoController(matname_hash); @@ -467,7 +467,7 @@ void BL_ConvertMaterialIpos( // if there is only one material attached to the mesh then set material_index in BL_ConvertMaterialIpos to NULL // --> this makes the UpdateMaterialData function in KX_GameObject.cpp use the old hack of using SetObjectColor // because this yields a better performance as not all the vertex colors need to be edited - if(mat) ConvertMaterialIpos(mat, 0, gameobj, converter); + if (mat) ConvertMaterialIpos(mat, 0, gameobj, converter); } else { @@ -475,7 +475,7 @@ void BL_ConvertMaterialIpos( { Material *mat = give_current_material(blenderobject, material_index); STR_HashedString matname; - if(mat) { + if (mat) { matname= mat->id.name; // who is using this name? can we remove the MA here? ConvertMaterialIpos(mat, matname.hash(), gameobj, converter); } diff --git a/source/gameengine/Converter/KX_SoftBodyDeformer.cpp b/source/gameengine/Converter/KX_SoftBodyDeformer.cpp index 6fe662ac7ed..e3c12c2b966 100644 --- a/source/gameengine/Converter/KX_SoftBodyDeformer.cpp +++ b/source/gameengine/Converter/KX_SoftBodyDeformer.cpp @@ -88,18 +88,18 @@ bool KX_SoftBodyDeformer::Apply(class RAS_IPolyMaterial *polymat) // share the same mesh (=the same cache). As the rendering is done per polymaterial // cycling through the objects, the entire mesh cache cannot be updated in one shot. mmat = m_pMeshObject->GetMeshMaterial(polymat); - if(!mmat->m_slots[(void*)m_gameobj]) + if (!mmat->m_slots[(void*)m_gameobj]) return true; slot = *mmat->m_slots[(void*)m_gameobj]; // for each array - for(slot->begin(it); !slot->end(it); slot->next(it)) + for (slot->begin(it); !slot->end(it); slot->next(it)) { btSoftBody::tNodeArray& nodes(softBody->m_nodes); int index = 0; - for(i=it.startvertex; i= 0); diff --git a/source/gameengine/Expressions/InputParser.cpp b/source/gameengine/Expressions/InputParser.cpp index e13cb8200b1..c8f757f263c 100644 --- a/source/gameengine/Expressions/InputParser.cpp +++ b/source/gameengine/Expressions/InputParser.cpp @@ -108,7 +108,7 @@ void CParser::TermChar(char c) { // generates an error if the next char isn't the specified char c, // otherwise, skip the char - if(ch == c) + if (ch == c) { NextCh(); } @@ -379,7 +379,7 @@ void CParser::Term(int s) { // generates an error if the next symbol isn't the specified symbol s // otherwise, skip the symbol - if(s == sym) NextSym(); + if (s == sym) NextSym(); else { STR_String msg; msg.Format("Warning: " + Symbol2Str(s) + " expected\ncontinuing without it"); diff --git a/source/gameengine/Expressions/IntValue.cpp b/source/gameengine/Expressions/IntValue.cpp index 20a4bbc0405..2d427440620 100644 --- a/source/gameengine/Expressions/IntValue.cpp +++ b/source/gameengine/Expressions/IntValue.cpp @@ -328,7 +328,7 @@ void CIntValue::SetValue(CValue* newval) #ifdef WITH_PYTHON PyObject* CIntValue::ConvertValueToPython() { - if((m_int > INT_MIN) && (m_int < INT_MAX)) + if ((m_int > INT_MIN) && (m_int < INT_MAX)) return PyLong_FromSsize_t(m_int); else return PyLong_FromLongLong(m_int); diff --git a/source/gameengine/Expressions/ListValue.cpp b/source/gameengine/Expressions/ListValue.cpp index 2c8cffbef82..f43625a7821 100644 --- a/source/gameengine/Expressions/ListValue.cpp +++ b/source/gameengine/Expressions/ListValue.cpp @@ -329,7 +329,7 @@ PyObject* listvalue_mapping_subscript(PyObject* self, PyObject* pyindex) CValue *item = ((CListValue*) list)->FindValue(_PyUnicode_AsString(pyindex)); if (item) { PyObject* pyobj = item->ConvertValueToPython(); - if(pyobj) + if (pyobj) return pyobj; else return item->GetProxy(); @@ -437,7 +437,7 @@ static PyObject *listvalue_buffer_concat(PyObject * self, PyObject * other) else if (PyObject_TypeCheck(other, &CListValue::Type)) { // add items from otherlist to this list CListValue* otherval = static_cast(BGE_PROXY_REF(other)); - if(otherval==NULL) { + if (otherval==NULL) { listval_new->Release(); PyErr_SetString(PyExc_SystemError, "CList+other, "BGE_PROXY_ERROR_MSG); return NULL; diff --git a/source/gameengine/Expressions/PyObjectPlus.cpp b/source/gameengine/Expressions/PyObjectPlus.cpp index 65aa3e23dfa..38d622a7d45 100644 --- a/source/gameengine/Expressions/PyObjectPlus.cpp +++ b/source/gameengine/Expressions/PyObjectPlus.cpp @@ -55,7 +55,7 @@ PyObjectPlus::~PyObjectPlus() { #ifdef WITH_PYTHON - if(m_proxy) { + if (m_proxy) { BGE_PROXY_REF(m_proxy)= NULL; Py_DECREF(m_proxy); /* Remove own reference, python may still have 1 */ } @@ -90,7 +90,7 @@ void PyObjectPlus::ProcessReplica() void PyObjectPlus::InvalidateProxy() // check typename of each parent { #ifdef WITH_PYTHON - if(m_proxy) { + if (m_proxy) { BGE_PROXY_REF(m_proxy)=NULL; Py_DECREF(m_proxy); m_proxy= NULL; @@ -137,7 +137,7 @@ PyTypeObject PyObjectPlus::Type = { PyObject *PyObjectPlus::py_base_repr(PyObject *self) // This should be the entry in Type. { PyObjectPlus *self_plus= BGE_PROXY_REF(self); - if(self_plus==NULL) { + if (self_plus==NULL) { PyErr_SetString(PyExc_SystemError, BGE_PROXY_ERROR_MSG); return NULL; } @@ -173,13 +173,13 @@ PyObject * PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObjec while(base_type && !BGE_PROXY_CHECK_TYPE(base_type)) base_type= base_type->tp_base; - if(base_type==NULL || !BGE_PROXY_CHECK_TYPE(base_type)) { + if (base_type==NULL || !BGE_PROXY_CHECK_TYPE(base_type)) { PyErr_SetString(PyExc_TypeError, "can't subclass from a blender game type because the argument given is not a game class or subclass"); return NULL; } /* use base_type rather than Py_TYPE(base) because we could already be subtyped */ - if(!PyType_IsSubtype(type, base_type)) { + if (!PyType_IsSubtype(type, base_type)) { PyErr_Format(PyExc_TypeError, "can't subclass blender game type <%s> from <%s> because it is not a subclass", base_type->tp_name, type->tp_name); return NULL; } @@ -228,8 +228,8 @@ void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper if (BGE_PROXY_PYREF(self)) { PyObjectPlus *self_plus= BGE_PROXY_REF(self); - if(self_plus) { - if(BGE_PROXY_PYOWNS(self)) { /* Does python own this?, then delete it */ + if (self_plus) { + if (BGE_PROXY_PYOWNS(self)) { /* Does python own this?, then delete it */ self_plus->m_proxy = NULL; /* Need this to stop ~PyObjectPlus from decrefing m_proxy otherwise its decref'd twice and py-debug crashes */ delete self_plus; } @@ -239,8 +239,8 @@ void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper BGE_PROXY_PTR(self)= NULL; // not really needed } else { void *ptr= BGE_PROXY_PTR(self); - if(ptr) { - if(BGE_PROXY_PYOWNS(self)) { /* Does python own this?, then delete it */ + if (ptr) { + if (BGE_PROXY_PYOWNS(self)) { /* Does python own this?, then delete it */ // generic structure owned by python MUST be created though MEM_alloc MEM_freeN(ptr); } @@ -280,8 +280,8 @@ PyObject *PyObjectPlus::py_get_attrdef(PyObject *self_py, const PyAttributeDef * { PyObjectPlus *ref= (BGE_PROXY_REF(self_py)); char* ptr = (attrdef->m_usePtr) ? (char*)BGE_PROXY_PTR(self_py) : (char*)ref; - if(ptr == NULL || (BGE_PROXY_PYREF(self_py) && (ref==NULL || !ref->py_is_valid()))) { - if(attrdef == attr_invalid) + if (ptr == NULL || (BGE_PROXY_PYREF(self_py) && (ref==NULL || !ref->py_is_valid()))) { + if (attrdef == attr_invalid) Py_RETURN_TRUE; // don't bother running the function PyErr_SetString(PyExc_SystemError, BGE_PROXY_ERROR_MSG); @@ -512,7 +512,7 @@ int PyObjectPlus::py_set_attrdef(PyObject *self_py, PyObject *value, const PyAtt { PyObjectPlus *ref= (BGE_PROXY_REF(self_py)); char* ptr = (attrdef->m_usePtr) ? (char*)BGE_PROXY_PTR(self_py) : (char*)ref; - if(ref==NULL || !ref->py_is_valid() || ptr==NULL) { + if (ref==NULL || !ref->py_is_valid() || ptr==NULL) { PyErr_SetString(PyExc_SystemError, BGE_PROXY_ERROR_MSG); return PY_SET_ATTR_FAIL; } @@ -1150,7 +1150,7 @@ PyObject *PyObjectPlus::NewProxyPlus_Ext(PyObjectPlus *self, PyTypeObject *tp, v } if (self->m_proxy) { - if(py_owns) + if (py_owns) { /* Free */ BGE_PROXY_REF(self->m_proxy) = NULL; Py_DECREF(self->m_proxy); @@ -1164,7 +1164,7 @@ PyObject *PyObjectPlus::NewProxyPlus_Ext(PyObjectPlus *self, PyTypeObject *tp, v } GetProxyPlus_Ext(self, tp, ptr); - if(py_owns) { + if (py_owns) { BGE_PROXY_PYOWNS(self->m_proxy) = py_owns; Py_DECREF(self->m_proxy); /* could avoid thrashing here but for now its ok */ } diff --git a/source/gameengine/Expressions/Value.cpp b/source/gameengine/Expressions/Value.cpp index c0952f29d8f..30bc33adddd 100644 --- a/source/gameengine/Expressions/Value.cpp +++ b/source/gameengine/Expressions/Value.cpp @@ -325,7 +325,7 @@ bool CValue::RemoveProperty(const char *inName) vector CValue::GetPropertyNames() { vector result; - if(!m_pNamedPropertyArray) return result; + if (!m_pNamedPropertyArray) return result; result.reserve(m_pNamedPropertyArray->size()); std::map::iterator it; @@ -366,7 +366,7 @@ void CValue::ClearProperties() // void CValue::SetPropertiesModified(bool inModified) { - if(!m_pNamedPropertyArray) return; + if (!m_pNamedPropertyArray) return; std::map::iterator it; for (it= m_pNamedPropertyArray->begin();(it != m_pNamedPropertyArray->end()); it++) @@ -380,7 +380,7 @@ void CValue::SetPropertiesModified(bool inModified) // bool CValue::IsAnyPropertyModified() { - if(!m_pNamedPropertyArray) return false; + if (!m_pNamedPropertyArray) return false; std::map::iterator it; for (it= m_pNamedPropertyArray->begin();(it != m_pNamedPropertyArray->end()); it++) diff --git a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp index b22246014bf..38416a340c7 100644 --- a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp +++ b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp @@ -51,10 +51,10 @@ SCA_Joystick::SCA_Joystick(short int index) m_istrig_button(0), m_istrig_hat(0) { - for(int i=0; i=m_joynum) { // don't print a message, because this is done anyway //echo("Joystick-Error: " << SDL_NumJoysticks() << " avaiable joystick(s)"); @@ -264,9 +264,9 @@ bool SCA_Joystick::CreateJoystickDevice(void) else if (m_axismax < 0) m_axismax = 0; if (m_hatmax > JOYHAT_MAX) m_hatmax= JOYHAT_MAX; /* very unlikely */ - else if(m_hatmax<0) m_hatmax= 0; + else if (m_hatmax<0) m_hatmax= 0; - if(m_buttonmax<0) m_buttonmax= 0; + if (m_buttonmax<0) m_buttonmax= 0; } return true; @@ -278,7 +278,7 @@ void SCA_Joystick::DestroyJoystickDevice(void) { #ifdef WITH_SDL if (m_isinit){ - if(SDL_JoystickOpened(m_joyindex)){ + 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 e1ab364ae67..44b6cfd7d35 100644 --- a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp +++ b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp @@ -40,7 +40,7 @@ #ifdef WITH_SDL void SCA_Joystick::OnAxisMotion(SDL_Event* sdl_event) { - if(sdl_event->jaxis.axis >= JOYAXIS_MAX) + if (sdl_event->jaxis.axis >= JOYAXIS_MAX) return; m_axis_array[sdl_event->jaxis.axis]= sdl_event->jaxis.value; @@ -50,7 +50,7 @@ void SCA_Joystick::OnAxisMotion(SDL_Event* sdl_event) /* See notes below in the event loop */ void SCA_Joystick::OnHatMotion(SDL_Event* sdl_event) { - if(sdl_event->jhat.hat >= JOYHAT_MAX) + if (sdl_event->jhat.hat >= JOYHAT_MAX) return; m_hat_array[sdl_event->jhat.hat]= sdl_event->jhat.value; @@ -85,7 +85,7 @@ void SCA_Joystick::HandleEvents(void) int i; for (i=0; iOnNothing(&sdl_event); } diff --git a/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp b/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp index 05422edb62c..df585c946eb 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; } @@ -79,16 +79,16 @@ bool SCA_2DFilterActuator::Update() if (bNegativeEvent) return false; // do nothing on negative events - if( m_type == RAS_2DFilterManager::RAS_2DFILTER_MOTIONBLUR ) + if ( m_type == RAS_2DFilterManager::RAS_2DFILTER_MOTIONBLUR ) { - if(!m_disableMotionBlur) + if (!m_disableMotionBlur) m_rasterizer->EnableMotionBlur(m_float_arg); else m_rasterizer->DisableMotionBlur(); return false; } - else if(m_type < RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS) + else if (m_type < RAS_2DFilterManager::RAS_2DFILTER_NUMBER_OF_FILTERS) { m_scene->Update2DFilter(m_propNames, m_gameobj, m_type, m_int_arg, m_shaderText); } diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp index 09d81c7f14b..4728729acb0 100644 --- a/source/gameengine/GameLogic/SCA_ISensor.cpp +++ b/source/gameengine/GameLogic/SCA_ISensor.cpp @@ -174,7 +174,7 @@ void SCA_ISensor::RegisterToManager() void SCA_ISensor::Replace_EventManager(class SCA_LogicManager* logicmgr) { - if(m_links) { /* true if we're used currently */ + if (m_links) { /* true if we're used currently */ m_eventmgr->RemoveSensor(this); m_eventmgr= logicmgr->FindEventManager(m_eventmgr->GetType()); @@ -225,7 +225,7 @@ void SCA_ISensor::UnregisterToManager() void SCA_ISensor::ActivateControllers(class SCA_LogicManager* logicmgr) { - for(vector::const_iterator c= m_linkedcontrollers.begin(); + for (vector::const_iterator c= m_linkedcontrollers.begin(); c!=m_linkedcontrollers.end();++c) { SCA_IController* contr = *c; @@ -305,7 +305,7 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr) { // This level sensor is connected to at least one controller that was just made // active but it did not generate an event yet, do it now to those controllers only - for(vector::const_iterator c= m_linkedcontrollers.begin(); + for (vector::const_iterator c= m_linkedcontrollers.begin(); c!=m_linkedcontrollers.end();++c) { SCA_IController* contr = *c; diff --git a/source/gameengine/GameLogic/SCA_JoystickManager.cpp b/source/gameengine/GameLogic/SCA_JoystickManager.cpp index 2942384055b..c21db794e42 100644 --- a/source/gameengine/GameLogic/SCA_JoystickManager.cpp +++ b/source/gameengine/GameLogic/SCA_JoystickManager.cpp @@ -52,7 +52,7 @@ SCA_JoystickManager::~SCA_JoystickManager() { int i; for (i=0; iReleaseInstance(); } } @@ -72,7 +72,7 @@ void SCA_JoystickManager::NextFrame(double curtime,double deltatime) for (it.begin();!it.end();++it) { SCA_JoystickSensor* joysensor = *it; - if(!joysensor->IsSuspended()) + if (!joysensor->IsSuspended()) { joysensor->Activate(m_logicmgr); } diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp index 3f74b4cd807..2b47b6fb3c2 100644 --- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp +++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp @@ -109,7 +109,7 @@ bool SCA_JoystickSensor::Evaluate() bool result = false; bool reset = m_reset && m_level; - if(js==NULL) /* no joystick - don't do anything */ + if (js==NULL) /* no joystick - don't do anything */ return false; m_reset = false; @@ -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; } @@ -185,11 +185,11 @@ bool SCA_JoystickSensor::Evaluate() if (!js->IsTrigButton() && !reset) /* No events from SDL? - don't bother */ return false; - if(( m_bAllEvents && js->aAnyButtonPressIsPositive()) || (!m_bAllEvents && js->aButtonPressIsPositive(m_button))) { + if (( m_bAllEvents && js->aAnyButtonPressIsPositive()) || (!m_bAllEvents && js->aButtonPressIsPositive(m_button))) { m_istrig = 1; result = true; }else { - if(m_istrig){ + if (m_istrig){ m_istrig = 0; result = true; } @@ -206,11 +206,11 @@ bool SCA_JoystickSensor::Evaluate() if (!js->IsTrigHat() && !reset) /* No events from SDL? - don't bother */ return false; - if((m_bAllEvents && js->GetHat(m_hat-1)) || js->aHatIsPositive(m_hat-1, m_hatf)) { + if ((m_bAllEvents && js->GetHat(m_hat-1)) || js->aHatIsPositive(m_hat-1, m_hatf)) { m_istrig = 1; result = true; }else{ - if(m_istrig){ + if (m_istrig){ m_istrig = 0; result = true; } @@ -310,7 +310,7 @@ PyObject* SCA_JoystickSensor::PyGetButtonActiveList( ) PyObject *value; int i; - if(joy) { + if (joy) { for (i=0; i < joy->GetNumberOfButtons(); i++) { if (joy->aButtonPressIsPositive(i)) { value = PyLong_FromSsize_t(i); @@ -331,10 +331,10 @@ 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()) { + if (joy && index >= 0 && index < joy->GetNumberOfButtons()) { return PyBool_FromLong(joy->aButtonPressIsPositive(index) ? 1 : 0); } return PyBool_FromLong(0); @@ -360,7 +360,7 @@ PyObject* SCA_JoystickSensor::pyattr_get_axis_single(void *self_v, const KX_PYAT SCA_JoystickSensor* self= static_cast(self_v); SCA_Joystick *joy = ((SCA_JoystickManager *)self->m_eventmgr)->GetJoystickDevice(self->m_joyindex); - if(self->m_joymode != KX_JOYSENSORMODE_AXIS_SINGLE) { + if (self->m_joymode != KX_JOYSENSORMODE_AXIS_SINGLE) { PyErr_SetString(PyExc_TypeError, "val = sensor.axisSingle: Joystick Sensor, not 'Single Axis' type"); return NULL; } diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp index c5346c16fc9..6543d16d469 100644 --- a/source/gameengine/GameLogic/SCA_LogicManager.cpp +++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp @@ -189,11 +189,11 @@ void SCA_LogicManager::BeginFrame(double curtime, double fixedtime) for (vector::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++) (*ie)->NextFrame(curtime, fixedtime); - for(SG_QList* obj = (SG_QList*)m_triggeredControllerSet.Remove(); + for (SG_QList* obj = (SG_QList*)m_triggeredControllerSet.Remove(); obj != NULL; obj = (SG_QList*)m_triggeredControllerSet.Remove()) { - for(SCA_IController* contr = (SCA_IController*)obj->QRemove(); + for (SCA_IController* contr = (SCA_IController*)obj->QRemove(); contr != NULL; contr = (SCA_IController*)obj->QRemove()) { diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp index 8e324bbb0d7..d0d940a2e42 100644 --- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp +++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp @@ -198,10 +198,10 @@ bool SCA_PropertySensor::CheckPropertyCondition() /* Patch: floating point values cant use strings usefully since you can have "0.0" == "0.0000" * this could be made into a generic Value class function for comparing values with a string. */ - if(result==false && dynamic_cast(orgprop) != NULL) { + if (result==false && dynamic_cast(orgprop) != NULL) { float f; - if(EOF == sscanf(m_checkpropval.ReadPtr(), "%f", &f)) + if (EOF == sscanf(m_checkpropval.ReadPtr(), "%f", &f)) { //error } diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp index 67c813acdc0..6f1e6e31507 100644 --- a/source/gameengine/GameLogic/SCA_PythonController.cpp +++ b/source/gameengine/GameLogic/SCA_PythonController.cpp @@ -182,7 +182,7 @@ int SCA_PythonController::IsTriggered(class SCA_ISensor* sensor) /* warning, self is not the SCA_PythonController, its a PyObjectPlus_Proxy */ PyObject* SCA_PythonController::sPyGetCurrentController(PyObject *self) { - if(m_sCurrentController==NULL) + if (m_sCurrentController==NULL) { PyErr_SetString(PyExc_SystemError, "bge.logic.getCurrentController(), this function is being run outside the python controllers context, or blenders internal state is corrupt."); return NULL; @@ -200,16 +200,16 @@ SCA_IActuator* SCA_PythonController::LinkedActuatorFromPy(PyObject *value) if (PyUnicode_Check(value)) { /* get the actuator from the name */ const char *name= _PyUnicode_AsString(value); - for(it = lacts.begin(); it!= lacts.end(); ++it) { - if( name == (*it)->GetName() ) { + for (it = lacts.begin(); it!= lacts.end(); ++it) { + if ( name == (*it)->GetName() ) { return *it; } } } else if (PyObject_TypeCheck(value, &SCA_IActuator::Type)) { PyObjectPlus *value_plus= BGE_PROXY_REF(value); - for(it = lacts.begin(); it!= lacts.end(); ++it) { - if( static_cast(value_plus) == (*it) ) { + for (it = lacts.begin(); it!= lacts.end(); ++it) { + if ( static_cast(value_plus) == (*it) ) { return *it; } } @@ -308,7 +308,7 @@ bool SCA_PythonController::Import() function_string= strrchr(mod_path, '.'); - if(function_string == NULL) { + if (function_string == NULL) { printf("Python module name formatting error in object '%s', controller '%s':\n\texpected 'SomeModule.Func', got '%s'\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr()); return false; } @@ -324,7 +324,7 @@ bool SCA_PythonController::Import() return false; } - if(m_debug) + if (m_debug) mod = PyImport_ReloadModule(mod); if (mod == NULL) { @@ -338,15 +338,15 @@ bool SCA_PythonController::Import() // DECREF the module as we don't need it anymore Py_DECREF(mod); - if(m_function==NULL) { - if(PyErr_Occurred()) + if (m_function==NULL) { + if (PyErr_Occurred()) ErrorPrint("Python controller found the module but could not access the function"); else printf("Python module error in object '%s', controller '%s':\n '%s' module found but function missing\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr()); return false; } - if(!PyCallable_Check(m_function)) { + if (!PyCallable_Check(m_function)) { Py_DECREF(m_function); m_function = NULL; printf("Python module function error in object '%s', controller '%s':\n '%s' not callable\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr()); @@ -358,7 +358,7 @@ bool SCA_PythonController::Import() m_function_argc= ((PyCodeObject *)PyFunction_GET_CODE(m_function))->co_argcount; } - if(m_function_argc > 1) { + if (m_function_argc > 1) { Py_DECREF(m_function); m_function = NULL; printf("Python module function in object '%s', controller '%s':\n '%s' takes %d args, should be zero or 1 controller arg\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr(), m_function_argc); @@ -421,7 +421,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr) PyObject *args= NULL; - if(m_function_argc==1) { + if (m_function_argc==1) { args = PyTuple_New(1); PyTuple_SET_ITEM(args, 0, GetProxy()); } @@ -441,7 +441,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr) else ErrorPrint("Python script error"); - if(excdict) /* Only for SCA_PYEXEC_SCRIPT types */ + if (excdict) /* Only for SCA_PYEXEC_SCRIPT types */ { /* clear after PyErrPrint - seems it can be using * something in this dictionary and crash? */ @@ -456,13 +456,13 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr) PyObject* SCA_PythonController::PyActivate(PyObject *value) { - if(m_sCurrentController != this) { + if (m_sCurrentController != this) { PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller"); return NULL; } SCA_IActuator* actu = LinkedActuatorFromPy(value); - if(actu==NULL) + if (actu==NULL) return NULL; m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, true); @@ -471,13 +471,13 @@ PyObject* SCA_PythonController::PyActivate(PyObject *value) PyObject* SCA_PythonController::PyDeActivate(PyObject *value) { - if(m_sCurrentController != this) { + if (m_sCurrentController != this) { PyErr_SetString(PyExc_SystemError, "Cannot add an actuator from a non-active controller"); return NULL; } SCA_IActuator* actu = LinkedActuatorFromPy(value); - if(actu==NULL) + if (actu==NULL) return NULL; m_sCurrentLogicManager->AddActiveActuator((SCA_IActuator*)actu, false); diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.cpp b/source/gameengine/GameLogic/SCA_RandomActuator.cpp index 0034b5b3f54..40dba3bf03a 100644 --- a/source/gameengine/GameLogic/SCA_RandomActuator.cpp +++ b/source/gameengine/GameLogic/SCA_RandomActuator.cpp @@ -392,7 +392,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setBoolConst, "\tSet this generator to produce a constant boolean value.\n") { int paraArg; - if(!PyArg_ParseTuple(args, "i:setBoolConst", ¶Arg)) { + if (!PyArg_ParseTuple(args, "i:setBoolConst", ¶Arg)) { return NULL; } @@ -418,7 +418,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setBoolBernouilli, "\tReturn false value * 100%% of the time.\n") { float paraArg; - if(!PyArg_ParseTuple(args, "f:setBoolBernouilli", ¶Arg)) { + if (!PyArg_ParseTuple(args, "f:setBoolBernouilli", ¶Arg)) { return NULL; } @@ -434,7 +434,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setIntConst, "\tAlways return value\n") { int paraArg; - if(!PyArg_ParseTuple(args, "i:setIntConst", ¶Arg)) { + if (!PyArg_ParseTuple(args, "i:setIntConst", ¶Arg)) { return NULL; } @@ -452,7 +452,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setIntUniform, "\tupper_bound. The boundaries are included.\n") { int paraArg1, paraArg2; - if(!PyArg_ParseTuple(args, "ii:setIntUniform", ¶Arg1, ¶Arg2)) { + if (!PyArg_ParseTuple(args, "ii:setIntUniform", ¶Arg1, ¶Arg2)) { return NULL; } @@ -471,7 +471,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setIntPoisson, "\tnumber of tries needed to achieve succes.\n") { float paraArg; - if(!PyArg_ParseTuple(args, "f:setIntPoisson", ¶Arg)) { + if (!PyArg_ParseTuple(args, "f:setIntPoisson", ¶Arg)) { return NULL; } @@ -487,7 +487,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatConst, "\tAlways return value\n") { float paraArg; - if(!PyArg_ParseTuple(args, "f:setFloatConst", ¶Arg)) { + if (!PyArg_ParseTuple(args, "f:setFloatConst", ¶Arg)) { return NULL; } @@ -505,7 +505,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatUniform, "\tupper_bound.\n") { float paraArg1, paraArg2; - if(!PyArg_ParseTuple(args, "ff:setFloatUniform", ¶Arg1, ¶Arg2)) { + if (!PyArg_ParseTuple(args, "ff:setFloatUniform", ¶Arg1, ¶Arg2)) { return NULL; } @@ -524,7 +524,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatNormal, "\tdeviation from the mean is characterized by standard_deviation.\n") { float paraArg1, paraArg2; - if(!PyArg_ParseTuple(args, "ff:setFloatNormal", ¶Arg1, ¶Arg2)) { + if (!PyArg_ParseTuple(args, "ff:setFloatNormal", ¶Arg1, ¶Arg2)) { return NULL; } @@ -542,7 +542,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatNegativeExponential, "\tis characterized by half_life.\n") { float paraArg; - if(!PyArg_ParseTuple(args, "f:setFloatNegativeExponential", ¶Arg)) { + if (!PyArg_ParseTuple(args, "f:setFloatNegativeExponential", ¶Arg)) { return NULL; } diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp index 0915326c8eb..db40f35f888 100644 --- a/source/gameengine/GamePlayer/common/GPC_Canvas.cpp +++ b/source/gameengine/GamePlayer/common/GPC_Canvas.cpp @@ -205,7 +205,7 @@ void GPC_Canvas::DisposeBanner(TBannerData& banner) void GPC_Canvas::DrawAllBanners(void) { - if(!m_bannersEnabled || (m_banners.size() < 1)) + if (!m_bannersEnabled || (m_banners.size() < 1)) return; // Save the old rendering parameters. @@ -239,7 +239,7 @@ void GPC_Canvas::DrawAllBanners(void) void GPC_Canvas::DrawBanner(TBannerData& banner) { - if(!banner.enabled) + if (!banner.enabled) return; // Set up coordinates diff --git a/source/gameengine/GamePlayer/common/GPC_Engine.cpp b/source/gameengine/GamePlayer/common/GPC_Engine.cpp index 6eb52413a4e..11d648762c8 100644 --- a/source/gameengine/GamePlayer/common/GPC_Engine.cpp +++ b/source/gameengine/GamePlayer/common/GPC_Engine.cpp @@ -78,7 +78,7 @@ GPC_Engine::GPC_Engine(char *customLoadingAnimationURL, m_frameRate(frameRate), m_BlenderLogo(0), m_Blender3DLogo(0)/*, m_NaNLogo(0)*/ { - if(customLoadingAnimationURL[0] != '\0') + if (customLoadingAnimationURL[0] != '\0') { m_customLoadingAnimationURL = new char[sizeof(customLoadingAnimationURL)]; // not yet, need to be implemented first... m_customLoadingAnimation = true; @@ -87,13 +87,13 @@ GPC_Engine::GPC_Engine(char *customLoadingAnimationURL, // load the Blender logo into memory m_BlenderLogo = new GPC_RawImage(); // blender3d size is 115 x 32 so make resulting texture 128 x 128 - if(!m_BlenderLogo->Load("BlenderLogo", 128, 128, GPC_RawImage::alignTopLeft, 8, 8)) + if (!m_BlenderLogo->Load("BlenderLogo", 128, 128, GPC_RawImage::alignTopLeft, 8, 8)) m_BlenderLogo = 0; // load the Blender3D logo into memory m_Blender3DLogo = new GPC_RawImage(); // blender3d size is 136 x 11 so make resulting texture 256 x 256 - if(!m_Blender3DLogo->Load("Blender3DLogo", 256, 256, GPC_RawImage::alignBottomRight, 8, 8)) + if (!m_Blender3DLogo->Load("Blender3DLogo", 256, 256, GPC_RawImage::alignBottomRight, 8, 8)) m_Blender3DLogo = 0; #if 0 @@ -101,7 +101,7 @@ GPC_Engine::GPC_Engine(char *customLoadingAnimationURL, // load the NaN logo into memory m_NaNLogo = new GPC_RawImage(); // blender3d size is 32 x 31 so make resulting texture 64 x 64 - if(!m_NaNLogo->Load("NaNLogo", 64, 64, GPC_RawImage::alignBottomRight, 8, 8)) + if (!m_NaNLogo->Load("NaNLogo", 64, 64, GPC_RawImage::alignBottomRight, 8, 8)) m_NaNLogo = 0; #endif } @@ -148,7 +148,7 @@ bool GPC_Engine::Start(const char *filename) StartKetsji(); - if(bfd->type == BLENFILETYPE_PUB) + if (bfd->type == BLENFILETYPE_PUB) m_canvas->SetBannerDisplayEnabled(false); return true; @@ -173,7 +173,7 @@ bool GPC_Engine::Start(unsigned char *blenderDataBuffer, StartKetsji(); - if(bfd->type == BLENFILETYPE_PUB) + if (bfd->type == BLENFILETYPE_PUB) m_canvas->SetBannerDisplayEnabled(false); return true; @@ -210,7 +210,7 @@ bool GPC_Engine::StartKetsji(void) void GPC_Engine::StartLoadingAnimation() { - if(m_customLoadingAnimation) + if (m_customLoadingAnimation) { } else @@ -218,7 +218,7 @@ void GPC_Engine::StartLoadingAnimation() unsigned char *blenderDataBuffer; int blenderDataBufferSize; GetRawLoadingAnimation(&blenderDataBuffer, &blenderDataBufferSize); - if(!Start(blenderDataBuffer, blenderDataBufferSize)) + if (!Start(blenderDataBuffer, blenderDataBufferSize)) cout << "something went wrong when starting the engine" << endl; delete blenderDataBuffer; // created with 'new' in GetRawLoadingAnimation() } @@ -251,11 +251,11 @@ void GPC_Engine::UpdateLoadingAnimation(void) float progress = DetermineProgress(); - if(progress > m_previousProgress) + if (progress > m_previousProgress) { // delta = progress - m_previousProgress; m_previousProgress = progress; - if(m_previousProgress > 1.0) + if (m_previousProgress > 1.0) m_previousProgress = 1.0; // limit to 1.0 (has to change !) // m_engine->m_previousProgress = 0.0; } @@ -266,7 +266,7 @@ void GPC_Engine::UpdateLoadingAnimation(void) STR_String body; body.Format("%f", progress); // a number between 0.0 and 1.0 - if(m_networkdev) + if (m_networkdev) { // Store a progress message in the network device. NG_NetworkMessage* msg = new NG_NetworkMessage(to, from, subject, body); @@ -279,19 +279,19 @@ void GPC_Engine::UpdateLoadingAnimation(void) void GPC_Engine::Stop() { // only delete things that are created in StartKetsji() -/* if(m_portal) +/* if (m_portal) { m_portal->Leave(); delete m_portal; // also gets rid of KX_KetsjiEngine (says Maarten) m_portal = 0; } -*/ if(m_sceneconverter) +*/ if (m_sceneconverter) { delete m_sceneconverter; m_sceneconverter = 0; } #if 0 - if(m_frameTimerID) + if (m_frameTimerID) { ::KillTimer(0, m_frameTimerID); m_frameTimerID = 0; @@ -305,7 +305,7 @@ void GPC_Engine::Stop() void GPC_Engine::Exit() { - if(m_running) + if (m_running) Stop(); if (m_system) { diff --git a/source/gameengine/GamePlayer/common/GPC_RawImage.cpp b/source/gameengine/GamePlayer/common/GPC_RawImage.cpp index 5bd3a1957e6..9f129c1cdfb 100644 --- a/source/gameengine/GamePlayer/common/GPC_RawImage.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RawImage.cpp @@ -50,26 +50,26 @@ bool GPC_RawImage::Load( { int srcWidth, srcHeight; bool success = true; - if(strcmp(srcName, "BlenderLogo") == 0) + if (strcmp(srcName, "BlenderLogo") == 0) GetRawBlenderLogo(&m_data, &srcWidth, &srcHeight); else - if(strcmp(srcName, "Blender3DLogo") == 0) + if (strcmp(srcName, "Blender3DLogo") == 0) GetRawBlender3DLogo(&m_data, &srcWidth, &srcHeight); #if 0 else - if(strcmp(srcName, "NaNLogo") == 0) + if (strcmp(srcName, "NaNLogo") == 0) GetRawNaNLogo(&m_data, &srcWidth, &srcHeight); #endif else // unknown image success = false; - if(success) + if (success) { unsigned char *tempData = m_data; int numBytes = destWidth * destHeight * 4; m_data = new unsigned char[numBytes]; // re-use m_data ('unsigned char' was 'char') - if(m_data) + if (m_data) { ::memset(m_data, 0x00000000, numBytes); m_width = destWidth; @@ -80,11 +80,11 @@ bool GPC_RawImage::Load( int numRows = (srcHeight + offsetY) < m_height ? srcHeight : m_height - offsetY; numBytes = (srcWidth + offsetX) < m_width ? srcBytesWidth : (m_width - offsetX) * 4; - if((offsetX < m_width) && (offsetY < m_height)) + if ((offsetX < m_width) && (offsetY < m_height)) { unsigned char* src = (unsigned char*)tempData; unsigned char* dst = (unsigned char*)m_data; - if(alignment == alignTopLeft) + if (alignment == alignTopLeft) { // Put original in upper left corner diff --git a/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp b/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp index 16f984cbe3c..adf0bcd8e57 100644 --- a/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RawLoadDotBlendArray.cpp @@ -9299,7 +9299,7 @@ void GetRawLoadingAnimation(unsigned char **data, int *dataSize) *data = new unsigned char[138801]; // and copy it. Now we are certain that the calling function // can control the memory location - for(int i = 0; i < 138801 /* tmp array size */; i++) + for (int i = 0; i < 138801 /* tmp array size */; i++) { (*data)[i] = load_blend[i]; } diff --git a/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp b/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp index 52a033ce538..2471b528eac 100644 --- a/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RawLogoArrays.cpp @@ -1029,7 +1029,7 @@ void GetRawBlenderLogo(unsigned char **data, int *width, int *height) *data = new unsigned char[14720]; // and copy it. Now we are certain that the calling function // can control the memory location - for(int i = 0; i < 14720 /* tmp array size */; i++) + for (int i = 0; i < 14720 /* tmp array size */; i++) { (*data)[i] = logo_blender_raw[i]; } @@ -1449,7 +1449,7 @@ void GetRawBlender3DLogo(unsigned char **data, int *width, int *height) *data = new unsigned char[5984]; // and copy it. Now we are certain that the calling function // can control the memory location - for(int i = 0; i < 5984 /* tmp array size */; i++) + for (int i = 0; i < 5984 /* tmp array size */; i++) { (*data)[i] = logo_blender3d_raw[i]; } diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp index 54e2efd8776..ed2fa8a7dc6 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp @@ -101,23 +101,23 @@ void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, co int layer= -1; /* find the layer */ - if(uselights) { - if(m_clientobject) + if (uselights) { + if (m_clientobject) layer = static_cast(m_clientobject)->GetLayer(); } /* avoid state switching */ - if(m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo) + if (m_lastlightlayer == layer && m_lastauxinfo == m_auxilaryClientInfo) return; m_lastlightlayer = layer; m_lastauxinfo = m_auxilaryClientInfo; /* enable/disable lights as needed */ - if(layer >= 0) + if (layer >= 0) enable = applyLights(layer, viewmat); - if(enable) + if (enable) EnableOpenGLLights(rasty); else DisableOpenGLLights(); @@ -125,7 +125,7 @@ void GPC_RenderTools::ProcessLighting(RAS_IRasterizer *rasty, bool uselights, co void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty) { - if(m_lastlighting == true) + if (m_lastlighting == true) return; glEnable(GL_LIGHTING); @@ -142,7 +142,7 @@ void GPC_RenderTools::EnableOpenGLLights(RAS_IRasterizer *rasty) void GPC_RenderTools::DisableOpenGLLights() { - if(m_lastlighting == false) + if (m_lastlighting == false) return; glDisable(GL_LIGHTING); @@ -291,26 +291,26 @@ void GPC_RenderTools::RenderText3D( int fontid, double* mat, float aspect) { - if(GLEW_ARB_multitexture) { - for(int i=0; i(polymat); tface = bl_mat->GetMTFace(); col = bl_mat->GetMCol(); @@ -448,7 +448,7 @@ int GPC_RenderTools::applyLights(int objectlayer, const MT_Transform& viewmat) unsigned int count; std::vector::iterator lit = m_lights.begin(); - for(count=0; countm_light; - if(kxlight->ApplyLight(kxscene, objectlayer, count)) + if (kxlight->ApplyLight(kxscene, objectlayer, count)) count++; } glPopMatrix(); @@ -472,16 +472,16 @@ void GPC_RenderTools::MotionBlur(RAS_IRasterizer* rasterizer) { int state = rasterizer->GetMotionBlurState(); float motionblurvalue; - if(state) + if (state) { motionblurvalue = rasterizer->GetMotionBlurValue(); - if(state==1) + if (state==1) { //bugfix:load color buffer into accum buffer for the first time(state=1) glAccum(GL_LOAD, 1.0); rasterizer->SetMotionBlurState(2); } - else if(motionblurvalue>=0.0 && motionblurvalue<=1.0) + else if (motionblurvalue>=0.0 && motionblurvalue<=1.0) { glAccum(GL_MULT, motionblurvalue); glAccum(GL_ACCUM, 1-motionblurvalue); diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp index f7c366599ef..eccb83fe80c 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp @@ -138,7 +138,7 @@ GPG_Application::GPG_Application(GHOST_ISystem* system) GPG_Application::~GPG_Application(void) { - if(m_pyGlobalDictString) { + if (m_pyGlobalDictString) { delete [] m_pyGlobalDictString; m_pyGlobalDictString = 0; m_pyGlobalDictString_Length = 0; @@ -558,12 +558,12 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode) bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 1) != 0); bool restrictAnimFPS = gm->flag & GAME_RESTRICT_ANIM_UPDATES; - if(GLEW_ARB_multitexture && GLEW_VERSION_1_1) + if (GLEW_ARB_multitexture && GLEW_VERSION_1_1) m_blendermat = (SYS_GetCommandLineInt(syshandle, "blender_material", 1) != 0); - if(GPU_glsl_support()) + if (GPU_glsl_support()) m_blenderglslmat = (SYS_GetCommandLineInt(syshandle, "blender_glsl_material", 1) != 0); - else if(m_globalSettings->matmode == GAME_MAT_GLSL) + else if (m_globalSettings->matmode == GAME_MAT_GLSL) m_blendermat = false; // create the canvas, rasterizer and rendertools @@ -579,8 +579,8 @@ bool GPG_Application::initEngine(GHOST_IWindow* window, const int stereoMode) if (!m_rendertools) goto initFailed; - if(useLists) { - if(GLEW_VERSION_1_1) + if (useLists) { + if (GLEW_VERSION_1_1) m_rasterizer = new RAS_ListRasterizer(m_canvas, true); else m_rasterizer = new RAS_ListRasterizer(m_canvas); @@ -701,9 +701,9 @@ bool GPG_Application::startEngine(void) // if (always_use_expand_framing) // sceneconverter->SetAlwaysUseExpandFraming(true); - if(m_blendermat && (m_globalSettings->matmode != GAME_MAT_TEXFACE)) + if (m_blendermat && (m_globalSettings->matmode != GAME_MAT_TEXFACE)) m_sceneconverter->SetMaterials(true); - if(m_blenderglslmat && (m_globalSettings->matmode == GAME_MAT_GLSL)) + if (m_blenderglslmat && (m_globalSettings->matmode == GAME_MAT_GLSL)) m_sceneconverter->SetGLSLMaterials(true); KX_Scene* startscene = new KX_Scene(m_keyboard, @@ -720,7 +720,7 @@ bool GPG_Application::startEngine(void) #endif // WITH_PYTHON //initialize Dome Settings - if(m_startScene->gm.stereoflag == STEREO_DOME) + if (m_startScene->gm.stereoflag == STEREO_DOME) m_ketsjiengine->InitDome(m_startScene->gm.dome.res, m_startScene->gm.dome.mode, m_startScene->gm.dome.angle, m_startScene->gm.dome.resbuf, m_startScene->gm.dome.tilt, m_startScene->gm.dome.warptext); #ifdef WITH_PYTHON @@ -764,7 +764,7 @@ void GPG_Application::stopEngine() // GameLogic.globalDict gets converted into a buffer, and sorted in // m_pyGlobalDictString so we can restore after python has stopped // and started between .blend file loads. - if(m_pyGlobalDictString) { + if (m_pyGlobalDictString) { delete [] m_pyGlobalDictString; m_pyGlobalDictString = 0; } diff --git a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp index 36c38682244..d477c87936f 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp +++ b/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp @@ -297,7 +297,7 @@ static void get_filename(int argc, char **argv, char *filename) #else filename[0] = '\0'; - if(argc > 1) + if (argc > 1) BLI_strncpy(filename, argv[argc-1], FILE_MAX); #endif // !_APPLE } @@ -606,29 +606,29 @@ int main(int argc, char** argv) if (stereomode < RAS_IRasterizer::RAS_STEREO_NOSTEREO || stereomode >= RAS_IRasterizer::RAS_STEREO_MAXSTEREO) stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO; - if(!strcmp(argv[i], "nostereo")) // ok, redundant but clear + if (!strcmp(argv[i], "nostereo")) // ok, redundant but clear stereomode = RAS_IRasterizer::RAS_STEREO_NOSTEREO; // only the hardware pageflip method needs a stereo window - else if(!strcmp(argv[i], "hwpageflip")) { + else if (!strcmp(argv[i], "hwpageflip")) { stereomode = RAS_IRasterizer::RAS_STEREO_QUADBUFFERED; stereoWindow = true; } - else if(!strcmp(argv[i], "syncdoubling")) + else if (!strcmp(argv[i], "syncdoubling")) stereomode = RAS_IRasterizer::RAS_STEREO_ABOVEBELOW; - else if(!strcmp(argv[i], "anaglyph")) + else if (!strcmp(argv[i], "anaglyph")) stereomode = RAS_IRasterizer::RAS_STEREO_ANAGLYPH; - else if(!strcmp(argv[i], "sidebyside")) + else if (!strcmp(argv[i], "sidebyside")) stereomode = RAS_IRasterizer::RAS_STEREO_SIDEBYSIDE; - else if(!strcmp(argv[i], "vinterlace")) + else if (!strcmp(argv[i], "vinterlace")) stereomode = RAS_IRasterizer::RAS_STEREO_VINTERLACE; #if 0 // future stuff - else if(!strcmp(argv[i], "stencil") + else if (!strcmp(argv[i], "stencil") stereomode = RAS_STEREO_STENCIL; #endif @@ -648,33 +648,33 @@ 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")) + if (!strcmp(argv[i], "fisheye")) domeMode = DOME_FISHEYE; - else if(!strcmp(argv[i], "truncatedfront")) + else if (!strcmp(argv[i], "truncatedfront")) domeMode = DOME_TRUNCATED_FRONT; - else if(!strcmp(argv[i], "truncatedrear")) + else if (!strcmp(argv[i], "truncatedrear")) domeMode = DOME_TRUNCATED_REAR; - else if(!strcmp(argv[i], "cubemap")) + else if (!strcmp(argv[i], "cubemap")) domeMode = DOME_ENVMAP; - else if(!strcmp(argv[i], "sphericalpanoramic")) + else if (!strcmp(argv[i], "sphericalpanoramic")) domeMode = DOME_PANORAM_SPH; else @@ -749,7 +749,7 @@ int main(int argc, char** argv) char *titlename; get_filename(argc_py_clamped, argv, filename); - if(filename[0]) + if (filename[0]) BLI_path_cwd(filename); @@ -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; @@ -871,7 +871,7 @@ int main(int argc, char** argv) { //XXX to do: convert relative to absolute path domeText= add_text(domeWarp, ""); - if(!domeText) + if (!domeText) printf("error: invalid warpdata text file - %s\n", domeWarp); else scene->gm.dome.warptext = domeText; @@ -881,7 +881,7 @@ int main(int argc, char** argv) // GPG_Application app (system, maggie, startscenename); app.SetGameEngineData(maggie, scene, &gs, argc, argv); /* this argc cant be argc_py_clamped, since python uses it */ BLI_strncpy(pathname, maggie->name, sizeof(pathname)); - if(G.main != maggie) { + if (G.main != maggie) { BLI_strncpy(G.main->name, maggie->name, sizeof(G.main->name)); } #ifdef WITH_PYTHON @@ -1014,7 +1014,7 @@ int main(int argc, char** argv) SYS_DeleteSystem(syshandle); int totblock= MEM_get_memory_blocks_in_use(); - if(totblock!=0) { + if (totblock!=0) { printf("Error Totblock: %d\n",totblock); MEM_set_error_callback(mem_error_cb); MEM_printmemlist(); diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index 0f97898c73f..122d692b599 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -35,7 +35,7 @@ BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lig BL_BlenderShader::~BL_BlenderShader() { - if(mGPUMat) + if (mGPUMat) GPU_material_unbind(mGPUMat); } @@ -46,8 +46,8 @@ void BL_BlenderShader::ReloadMaterial() void BL_BlenderShader::SetProg(bool enable, double time) { - if(VerifyShader()) { - if(enable) + if (VerifyShader()) { + if (enable) GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1); else GPU_material_unbind(mGPUMat); @@ -59,16 +59,16 @@ int BL_BlenderShader::GetAttribNum() GPUVertexAttribs attribs; int i, enabled = 0; - if(!VerifyShader()) + if (!VerifyShader()) return enabled; GPU_material_vertex_attributes(mGPUMat, &attribs); - for(i = 0; i < attribs.totlayer; i++) - if(attribs.layer[i].glindex+1 > enabled) + for (i = 0; i < attribs.totlayer; i++) + if (attribs.layer[i].glindex+1 > enabled) enabled= attribs.layer[i].glindex+1; - if(enabled > BL_MAX_ATTRIB) + if (enabled > BL_MAX_ATTRIB) enabled = BL_MAX_ATTRIB; return enabled; @@ -82,39 +82,39 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat) ras->SetAttribNum(0); - if(!VerifyShader()) + if (!VerifyShader()) return; gpumat = mGPUMat; - if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { + if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { GPU_material_vertex_attributes(gpumat, &attribs); attrib_num = GetAttribNum(); ras->SetTexCoordNum(0); ras->SetAttribNum(attrib_num); - for(i=0; iSetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i); - for(i = 0; i < attribs.totlayer; i++) { - if(attribs.layer[i].glindex > attrib_num) + for (i = 0; i < attribs.totlayer; i++) { + if (attribs.layer[i].glindex > attrib_num) continue; - if(attribs.layer[i].type == CD_MTFACE) { - if(!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0) + if (attribs.layer[i].type == CD_MTFACE) { + if (!mat->uvName.IsEmpty() && strcmp(mat->uvName.ReadPtr(), attribs.layer[i].name) == 0) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex); - else if(!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0) + else if (!mat->uv2Name.IsEmpty() && strcmp(mat->uv2Name.ReadPtr(), attribs.layer[i].name) == 0) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV2, attribs.layer[i].glindex); else ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV1, attribs.layer[i].glindex); } - else if(attribs.layer[i].type == CD_TANGENT) + else if (attribs.layer[i].type == CD_TANGENT) ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex); - else if(attribs.layer[i].type == CD_ORCO) + else if (attribs.layer[i].type == CD_ORCO) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex); - else if(attribs.layer[i].type == CD_NORMAL) + else if (attribs.layer[i].type == CD_NORMAL) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex); - else if(attribs.layer[i].type == CD_MCOL) + else if (attribs.layer[i].type == CD_MCOL) ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex); else ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex); @@ -129,7 +129,7 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) gpumat = mGPUMat; - if(!gpumat || !GPU_material_bound(gpumat)) + if (!gpumat || !GPU_material_bound(gpumat)) return; MT_Matrix4x4 model; @@ -142,7 +142,7 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) view.getValue((float*)viewmat); viewinv.getValue((float*)viewinvmat); - if(ms.m_bObjectColor) + if (ms.m_bObjectColor) ms.m_RGBAcolor.getValue((float*)obcol); else obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f; diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp index 092f9273a6b..2061a763331 100644 --- a/source/gameengine/Ketsji/BL_Material.cpp +++ b/source/gameengine/Ketsji/BL_Material.cpp @@ -12,9 +12,9 @@ MTex* getImageFromMaterial(Material *mat, int index) { - if(!mat) return 0; + if (!mat) return 0; - if(!(index >=0 && index < MAX_MTEX) ) return 0; + if (!(index >=0 && index < MAX_MTEX) ) return 0; MTex *m = mat->mtex[index]; return m?m:0; @@ -23,9 +23,9 @@ MTex* getImageFromMaterial(Material *mat, int index) int getNumTexChannels( Material *mat ) { int count = -1; - if(!mat) return -1; + if (!mat) return -1; - for(count =0; (count < 10) && mat->mtex[count] != 0; count++) {} + for (count =0; (count < 10) && mat->mtex[count] != 0; count++) {} return count; } @@ -66,13 +66,13 @@ void BL_Material::Initialize() share = false; int i; - for(i=0; i<4; i++) + for (i=0; i<4; i++) { uv[i] = MT_Point2(0.f,1.f); uv2[i] = MT_Point2(0.f, 1.f); } - for(i=0; i 1 ) + if ((v && num_users == -1) || num_users > 1 ) share = true; else share = false; diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp index b1e3737af07..55045f9f169 100644 --- a/source/gameengine/Ketsji/BL_Shader.cpp +++ b/source/gameengine/Ketsji/BL_Shader.cpp @@ -40,7 +40,7 @@ BL_Uniform::BL_Uniform(int data_size) BL_Uniform::~BL_Uniform() { #ifdef SORT_UNIFORMS - if(mData) { + if (mData) { MEM_freeN(mData); mData=0; } @@ -52,7 +52,7 @@ void BL_Uniform::Apply(class BL_Shader *shader) #ifdef SORT_UNIFORMS MT_assert(mType > UNI_NONE && mType < UNI_MAX && mData); - if(!mDirty) + if (!mDirty) return; switch(mType) @@ -137,14 +137,14 @@ BL_Shader::BL_Shader() BL_Shader::~BL_Shader() { //for (int i=0; iDeleteTex(); // } //} ClearUniforms(); - if( mShader ) { + if ( mShader ) { glDeleteObjectARB(mShader); mShader = 0; } @@ -179,7 +179,7 @@ BL_Uniform *BL_Shader::FindUniform(const int location) #ifdef SORT_UNIFORMS BL_UniformVec::iterator it = mUniforms.begin(); while(it != mUniforms.end()) { - if((*it)->GetLocation() == location) + if ((*it)->GetLocation() == location) return (*it); it++; } @@ -191,7 +191,7 @@ void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool { #ifdef SORT_UNIFORMS BL_Uniform *uni= FindUniform(location); - if(uni) { + if (uni) { memcpy(uni->getData(), param, size); uni->SetData(location, type, transpose); } @@ -210,7 +210,7 @@ void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool t { #ifdef SORT_UNIFORMS BL_Uniform *uni= FindUniform(location); - if(uni) { + if (uni) { memcpy(uni->getData(), param, size); uni->SetData(location, type, transpose); } @@ -228,10 +228,10 @@ void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool t void BL_Shader::ApplyShader() { #ifdef SORT_UNIFORMS - if(!mDirty) + if (!mDirty) return; - for(unsigned int i=0; iApply(this); mDirty = false; @@ -252,18 +252,18 @@ bool BL_Shader::LinkProgram() int char_len=0; char *logInf =0; - if(mError) + if (mError) goto programError; - if(!vertProg || !fragProg){ + if (!vertProg || !fragProg){ spit("Invalid GLSL sources"); return false; } - if( !GLEW_ARB_fragment_shader) { + if ( !GLEW_ARB_fragment_shader) { spit("Fragment shaders not supported"); return false; } - if( !GLEW_ARB_vertex_shader) { + if ( !GLEW_ARB_vertex_shader) { spit("Vertex shaders not supported"); return false; } @@ -275,10 +275,10 @@ 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) { + if (char_len >0) { spit("---- Vertex Shader Error ----"); spit(logInf); } @@ -287,7 +287,7 @@ bool BL_Shader::LinkProgram() } // check for compile errors glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB,(GLint*)&vertstatus); - if(!vertstatus) { + if (!vertstatus) { spit("---- Vertex shader failed to compile ----"); goto programError; } @@ -297,10 +297,10 @@ 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) { + if (char_len >0) { spit("---- Fragment Shader Error ----"); spit(logInf); } @@ -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; } @@ -325,10 +325,10 @@ bool BL_Shader::LinkProgram() glGetObjectParameterivARB(tmpProg, GL_OBJECT_LINK_STATUS_ARB, (GLint*) &progstatus); - if(proglen > 0 && proglen < MAX_LOG_LEN) { + if (proglen > 0 && proglen < MAX_LOG_LEN) { logInf = (char*)MEM_mallocN(proglen, "prog-log"); glGetInfoLogARB(tmpProg, proglen, (GLsizei*)&char_len, logInf); - if(char_len >0) { + if (char_len >0) { spit("---- GLSL Program ----"); spit(logInf); } @@ -336,7 +336,7 @@ bool BL_Shader::LinkProgram() logInf=0; } - if(!progstatus){ + if (!progstatus){ spit("---- GLSL program failed to link ----"); goto programError; } @@ -350,16 +350,16 @@ bool BL_Shader::LinkProgram() return true; programError: - if(tmpVert) { + if (tmpVert) { glDeleteObjectARB(tmpVert); tmpVert=0; } - if(tmpFrag) { + if (tmpFrag) { glDeleteObjectARB(tmpFrag); tmpFrag=0; } - if(tmpProg) { + if (tmpProg) { glDeleteObjectARB(tmpProg); tmpProg=0; } @@ -403,7 +403,7 @@ unsigned int BL_Shader::GetProg() void BL_Shader::SetSampler(int loc, int unit) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -422,12 +422,12 @@ void BL_Shader::SetSampler(int loc, int unit) void BL_Shader::SetProg(bool enable) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) { - if( mShader != 0 && mOk && enable) { + if ( mShader != 0 && mOk && enable) { glUseProgramObjectARB(mShader); } else { @@ -438,10 +438,10 @@ void BL_Shader::SetProg(bool enable) void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) { - if(!Ok() || !mPreDef.size()) + if (!Ok() || !mPreDef.size()) return; - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -450,14 +450,14 @@ void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) model.setValue(ms.m_OpenGLMatrix); const MT_Matrix4x4& view = rasty->GetViewMatrix(); - if(mAttr==SHD_TANGENT) + if (mAttr==SHD_TANGENT) ms.m_mesh->SetMeshModified(true); BL_UniformVecDef::iterator it; - for(it = mPreDef.begin(); it!= mPreDef.end(); it++) + for (it = mPreDef.begin(); it!= mPreDef.end(); it++) { BL_DefUniform *uni = (*it); - if(uni->mLoc == -1) continue; + if (uni->mLoc == -1) continue; switch (uni->mType) { @@ -554,7 +554,7 @@ void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) int BL_Shader::GetAttribLocation(const STR_String& name) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -567,7 +567,7 @@ int BL_Shader::GetAttribLocation(const STR_String& name) void BL_Shader::BindAttribute(const STR_String& attr, int loc) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -578,14 +578,14 @@ void BL_Shader::BindAttribute(const STR_String& attr, int loc) int BL_Shader::GetUniformLocation(const STR_String& name) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) { MT_assert(mShader!=0); int location = glGetUniformLocationARB(mShader, name.ReadPtr()); - if(location == -1) + if (location == -1) spit("Invalid uniform value: " << name.ReadPtr() << "."); return location; } @@ -595,7 +595,7 @@ int BL_Shader::GetUniformLocation(const STR_String& name) void BL_Shader::SetUniform(int uniform, const MT_Tuple2& vec) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -609,7 +609,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Tuple2& vec) void BL_Shader::SetUniform(int uniform, const MT_Tuple3& vec) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -622,7 +622,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Tuple3& vec) void BL_Shader::SetUniform(int uniform, const MT_Tuple4& vec) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -635,7 +635,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Tuple4& vec) void BL_Shader::SetUniform(int uniform, const unsigned int& val) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -646,7 +646,7 @@ void BL_Shader::SetUniform(int uniform, const unsigned int& val) void BL_Shader::SetUniform(int uniform, const int val) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -657,7 +657,7 @@ void BL_Shader::SetUniform(int uniform, const int val) void BL_Shader::SetUniform(int uniform, const float& val) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -668,7 +668,7 @@ void BL_Shader::SetUniform(int uniform, const float& val) void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -682,7 +682,7 @@ void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose) void BL_Shader::SetUniform(int uniform, const MT_Matrix3x3& vec, bool transpose) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) @@ -697,12 +697,12 @@ void BL_Shader::SetUniform(int uniform, const MT_Matrix3x3& vec, bool transpose) void BL_Shader::SetUniform(int uniform, const float* val, int len) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) { - if(len == 2) + if (len == 2) glUniform2fvARB(uniform, 1,(GLfloat*)val); else if (len == 3) glUniform3fvARB(uniform, 1,(GLfloat*)val); @@ -715,12 +715,12 @@ void BL_Shader::SetUniform(int uniform, const float* val, int len) void BL_Shader::SetUniform(int uniform, const int* val, int len) { - if( GLEW_ARB_fragment_shader && + if ( GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects ) { - if(len == 2) + if (len == 2) glUniform2ivARB(uniform, 1, (GLint*)val); else if (len == 3) glUniform3ivARB(uniform, 1, (GLint*)val); @@ -793,18 +793,18 @@ PyTypeObject BL_Shader::Type = { KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProgram)" ) { - if(mShader !=0 && mOk ) + if (mShader !=0 && mOk ) { // already set... Py_RETURN_NONE; } char *v,*f; int apply=0; - if( PyArg_ParseTuple(args, "ssi:setSource", &v, &f, &apply) ) + if ( PyArg_ParseTuple(args, "ssi:setSource", &v, &f, &apply) ) { vertProg = v; fragProg = f; - if( LinkProgram() ) { + if ( LinkProgram() ) { glUseProgramObjectARB( mShader ); mUse = apply!=0; Py_RETURN_NONE; @@ -847,10 +847,10 @@ KX_PYMETHODDEF_DOC( BL_Shader, getFragmentProg ,"getFragmentProg( )" ) KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()") { - if(mError) { + if (mError) { Py_RETURN_NONE; } - if(mShader==0) { + if (mShader==0) { PyErr_SetString(PyExc_TypeError, "shader.validate(): BL_Shader, invalid shader object"); return NULL; } @@ -859,12 +859,12 @@ KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()") glGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB,(GLint*) &stat); - if(stat > 0 && stat < MAX_LOG_LEN) { + if (stat > 0 && stat < MAX_LOG_LEN) { int char_len=0; char *logInf = (char*)MEM_mallocN(stat, "validate-log"); glGetInfoLogARB(mShader, stat,(GLsizei*) &char_len, logInf); - if(char_len >0) { + if (char_len >0) { spit("---- GLSL Validation ----"); spit(logInf); } @@ -877,17 +877,17 @@ KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()") KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" ) { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform=""; int index=-1; - if(PyArg_ParseTuple(args, "si:setSampler", &uniform, &index)) + if (PyArg_ParseTuple(args, "si:setSampler", &uniform, &index)) { int loc = GetUniformLocation(uniform); - if(loc != -1) { - if(index >= MAXTEX || index < 0) + if (loc != -1) { + if (index >= MAXTEX || index < 0) spit("Invalid texture sample index: " << index); #ifdef SORT_UNIFORMS @@ -908,7 +908,7 @@ KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" ) KX_PYMETHODDEF_DOC( BL_Shader, setNumberOfPasses, "setNumberOfPasses( max-pass )" ) { int pass = 1; - if(!PyArg_ParseTuple(args, "i:setNumberOfPasses", &pass)) + if (!PyArg_ParseTuple(args, "i:setNumberOfPasses", &pass)) return NULL; mPass = 1; @@ -918,16 +918,16 @@ KX_PYMETHODDEF_DOC( BL_Shader, setNumberOfPasses, "setNumberOfPasses( max-pass ) /// access functions KX_PYMETHODDEF_DOC( BL_Shader, setUniform1f, "setUniform1f(name, fx)" ) { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform=""; float value=0; - if(PyArg_ParseTuple(args, "sf:setUniform1f", &uniform, &value )) + if (PyArg_ParseTuple(args, "sf:setUniform1f", &uniform, &value )) { int loc = GetUniformLocation(uniform); - if(loc != -1) + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformfv(loc, BL_Uniform::UNI_FLOAT, &value, sizeof(float)); @@ -943,15 +943,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform1f, "setUniform1f(name, fx)" ) KX_PYMETHODDEF_DOC( BL_Shader, setUniform2f , "setUniform2f(name, fx, fy)") { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform=""; float array[2]={ 0,0 }; - if(PyArg_ParseTuple(args, "sff:setUniform2f", &uniform, &array[0],&array[1] )) + if (PyArg_ParseTuple(args, "sff:setUniform2f", &uniform, &array[0],&array[1] )) { int loc = GetUniformLocation(uniform); - if(loc != -1) + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformfv(loc, BL_Uniform::UNI_FLOAT2, array, (sizeof(float)*2) ); @@ -967,15 +967,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform2f , "setUniform2f(name, fx, fy)") KX_PYMETHODDEF_DOC( BL_Shader, setUniform3f, "setUniform3f(name, fx,fy,fz) ") { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform=""; float array[3]={0,0,0}; - if(PyArg_ParseTuple(args, "sfff:setUniform3f", &uniform, &array[0],&array[1],&array[2])) + if (PyArg_ParseTuple(args, "sfff:setUniform3f", &uniform, &array[0],&array[1],&array[2])) { int loc = GetUniformLocation(uniform); - if(loc != -1) + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformfv(loc, BL_Uniform::UNI_FLOAT3, array, (sizeof(float)*3) ); @@ -992,15 +992,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform3f, "setUniform3f(name, fx,fy,fz) ") KX_PYMETHODDEF_DOC( BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) ") { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform=""; float array[4]={0,0,0,0}; - if(PyArg_ParseTuple(args, "sffff:setUniform4f", &uniform, &array[0],&array[1],&array[2], &array[3])) + if (PyArg_ParseTuple(args, "sffff:setUniform4f", &uniform, &array[0],&array[1],&array[2], &array[3])) { int loc = GetUniformLocation(uniform); - if(loc != -1) + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformfv(loc, BL_Uniform::UNI_FLOAT4, array, (sizeof(float)*4) ); @@ -1016,15 +1016,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) " KX_PYMETHODDEF_DOC( BL_Shader, setUniform1i, "setUniform1i(name, ix)" ) { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform=""; int value=0; - if(PyArg_ParseTuple(args, "si:setUniform1i", &uniform, &value )) + if (PyArg_ParseTuple(args, "si:setUniform1i", &uniform, &value )) { int loc = GetUniformLocation(uniform); - if(loc != -1) + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformiv(loc, BL_Uniform::UNI_INT, &value, sizeof(int)); @@ -1040,15 +1040,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform1i, "setUniform1i(name, ix)" ) KX_PYMETHODDEF_DOC( BL_Shader, setUniform2i , "setUniform2i(name, ix, iy)") { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform=""; int array[2]={ 0,0 }; - if(PyArg_ParseTuple(args, "sii:setUniform2i", &uniform, &array[0],&array[1] )) + if (PyArg_ParseTuple(args, "sii:setUniform2i", &uniform, &array[0],&array[1] )) { int loc = GetUniformLocation(uniform); - if(loc != -1) + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformiv(loc, BL_Uniform::UNI_INT2, array, sizeof(int)*2); @@ -1064,16 +1064,16 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform2i , "setUniform2i(name, ix, iy)") KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ") { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform=""; int array[3]={0,0,0}; - if(PyArg_ParseTuple(args, "siii:setUniform3i", &uniform, &array[0],&array[1],&array[2])) + if (PyArg_ParseTuple(args, "siii:setUniform3i", &uniform, &array[0],&array[1],&array[2])) { int loc = GetUniformLocation(uniform); - if(loc != -1) + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformiv(loc, BL_Uniform::UNI_INT3, array, sizeof(int)*3); @@ -1088,15 +1088,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ") KX_PYMETHODDEF_DOC( BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) ") { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform=""; int array[4]={0,0,0, 0}; - if(PyArg_ParseTuple(args, "siiii:setUniform4i", &uniform, &array[0],&array[1],&array[2], &array[3] )) + if (PyArg_ParseTuple(args, "siiii:setUniform4i", &uniform, &array[0],&array[1],&array[2], &array[3] )) { int loc = GetUniformLocation(uniform); - if(loc != -1) + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformiv(loc, BL_Uniform::UNI_INT4, array, sizeof(int)*4); @@ -1111,23 +1111,23 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) " KX_PYMETHODDEF_DOC( BL_Shader, setUniformfv , "setUniformfv( float (list2 or list3 or list4) )") { - if(mError) { + if (mError) { Py_RETURN_NONE; } const char *uniform = ""; PyObject *listPtr =0; float array_data[4] = {0.f,0.f,0.f,0.f}; - if(PyArg_ParseTuple(args, "sO:setUniformfv", &uniform, &listPtr)) + if (PyArg_ParseTuple(args, "sO:setUniformfv", &uniform, &listPtr)) { int loc = GetUniformLocation(uniform); - if(loc != -1) + if (loc != -1) { - if(PySequence_Check(listPtr)) + if (PySequence_Check(listPtr)) { unsigned int list_size = PySequence_Size(listPtr); - for(unsigned int i=0; (imLoc == loc) { + if ((*it)->mLoc == loc) { defined = true; break; } it++; } - if(defined) + if (defined) { Py_RETURN_NONE; } diff --git a/source/gameengine/Ketsji/BL_Texture.cpp b/source/gameengine/Ketsji/BL_Texture.cpp index 2c57004e6c4..4aab091c6a1 100644 --- a/source/gameengine/Ketsji/BL_Texture.cpp +++ b/source/gameengine/Ketsji/BL_Texture.cpp @@ -79,18 +79,18 @@ BL_Texture::~BL_Texture() void BL_Texture::DeleteTex() { - if( mNeedsDeleted ) { + if ( mNeedsDeleted ) { glDeleteTextures(1, (GLuint*)&mTexture); mNeedsDeleted = 0; mOk = 0; } - if(mEnvState) { + if (mEnvState) { glDeleteLists((GLuint)mEnvState, 1); mEnvState =0; } - if(mDisableState) { + if (mDisableState) { glDeleteLists((GLuint)mDisableState, 1); mDisableState =0; } @@ -167,7 +167,7 @@ void BL_Texture::InitGLTex(unsigned int *pix,int x,int y,bool mipmap) } glBindTexture(GL_TEXTURE_2D, mTexture ); - if( mipmap ) { + if ( mipmap ) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, x, y, GL_RGBA, GL_UNSIGNED_BYTE, pix ); @@ -194,7 +194,7 @@ void BL_Texture::InitNonPow2Tex(unsigned int *pix,int x,int y,bool mipmap) gluScaleImage(GL_RGBA, x, y, GL_UNSIGNED_BYTE, pix, nx,ny, GL_UNSIGNED_BYTE, newPixels); glBindTexture(GL_TEXTURE_2D, mTexture ); - if( mipmap ) { + if ( mipmap ) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGBA, nx, ny, GL_RGBA, GL_UNSIGNED_BYTE, newPixels ); @@ -304,7 +304,7 @@ bool BL_Texture::InitCubeMap(int unit, EnvMap *cubemap) glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - if(GLEW_VERSION_1_2) + if (GLEW_VERSION_1_2) glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); if (needs_split) @@ -346,7 +346,7 @@ int BL_Texture::GetMaxUnits() { GLint unit=0; - if(GLEW_ARB_multitexture) { + if (GLEW_ARB_multitexture) { glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &unit); return (MAXTEX>=unit?unit:MAXTEX); } @@ -356,28 +356,28 @@ int BL_Texture::GetMaxUnits() void BL_Texture::ActivateFirst() { - if(GLEW_ARB_multitexture) + if (GLEW_ARB_multitexture) glActiveTextureARB(GL_TEXTURE0_ARB); } void BL_Texture::ActivateUnit(int unit) { - if(GLEW_ARB_multitexture) - if(unit <= MAXTEX) + if (GLEW_ARB_multitexture) + if (unit <= MAXTEX) glActiveTextureARB(GL_TEXTURE0_ARB+unit); } void BL_Texture::DisableUnit() { - if(GLEW_ARB_multitexture) + if (GLEW_ARB_multitexture) glActiveTextureARB(GL_TEXTURE0_ARB+mUnit); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); - if(GLEW_ARB_texture_cube_map && glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB)) + if (GLEW_ARB_texture_cube_map && glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB)) glDisable(GL_TEXTURE_CUBE_MAP_ARB); else { @@ -395,8 +395,8 @@ void BL_Texture::DisableUnit() void BL_Texture::DisableAllTextures() { - for(int i=0; iflag[mUnit] &TEXALPHA ) { + if ( mat->flag[mUnit] &TEXALPHA ) { combiner = GL_COMBINE_ALPHA_ARB; source0 = GL_SOURCE0_ALPHA_ARB; source1 = GL_SOURCE1_ALPHA_ARB; @@ -515,24 +515,24 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate) blend_operand = GL_SRC_ALPHA; blend_operand_prev = GL_SRC_ALPHA; // invert - if(mat->flag[mUnit] &TEXNEG) { + if (mat->flag[mUnit] &TEXNEG) { blend_operand_prev = GL_ONE_MINUS_SRC_ALPHA; blend_operand = GL_ONE_MINUS_SRC_ALPHA; } } else { - if(mat->flag[mUnit] &TEXNEG) { + if (mat->flag[mUnit] &TEXNEG) { blend_operand_prev=GL_ONE_MINUS_SRC_COLOR; blend_operand = GL_ONE_MINUS_SRC_COLOR; } } 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; } @@ -541,7 +541,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate) case BLEND_MIX: { // ------------------------------ - if(!using_alpha) { + if (!using_alpha) { GLfloat base_col[4]; base_col[0] = base_col[1] = base_col[2] = 0.f; base_col[3] = 1.f-mat->color_blend[mUnit]; @@ -552,7 +552,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate) glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev ); glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE ); glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand); - if(!using_alpha) + if (!using_alpha) glTexEnvf( GL_TEXTURE_ENV, source2, GL_CONSTANT_ARB ); else glTexEnvf( GL_TEXTURE_ENV, source2, GL_TEXTURE ); @@ -566,7 +566,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate) glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB); glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev); glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE ); - if(using_alpha) + if (using_alpha) glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp); else glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand); @@ -578,7 +578,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate) glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB ); glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev ); glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE ); - if(using_alpha) + if (using_alpha) glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp); else glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand); @@ -599,7 +599,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate) glTexEnvf( GL_TEXTURE_ENV, source0, GL_PREVIOUS_ARB ); glTexEnvf( GL_TEXTURE_ENV, op0, blend_operand_prev ); glTexEnvf( GL_TEXTURE_ENV, source1, GL_TEXTURE ); - if(using_alpha) + if (using_alpha) glTexEnvf( GL_TEXTURE_ENV, op1, alphaOp); else glTexEnvf( GL_TEXTURE_ENV, op1, blend_operand); @@ -612,7 +612,7 @@ void BL_Texture::setTexEnv(BL_Material *mat, bool modulate) int BL_Texture::GetPow2(int n) { - if(!is_power_of_2_i(n)) + if (!is_power_of_2_i(n)) n = power_of_2_min_i(n); return n; @@ -638,13 +638,13 @@ void my_envmap_split_ima(EnvMap *env, ImBuf *ibuf) dx= ibuf->y; dx/= 2; - if(3*dx != ibuf->x) { + if (3*dx != ibuf->x) { printf("Incorrect envmap size\n"); env->ok= 0; env->ima->ok= 0; } else { - for(part=0; part<6; part++) { + for (part=0; part<6; part++) { env->cube[part]= IMB_allocImBuf(dx, dx, 24, IB_rect); } IMB_rectcpy(env->cube[0], ibuf, @@ -669,9 +669,9 @@ void my_free_envmapdata(EnvMap *env) { unsigned int part; - for(part=0; part<6; part++) { + for (part=0; part<6; part++) { ImBuf *ibuf= env->cube[part]; - if(ibuf) { + if (ibuf) { IMB_freeImBuf(ibuf); env->cube[part]= NULL; } diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index 66cbcdb914c..13727be8b98 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -101,7 +101,7 @@ void KX_BlenderMaterial::Initialize( // so we can ether accept or reject this material // as being equal, this is rather important to // prevent material bleeding - for(int i=0; inum_enabled; i++) { + for (int i=0; inum_enabled; i++) { m_multimode += (mMaterial->flag[i] + mMaterial->blend_mode[i]); } m_multimode += mMaterial->IdMode+ (mMaterial->ras_mode & ~(USE_LIGHT)); @@ -161,25 +161,25 @@ void KX_BlenderMaterial::OnConstruction(int layer) // when material are reused between objects return; - if(mMaterial->glslmat) + if (mMaterial->glslmat) SetBlenderGLSLShader(layer); // for each unique material... int i; - for(i=0; inum_enabled; i++) { - if( mMaterial->mapping[i].mapping & USEENV ) { - if(!GLEW_ARB_texture_cube_map) { + for (i=0; inum_enabled; i++) { + if ( mMaterial->mapping[i].mapping & USEENV ) { + if (!GLEW_ARB_texture_cube_map) { spit("CubeMap textures not supported"); continue; } - if(!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) ) + if (!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) ) spit("unable to initialize image("<matname<< ", image will not be available"); } else { - if( mMaterial->img[i] ) { - if( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 )) + if ( mMaterial->img[i] ) { + if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 )) spit("unable to initialize image("<matname<< ", image will not be available"); } @@ -193,12 +193,12 @@ void KX_BlenderMaterial::OnConstruction(int layer) void KX_BlenderMaterial::EndFrame() { - if(mLastBlenderShader) { + if (mLastBlenderShader) { mLastBlenderShader->SetProg(false); mLastBlenderShader = NULL; } - if(mLastShader) { + if (mLastShader) { mLastShader->SetProg(false); mLastShader = NULL; } @@ -206,10 +206,10 @@ void KX_BlenderMaterial::EndFrame() void KX_BlenderMaterial::OnExit() { - if( mShader ) { + if ( mShader ) { //note, the shader here is allocated, per unique material //and this function is called per face - if(mShader == mLastShader) { + if (mShader == mLastShader) { mShader->SetProg(false); mLastShader = NULL; } @@ -218,8 +218,8 @@ void KX_BlenderMaterial::OnExit() mShader = 0; } - if( mBlenderShader ) { - if(mBlenderShader == mLastBlenderShader) { + if ( mBlenderShader ) { + if (mBlenderShader == mLastBlenderShader) { mBlenderShader->SetProg(false); mLastBlenderShader = NULL; } @@ -229,7 +229,7 @@ void KX_BlenderMaterial::OnExit() } BL_Texture::ActivateFirst(); - for(int i=0; inum_enabled; i++) { + for (int i=0; inum_enabled; i++) { BL_Texture::ActivateUnit(i); mTextures[i].DeleteTex(); mTextures[i].DisableUnit(); @@ -249,9 +249,9 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras) MT_assert(GLEW_ARB_shader_objects && mShader); int i; - if( !enable || !mShader->Ok() ) { + if ( !enable || !mShader->Ok() ) { // frame cleanup. - if(mShader == mLastShader) { + if (mShader == mLastShader) { mShader->SetProg(false); mLastShader = NULL; } @@ -270,13 +270,13 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras) mShader->ApplyShader(); // for each enabled unit - for(i=0; inum_enabled; i++) { - if(!mTextures[i].Ok()) continue; + for (i=0; inum_enabled; i++) { + if (!mTextures[i].Ok()) continue; mTextures[i].ActivateTexture(); mTextures[0].SetMapping(mMaterial->mapping[i].mapping); } - if(!mUserDefBlend) { + if (!mUserDefBlend) { ras->SetAlphaBlend(mMaterial->alphablend); } else { @@ -291,11 +291,11 @@ void KX_BlenderMaterial::setShaderData( bool enable, RAS_IRasterizer *ras) void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras) { - if( !enable || !mBlenderShader->Ok() ) { + if ( !enable || !mBlenderShader->Ok() ) { ras->SetAlphaBlend(TF_SOLID); // frame cleanup. - if(mLastBlenderShader) { + if (mLastBlenderShader) { mLastBlenderShader->SetProg(false); mLastBlenderShader= NULL; } @@ -305,10 +305,10 @@ void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras return; } - if(!mBlenderShader->Equals(mLastBlenderShader)) { + if (!mBlenderShader->Equals(mLastBlenderShader)) { ras->SetAlphaBlend(mMaterial->alphablend); - if(mLastBlenderShader) + if (mLastBlenderShader) mLastBlenderShader->SetProg(false); else BL_Texture::DisableAllTextures(); @@ -322,21 +322,21 @@ void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras) { BL_Texture::DisableAllTextures(); - if( !enable ) { + if ( !enable ) { ras->SetAlphaBlend(TF_SOLID); return; } BL_Texture::ActivateFirst(); - if( mMaterial->IdMode == DEFAULT_BLENDER ) { + if ( mMaterial->IdMode == DEFAULT_BLENDER ) { ras->SetAlphaBlend(mMaterial->alphablend); return; } - if( mMaterial->IdMode == TEXFACE ) { + if ( mMaterial->IdMode == TEXFACE ) { // no material connected to the object - if( mTextures[0].Ok() ) { + if ( mTextures[0].Ok() ) { mTextures[0].ActivateTexture(); mTextures[0].setTexEnv(0, true); mTextures[0].SetMapping(mMaterial->mapping[0].mapping); @@ -346,23 +346,23 @@ void KX_BlenderMaterial::setTexData( bool enable, RAS_IRasterizer *ras) } int mode = 0,i=0; - for(i=0; (inum_enabled && inum_enabled && imapping[i].mapping; - if(mode &USEOBJ) + if (mode &USEOBJ) setObjectMatrixData(i, ras); else mTextures[i].SetMapping(mode); - if(!(mode &USEOBJ)) + if (!(mode &USEOBJ)) setTexMatrixData( i ); } - if(!mUserDefBlend) { + if (!mUserDefBlend) { ras->SetAlphaBlend(mMaterial->alphablend); } else { @@ -382,10 +382,10 @@ KX_BlenderMaterial::ActivatShaders( KX_BlenderMaterial *tmp = const_cast(this); // reset... - if(tmp->mMaterial->IsShared()) + if (tmp->mMaterial->IsShared()) cachingInfo =0; - if(mLastBlenderShader) { + if (mLastBlenderShader) { mLastBlenderShader->SetProg(false); mLastBlenderShader= NULL; } @@ -397,7 +397,7 @@ KX_BlenderMaterial::ActivatShaders( cachingInfo = GetCachingInfo(); - if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) + if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) tmp->setShaderData(true, rasty); else tmp->setShaderData(false, rasty); @@ -431,7 +431,7 @@ KX_BlenderMaterial::ActivateBlenderShaders( { KX_BlenderMaterial *tmp = const_cast(this); - if(mLastShader) { + if (mLastShader) { mLastShader->SetProg(false); mLastShader= NULL; } @@ -442,7 +442,7 @@ KX_BlenderMaterial::ActivateBlenderShaders( cachingInfo = GetCachingInfo(); - if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) + if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) tmp->setBlenderShaderData(true, rasty); else tmp->setBlenderShaderData(false, rasty); @@ -475,12 +475,12 @@ KX_BlenderMaterial::ActivateMat( { KX_BlenderMaterial *tmp = const_cast(this); - if(mLastShader) { + if (mLastShader) { mLastShader->SetProg(false); mLastShader= NULL; } - if(mLastBlenderShader) { + if (mLastBlenderShader) { mLastBlenderShader->SetProg(false); mLastBlenderShader= NULL; } @@ -524,13 +524,13 @@ KX_BlenderMaterial::Activate( TCachingInfo& cachingInfo )const { - if(GLEW_ARB_shader_objects && (mShader && mShader->Ok())) { - if((mPass++) < mShader->getNumPass() ) { + if (GLEW_ARB_shader_objects && (mShader && mShader->Ok())) { + if ((mPass++) < mShader->getNumPass() ) { ActivatShaders(rasty, cachingInfo); return true; } else { - if(mShader == mLastShader) { + if (mShader == mLastShader) { mShader->SetProg(false); mLastShader = NULL; } @@ -538,8 +538,8 @@ KX_BlenderMaterial::Activate( return false; } } - else if( GLEW_ARB_shader_objects && (mBlenderShader && mBlenderShader->Ok() ) ) { - if(mPass++ == 0) { + else if ( GLEW_ARB_shader_objects && (mBlenderShader && mBlenderShader->Ok() ) ) { + if (mPass++ == 0) { ActivateBlenderShaders(rasty, cachingInfo); return true; } @@ -549,7 +549,7 @@ KX_BlenderMaterial::Activate( } } else { - if(mPass++ == 0) { + if (mPass++ == 0) { ActivateMat(rasty, cachingInfo); return true; } @@ -562,12 +562,12 @@ KX_BlenderMaterial::Activate( bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const { - if(!RAS_IPolyMaterial::UsesLighting(rasty)) + if (!RAS_IPolyMaterial::UsesLighting(rasty)) return false; - if(mShader && mShader->Ok()) + if (mShader && mShader->Ok()) return true; - else if(mBlenderShader && mBlenderShader->Ok()) + else if (mBlenderShader && mBlenderShader->Ok()) return false; else return true; @@ -575,10 +575,10 @@ bool KX_BlenderMaterial::UsesLighting(RAS_IRasterizer *rasty) const void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const { - if(mShader && GLEW_ARB_shader_objects) { + if (mShader && GLEW_ARB_shader_objects) { mShader->Update(ms, rasty); } - else if(mBlenderShader && GLEW_ARB_shader_objects) { + else if (mBlenderShader && GLEW_ARB_shader_objects) { int alphablend; mBlenderShader->Update(ms, rasty); @@ -586,7 +586,7 @@ void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasteriz /* we do blend modes here, because they can change per object * with the same material due to obcolor/obalpha */ alphablend = mBlenderShader->GetAlphaBlend(); - if(ELEM3(alphablend, GEMAT_SOLID, GEMAT_ALPHA, GEMAT_ALPHA_SORT) && mMaterial->alphablend != GEMAT_SOLID) + if (ELEM3(alphablend, GEMAT_SOLID, GEMAT_ALPHA, GEMAT_ALPHA_SORT) && mMaterial->alphablend != GEMAT_SOLID) alphablend = mMaterial->alphablend; rasty->SetAlphaBlend(alphablend); @@ -595,7 +595,7 @@ void KX_BlenderMaterial::ActivateMeshSlot(const RAS_MeshSlot & ms, RAS_IRasteriz void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const { - if(mShader || !mBlenderShader) { + if (mShader || !mBlenderShader) { rasty->SetSpecularity( mMaterial->speccolor[0]*mMaterial->spec_f, mMaterial->speccolor[1]*mMaterial->spec_f, @@ -627,10 +627,10 @@ void KX_BlenderMaterial::ActivatGLMaterials( RAS_IRasterizer* rasty )const void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const { - if(ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { + if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED) { ras->SetAttribNum(0); - if(mShader && GLEW_ARB_shader_objects) { - if(mShader->GetAttribute() == BL_Shader::SHD_TANGENT) { + if (mShader && GLEW_ARB_shader_objects) { + if (mShader->GetAttribute() == BL_Shader::SHD_TANGENT) { ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, 0); ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, 1); ras->SetAttribNum(2); @@ -639,7 +639,7 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const ras->SetTexCoordNum(mMaterial->num_enabled); - for(int i=0; inum_enabled; i++) { + for (int i=0; inum_enabled; i++) { int mode = mMaterial->mapping[i].mapping; if (mode &USECUSTOMUV) @@ -649,15 +649,15 @@ void KX_BlenderMaterial::ActivateTexGen(RAS_IRasterizer *ras) const continue; } - if( mode &(USEREFL|USEOBJ)) + if ( mode &(USEREFL|USEOBJ)) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_GEN, i); - else if(mode &USEORCO) + else if (mode &USEORCO) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_ORCO, i); - else if(mode &USENORM) + else if (mode &USENORM) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_NORM, i); - else if(mode &USEUV) + else if (mode &USEUV) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_UV1, i); - else if(mode &USETANG) + else if (mode &USETANG) ras->SetTexCoord(RAS_IRasterizer::RAS_TEXTANGENT, i); else ras->SetTexCoord(RAS_IRasterizer::RAS_TEXCO_DISABLE, i); @@ -670,7 +670,7 @@ void KX_BlenderMaterial::setTexMatrixData(int i) glMatrixMode(GL_TEXTURE); glLoadIdentity(); - if( GLEW_ARB_texture_cube_map && + if ( GLEW_ARB_texture_cube_map && mTextures[i].GetTextureType() == GL_TEXTURE_CUBE_MAP_ARB && mMaterial->mapping[i].mapping & USEREFL) { glScalef( @@ -700,11 +700,11 @@ void KX_BlenderMaterial::setTexMatrixData(int i) static void GetProjPlane(BL_Material *mat, int index,int num, float*param) { param[0]=param[1]=param[2]=param[3]=0.f; - if( mat->mapping[index].projplane[num] == PROJX ) + if ( mat->mapping[index].projplane[num] == PROJX ) param[0] = 1.f; - else if( mat->mapping[index].projplane[num] == PROJY ) + else if ( mat->mapping[index].projplane[num] == PROJY ) param[1] = 1.f; - else if( mat->mapping[index].projplane[num] == PROJZ) + else if ( mat->mapping[index].projplane[num] == PROJZ) param[2] = 1.f; } @@ -714,7 +714,7 @@ void KX_BlenderMaterial::setObjectMatrixData(int i, RAS_IRasterizer *ras) (KX_GameObject*) mScene->GetObjectList()->FindValue(mMaterial->mapping[i].objconame); - if(!obj) return; + if (!obj) return; glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR ); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR ); @@ -784,10 +784,10 @@ void KX_BlenderMaterial::UpdateIPO( void KX_BlenderMaterial::SetBlenderGLSLShader(int layer) { - if(!mBlenderShader) + if (!mBlenderShader) mBlenderShader = new BL_BlenderShader(mScene, mMaterial->material, layer); - if(!mBlenderShader->Ok()) { + if (!mBlenderShader->Ok()) { delete mBlenderShader; mBlenderShader = 0; } @@ -855,7 +855,7 @@ int KX_BlenderMaterial::pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_D { KX_BlenderMaterial* self= static_cast(self_v); PyObject* obj = self->PysetBlending(value, NULL); - if(obj) + if (obj) { Py_DECREF(obj); return 0; @@ -865,24 +865,24 @@ int KX_BlenderMaterial::pyattr_set_blending(void *self_v, const KX_PYATTRIBUTE_D KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()") { - if( !GLEW_ARB_fragment_shader) { - if(!mModified) + if ( !GLEW_ARB_fragment_shader) { + if (!mModified) spit("Fragment shaders not supported"); mModified = true; Py_RETURN_NONE; } - if( !GLEW_ARB_vertex_shader) { - if(!mModified) + if ( !GLEW_ARB_vertex_shader) { + if (!mModified) spit("Vertex shaders not supported"); mModified = true; Py_RETURN_NONE; } - if(!GLEW_ARB_shader_objects) { - if(!mModified) + if (!GLEW_ARB_shader_objects) { + if (!mModified) spit("GLSL not supported"); mModified = true; Py_RETURN_NONE; @@ -891,12 +891,12 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()") // returns Py_None on error // the calling script will need to check - if(!mShader && !mModified) { + if (!mShader && !mModified) { mShader = new BL_Shader(); mModified = true; } - if(mShader && !mShader->GetError()) { + if (mShader && !mShader->GetError()) { m_flag &= ~RAS_BLENDERGLSL; mMaterial->SetSharedMaterial(true); mScene->GetBucketManager()->ReleaseDisplayLists(this); @@ -907,7 +907,7 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()") // then delete it! // We will then go back to fixed functionality // for this material - if(mShader) { + if (mShader) { delete mShader; /* will handle python de-referencing */ mShader=0; } @@ -952,22 +952,22 @@ static unsigned int GL_array[11] = { KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setBlending , "setBlending( bge.logic.src, bge.logic.dest)") { unsigned int b[2]; - if(PyArg_ParseTuple(args, "ii:setBlending", &b[0], &b[1])) + if (PyArg_ParseTuple(args, "ii:setBlending", &b[0], &b[1])) { bool value_found[2] = {false, false}; - for(int i=0; i<11; i++) + for (int i=0; i<11; i++) { - if(b[0] == GL_array[i]) { + if (b[0] == GL_array[i]) { value_found[0] = true; mBlendFunc[0] = b[0]; } - if(b[1] == GL_array[i]) { + if (b[1] == GL_array[i]) { value_found[1] = true; mBlendFunc[1] = b[1]; } - if(value_found[0] && value_found[1]) break; + if (value_found[0] && value_found[1]) break; } - if(!value_found[0] || !value_found[1]) { + if (!value_found[0] || !value_found[1]) { PyErr_SetString(PyExc_ValueError, "material.setBlending(int, int): KX_BlenderMaterial, invalid enum."); return NULL; } diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp index 7a2d71f56ff..6806698dab2 100644 --- a/source/gameengine/Ketsji/KX_Camera.cpp +++ b/source/gameengine/Ketsji/KX_Camera.cpp @@ -387,7 +387,7 @@ bool KX_Camera::PointInsideFrustum(const MT_Point3& x) { ExtractClipPlanes(); - for( unsigned int i = 0; i < 6 ; i++ ) + for ( unsigned int i = 0; i < 6 ; i++ ) { if (m_planes[i][0]*x[0] + m_planes[i][1]*x[1] + m_planes[i][2]*x[2] + m_planes[i][3] < 0.) return false; @@ -401,7 +401,7 @@ int KX_Camera::BoxInsideFrustum(const MT_Point3 *box) unsigned int insideCount = 0; // 6 view frustum planes - for( unsigned int p = 0; p < 6 ; p++ ) + for ( unsigned int p = 0; p < 6 ; p++ ) { unsigned int behindCount = 0; // 8 box vertices. @@ -944,7 +944,7 @@ KX_PYMETHODDEF_DOC_O(KX_Camera, getScreenPosition, { PyErr_Clear(); - if(ConvertPythonToGameObject(value, &obj, true, "")) + if (ConvertPythonToGameObject(value, &obj, true, "")) { PyErr_Clear(); vect = MT_Vector3(obj->NodeGetWorldPosition()); @@ -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; @@ -1044,7 +1044,7 @@ KX_PYMETHODDEF_DOC_VARARGS(KX_Camera, getScreenRay, PyTuple_SET_ITEM(argValue, 0, PyFloat_FromDouble(x)); PyTuple_SET_ITEM(argValue, 1, PyFloat_FromDouble(y)); - if(!PyVecTo(PygetScreenVect(argValue), vect)) + if (!PyVecTo(PygetScreenVect(argValue), vect)) { Py_DECREF(argValue); PyErr_SetString(PyExc_TypeError, diff --git a/source/gameengine/Ketsji/KX_CameraActuator.cpp b/source/gameengine/Ketsji/KX_CameraActuator.cpp index b683fcb8036..dfe45b8cfcd 100644 --- a/source/gameengine/Ketsji/KX_CameraActuator.cpp +++ b/source/gameengine/Ketsji/KX_CameraActuator.cpp @@ -121,7 +121,7 @@ static float Kx_Normalize(float *n) d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2]; /* FLT_EPSILON is too large! A larger value causes normalize errors in a scaled down utah teapot */ - if(d>0.0000000000001) { + if (d>0.0000000000001) { d= sqrt(d); n[0]/=d; @@ -159,25 +159,25 @@ static void Kx_VecUpMat3(float vec[3], float mat[][3], short axis) * see: VecUpMat3old */ - if(axis==0) { + if (axis==0) { cox= 0; coy= 1; coz= 2; /* Y up Z tr */ } - if(axis==1) { + if (axis==1) { cox= 1; coy= 2; coz= 0; /* Z up X tr */ } - if(axis==2) { + if (axis==2) { cox= 2; coy= 0; coz= 1; /* X up Y tr */ } - if(axis==3) { + if (axis==3) { cox= 0; coy= 1; coz= 2; /* Y op -Z tr */ vec[0]= -vec[0]; vec[1]= -vec[1]; vec[2]= -vec[2]; } - if(axis==4) { + if (axis==4) { cox= 1; coy= 0; coz= 2; /* */ } - if(axis==5) { + if (axis==5) { cox= 2; coy= 1; coz= 0; /* Y up X tr */ } @@ -318,8 +318,8 @@ bool KX_CameraActuator::Update(double curtime, bool frame) from[2]+= fac*fp1[2]; /* alleen alstie ervoor ligt: cross testen en loodrechte bijtellen */ - if(inp<0.0) { - if(fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) { + if (inp<0.0) { + if (fp1[0]*fp2[1] - fp1[1]*fp2[0] > 0.0) { from[0]-= fac*fp1[1]; from[1]+= fac*fp1[0]; } @@ -336,14 +336,14 @@ bool KX_CameraActuator::Update(double curtime, bool frame) rc[2]= (lookat[2]-from[2]); distsq= rc[0]*rc[0] + rc[1]*rc[1] + rc[2]*rc[2]; - if(distsq > maxdistsq) { + if (distsq > maxdistsq) { distsq = 0.15*(distsq-maxdistsq)/distsq; from[0] += distsq*rc[0]; from[1] += distsq*rc[1]; from[2] += distsq*rc[2]; } - else if(distsq < mindistsq) { + else if (distsq < mindistsq) { distsq = 0.15*(mindistsq-distsq)/mindistsq; from[0] -= distsq*rc[0]; diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 46753dcaffe..e26c5b6a7bf 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -544,17 +544,17 @@ bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *fro /* if this is the child of a compound shape this can happen * don't support compound shapes for now */ - if(spc==NULL) + if (spc==NULL) return false; shapeInfo = spc->GetShapeInfo(); - if(shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/) + if (shapeInfo->m_shapeType != PHY_SHAPE_MESH/* || spc->GetSoftBody()*/) return false; spc->DeleteControllerShape(); - if(from_gameobj==NULL && from_meshobj==NULL) + if (from_gameobj==NULL && from_meshobj==NULL) from_gameobj= gameobj; /* updates the arrays used for making the new bullet mesh */ diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp index 0f0e4b8c10d..0be5a5609aa 100644 --- a/source/gameengine/Ketsji/KX_Dome.cpp +++ b/source/gameengine/Ketsji/KX_Dome.cpp @@ -158,7 +158,7 @@ KX_Dome::KX_Dome ( CreateGLImages(); - if(warp.usemesh) + if (warp.usemesh) fboSupported = CreateFBO(); dlistSupported = CreateDL(); @@ -169,16 +169,16 @@ KX_Dome::~KX_Dome (void) { ClearGLImages(); - if(fboSupported) + if (fboSupported) glDeleteFramebuffersEXT(1, &warp.fboId); - if(dlistSupported) + if (dlistSupported) glDeleteLists(dlistId, (GLsizei) m_numimages); } void KX_Dome::SetViewPort(GLuint viewport[4]) { - if(canvaswidth != m_viewport.GetWidth() || canvasheight != m_viewport.GetHeight()) + if (canvaswidth != m_viewport.GetWidth() || canvasheight != m_viewport.GetHeight()) { m_viewport.SetLeft(viewport[0]); m_viewport.SetBottom(viewport[1]); @@ -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); @@ -220,7 +220,7 @@ void KX_Dome::ClearGLImages(void) glDeleteTextures(m_numimages, (GLuint*)&domefacesId); #if 0 for (int i=0;i 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; } columns = lines[1].Explode(' '); - if(columns.size() == 1) + 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; } @@ -505,9 +505,9 @@ bool KX_Dome::ParseWarpMesh(STR_String text) }else{ warp.nodes = vector > (warp.n_height, vector(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) + if (columns.size() == 1) columns = lines[i].Explode('\t'); if (columns.size() == 5){ @@ -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 0.0){ + if (fmod(verts[i][0],1.0) > 0.0){ right=true; break; } } - if(right){ + if (right){ for (i=0;i<3;i++){ - if(verts[i][0] < 0.0) + if (verts[i][0] < 0.0) verts[i][0] *= -1.0; } } @@ -1383,7 +1383,7 @@ void KX_Dome::SplitFace(vector & face, int *nfaces) n1 = n2 = *nfaces; - for(i=0;iSetViewPort(0, 0, m_canvas->GetWidth(), m_canvas->GetHeight()); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); @@ -1793,7 +1793,7 @@ void KX_Dome::DrawDomeFisheye(void) float ortho_width, ortho_height; - if(m_mode == DOME_FISHEYE) { + if (m_mode == DOME_FISHEYE) { if (warp.usemesh) glOrtho((-1.0), 1.0, (-1.0), 1.0, -20.0, 10.0); //stretch the image to reduce resolution lost @@ -1809,7 +1809,7 @@ void KX_Dome::DrawDomeFisheye(void) glOrtho((-ortho_width), ortho_width, (-ortho_height), ortho_height, -20.0, 10.0); } } - else if(m_mode == DOME_TRUNCATED_FRONT) + else if (m_mode == DOME_TRUNCATED_FRONT) { ortho_width = 1.0; ortho_height = 2 * ((float)can_height / can_width) - 1.0; @@ -1829,7 +1829,7 @@ void KX_Dome::DrawDomeFisheye(void) glLoadIdentity(); gluLookAt(0.0,-1.0,0.0, 0.0,0.0,0.0, 0.0,0.0,1.0); - if(m_drawingmode == RAS_IRasterizer::KX_WIREFRAME) + if (m_drawingmode == RAS_IRasterizer::KX_WIREFRAME) glPolygonMode(GL_FRONT, GL_LINE); else glPolygonMode(GL_FRONT, GL_FILL); @@ -1842,7 +1842,7 @@ void KX_Dome::DrawDomeFisheye(void) glColor3f(1.0,1.0,1.0); if (dlistSupported){ - for(i=0;i split_string(STR_String str) int begin=0, end=0; while (end < str.Length()) { - if(str.GetAt(end) == '\n') + if (str.GetAt(end) == '\n') { text.push_back(str.Mid(begin, end-begin)); begin = end+1; @@ -165,11 +165,11 @@ int GetFontId (VFont *font) void KX_FontObject::DrawText() { /* Allow for some logic brick control */ - if(this->GetProperty("Text")) + if (this->GetProperty("Text")) m_text = split_string(this->GetProperty("Text")->GetText()); /* only draws the text if visible */ - if(this->GetVisible() == 0) return; + if (this->GetVisible() == 0) return; /* update the animated color */ this->GetObjectColor().getValue(m_color); @@ -193,7 +193,7 @@ void KX_FontObject::DrawText() spacing = this->NodeGetWorldOrientation() * spacing * this->NodeGetWorldScaling()[1]; /* Draw each line, taking spacing into consideration */ - for(int i=0; i(self_v); STR_String str = STR_String(); - for(int i=0; im_text.size(); ++i) + for (int i=0; im_text.size(); ++i) { - if(i!=0) + if (i!=0) str += '\n'; str += self->m_text[i]; } @@ -268,13 +268,13 @@ PyObject* KX_FontObject::pyattr_get_text(void *self_v, const KX_PYATTRIBUTE_DEF int KX_FontObject::pyattr_set_text(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { KX_FontObject* self= static_cast(self_v); - if(!PyUnicode_Check(value)) + if (!PyUnicode_Check(value)) return PY_SET_ATTR_FAIL; char* chars = _PyUnicode_AsString(value); /* Allow for some logic brick control */ CValue* tprop = self->GetProperty("Text"); - if(tprop) { + if (tprop) { CValue *newstringprop = new CStringValue(STR_String(chars), "Text"); self->SetProperty("Text", newstringprop); newstringprop->Release(); diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index 1bc60ebd337..c77d40e8f8c 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -445,7 +445,7 @@ void KX_GameObject::ProcessReplica() } #ifdef WITH_PYTHON - if(m_attr_dict) + if (m_attr_dict) m_attr_dict= PyDict_Copy(m_attr_dict); #endif @@ -588,7 +588,7 @@ void KX_GameObject::AddMeshUser() SG_QList::iterator mit(m_meshSlots); // RAS_MeshSlot* ms; - for(mit.begin(); !mit.end(); ++mit) + for (mit.begin(); !mit.end(); ++mit) { (*mit)->m_OpenGLMatrix = fl; } @@ -621,7 +621,7 @@ void KX_GameObject::UpdateBuckets( bool recursive ) GetOpenGLMatrix(); SG_QList::iterator mit(m_meshSlots); - for(mit.begin(); !mit.end(); ++mit) + for (mit.begin(); !mit.end(); ++mit) { ms = *mit; ms->m_bObjectColor = m_bUseObjectColor; @@ -742,11 +742,11 @@ KX_GameObject::UpdateMaterialData( if (((unsigned int)mesh < m_meshes.size()) && mesh >= 0) { list::iterator mit = m_meshes[mesh]->GetFirstMaterial(); - for(; mit != m_meshes[mesh]->GetLastMaterial(); ++mit) + for (; mit != m_meshes[mesh]->GetLastMaterial(); ++mit) { RAS_IPolyMaterial* poly = mit->m_bucket->GetPolyMaterial(); - if(poly->GetFlag() & RAS_BLENDERMAT ) + if (poly->GetFlag() & RAS_BLENDERMAT ) { KX_BlenderMaterial *m = static_cast(poly); @@ -1282,7 +1282,7 @@ void KX_GameObject::Resume(void) { if (m_suspended) { SCA_IObject::Resume(); - if(GetPhysicsController()) + if (GetPhysicsController()) GetPhysicsController()->RestoreDynamics(); m_suspended = false; @@ -1294,7 +1294,7 @@ void KX_GameObject::Suspend() if ((!m_ignore_activity_culling) && (!m_suspended)) { SCA_IObject::Suspend(); - if(GetPhysicsController()) + if (GetPhysicsController()) GetPhysicsController()->SuspendDynamics(); m_suspended = true; } @@ -1379,7 +1379,7 @@ static unsigned char mathutils_kxgameob_vector_cb_index= -1; /* index for our ca static int mathutils_kxgameob_generic_check(BaseMathObject *bmo) { KX_GameObject* self= static_castBGE_PROXY_REF(bmo->cb_user); - if(self==NULL) + if (self==NULL) return -1; return 0; @@ -1388,7 +1388,7 @@ static int mathutils_kxgameob_generic_check(BaseMathObject *bmo) static int mathutils_kxgameob_vector_get(BaseMathObject *bmo, int subtype) { KX_GameObject* self= static_castBGE_PROXY_REF(bmo->cb_user); - if(self==NULL) + if (self==NULL) return -1; #define PHYS_ERR(attr) PyErr_SetString(PyExc_AttributeError, "KX_GameObject." attr ", is missing a physics controller") @@ -1407,26 +1407,26 @@ static int mathutils_kxgameob_vector_get(BaseMathObject *bmo, int subtype) self->NodeGetWorldScaling().getValue(bmo->data); break; case MATHUTILS_VEC_CB_INERTIA_LOCAL: - if(!self->GetPhysicsController()) return PHYS_ERR("localInertia"), -1; + if (!self->GetPhysicsController()) return PHYS_ERR("localInertia"), -1; self->GetPhysicsController()->GetLocalInertia().getValue(bmo->data); break; case MATHUTILS_VEC_CB_OBJECT_COLOR: self->GetObjectColor().getValue(bmo->data); break; case MATHUTILS_VEC_CB_LINVEL_LOCAL: - if(!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1; + if (!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1; self->GetLinearVelocity(true).getValue(bmo->data); break; case MATHUTILS_VEC_CB_LINVEL_GLOBAL: - if(!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1; + if (!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1; self->GetLinearVelocity(false).getValue(bmo->data); break; case MATHUTILS_VEC_CB_ANGVEL_LOCAL: - if(!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1; + if (!self->GetPhysicsController()) return PHYS_ERR("localLinearVelocity"), -1; self->GetAngularVelocity(true).getValue(bmo->data); break; case MATHUTILS_VEC_CB_ANGVEL_GLOBAL: - if(!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1; + if (!self->GetPhysicsController()) return PHYS_ERR("worldLinearVelocity"), -1; self->GetAngularVelocity(false).getValue(bmo->data); break; @@ -1440,7 +1440,7 @@ static int mathutils_kxgameob_vector_get(BaseMathObject *bmo, int subtype) static int mathutils_kxgameob_vector_set(BaseMathObject *bmo, int subtype) { KX_GameObject* self= static_castBGE_PROXY_REF(bmo->cb_user); - if(self==NULL) + if (self==NULL) return -1; switch(subtype) { @@ -1485,7 +1485,7 @@ static int mathutils_kxgameob_vector_set(BaseMathObject *bmo, int subtype) static int mathutils_kxgameob_vector_get_index(BaseMathObject *bmo, int subtype, int index) { /* lazy, avoid repeteing the case statement */ - if(mathutils_kxgameob_vector_get(bmo, subtype) == -1) + if (mathutils_kxgameob_vector_get(bmo, subtype) == -1) return -1; return 0; } @@ -1495,7 +1495,7 @@ static int mathutils_kxgameob_vector_set_index(BaseMathObject *bmo, int subtype, float f= bmo->data[index]; /* lazy, avoid repeteing the case statement */ - if(mathutils_kxgameob_vector_get(bmo, subtype) == -1) + if (mathutils_kxgameob_vector_get(bmo, subtype) == -1) return -1; bmo->data[index]= f; @@ -1519,7 +1519,7 @@ static unsigned char mathutils_kxgameob_matrix_cb_index= -1; /* index for our ca static int mathutils_kxgameob_matrix_get(BaseMathObject *bmo, int subtype) { KX_GameObject* self= static_castBGE_PROXY_REF(bmo->cb_user); - if(self==NULL) + if (self==NULL) return -1; switch(subtype) { @@ -1538,7 +1538,7 @@ static int mathutils_kxgameob_matrix_get(BaseMathObject *bmo, int subtype) static int mathutils_kxgameob_matrix_set(BaseMathObject *bmo, int subtype) { KX_GameObject* self= static_castBGE_PROXY_REF(bmo->cb_user); - if(self==NULL) + if (self==NULL) return -1; MT_Matrix3x3 mat3x3; @@ -1713,7 +1713,7 @@ PyObject* KX_GameObject::PyReinstancePhysicsMesh(PyObject* args) } #ifdef USE_BULLET /* gameobj and mesh can be NULL */ - if(KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh)) + if (KX_ReInstanceBulletShapeFromMesh(this, gameobj, mesh)) Py_RETURN_TRUE; #endif Py_RETURN_FALSE; @@ -1732,7 +1732,7 @@ static PyObject *Map_GetItem(PyObject *self_v, PyObject *item) } /* first see if the attributes a string and try get the cvalue attribute */ - if(attr_str && (resultattr=self->GetProperty(attr_str))) { + if (attr_str && (resultattr=self->GetProperty(attr_str))) { pyconvert = resultattr->ConvertValueToPython(); return pyconvert ? pyconvert:resultattr->GetProxy(); } @@ -1745,7 +1745,7 @@ static PyObject *Map_GetItem(PyObject *self_v, PyObject *item) return pyconvert; } else { - if(attr_str) PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str); + if (attr_str) PyErr_Format(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key \"%s\" does not exist", attr_str); else PyErr_SetString(PyExc_KeyError, "value = gameOb[key]: KX_GameObject, key does not exist"); return NULL; } @@ -1757,7 +1757,7 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val) { KX_GameObject* self= static_castBGE_PROXY_REF(self_v); const char *attr_str= _PyUnicode_AsString(key); - if(attr_str==NULL) + if (attr_str==NULL) PyErr_Clear(); if (self==NULL) { @@ -1769,14 +1769,14 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val) int del= 0; /* try remove both just in case */ - if(attr_str) + if (attr_str) del |= (self->RemoveProperty(attr_str)==true) ? 1:0; - if(self->m_attr_dict) + if (self->m_attr_dict) del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0; if (del==0) { - if(attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str); + if (attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" could not be set", attr_str); else PyErr_SetString(PyExc_KeyError, "del gameOb[key]: KX_GameObject, key could not be deleted"); return -1; } @@ -1788,11 +1788,11 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val) int set= 0; /* as CValue */ - if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* don't allow GameObjects for eg to be assigned to CValue props */ + if (attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* don't allow GameObjects for eg to be assigned to CValue props */ { CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */ - if(vallie) + if (vallie) { CValue* oldprop = self->GetProperty(attr_str); @@ -1815,25 +1815,25 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val) } } - if(set==0) + if (set==0) { if (self->m_attr_dict==NULL) /* lazy init */ self->m_attr_dict= PyDict_New(); - if(PyDict_SetItem(self->m_attr_dict, key, val)==0) + if (PyDict_SetItem(self->m_attr_dict, key, val)==0) { - if(attr_str) + if (attr_str) self->RemoveProperty(attr_str); /* overwrite the CValue if it exists */ set= 1; } else { - if(attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str); + if (attr_str) PyErr_Format(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key \"%s\" not be added to internal dictionary", attr_str); else PyErr_SetString(PyExc_KeyError, "gameOb[key] = value: KX_GameObject, key not be added to internal dictionary"); } } - if(set==0) + if (set==0) return -1; /* pythons error value */ } @@ -1850,7 +1850,7 @@ static int Seq_Contains(PyObject *self_v, PyObject *value) return -1; } - if(PyUnicode_Check(value) && self->GetProperty(_PyUnicode_AsString(value))) + if (PyUnicode_Check(value) && self->GetProperty(_PyUnicode_AsString(value))) return 1; if (self->m_attr_dict && PyDict_GetItem(self->m_attr_dict, value)) @@ -2406,7 +2406,7 @@ PyObject* KX_GameObject::pyattr_get_meshes(void *self_v, const KX_PYATTRIBUTE_DE PyObject *meshes= PyList_New(self->m_meshes.size()); int i; - for(i=0; i < (int)self->m_meshes.size(); i++) + for (i=0; i < (int)self->m_meshes.size(); i++) { KX_MeshProxy* meshproxy = new KX_MeshProxy(self->m_meshes[i]); PyList_SET_ITEM(meshes, i, meshproxy->NewProxy(true)); @@ -2469,7 +2469,7 @@ PyObject* KX_GameObject::pyattr_get_attrDict(void *self_v, const KX_PYATTRIBUTE_ { KX_GameObject* self= static_cast(self_v); - if(self->m_attr_dict==NULL) + if (self->m_attr_dict==NULL) self->m_attr_dict= PyDict_New(); Py_INCREF(self->m_attr_dict); @@ -2653,7 +2653,7 @@ PyObject* KX_GameObject::PyGetReactionForce() PyObject* KX_GameObject::PyEnableRigidBody() { - if(GetPhysicsController()) + if (GetPhysicsController()) GetPhysicsController()->setRigidBody(true); Py_RETURN_NONE; @@ -2663,7 +2663,7 @@ PyObject* KX_GameObject::PyEnableRigidBody() PyObject* KX_GameObject::PyDisableRigidBody() { - if(GetPhysicsController()) + if (GetPhysicsController()) GetPhysicsController()->setRigidBody(false); Py_RETURN_NONE; @@ -2806,7 +2806,7 @@ PyObject* KX_GameObject::PyGetPropertyNames() { PyObject *list= ConvertKeysToPython(); - if(m_attr_dict) { + if (m_attr_dict) { PyObject *key, *value; Py_ssize_t pos = 0; @@ -3311,11 +3311,11 @@ PyObject* KX_GameObject::Pyget(PyObject *args) return NULL; - if(PyUnicode_Check(key)) { + if (PyUnicode_Check(key)) { CValue *item = GetProperty(_PyUnicode_AsString(key)); if (item) { ret = item->ConvertValueToPython(); - if(ret) + if (ret) return ret; else return item->GetProxy(); diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp index facac230e05..f088d548089 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp @@ -194,7 +194,7 @@ KX_KetsjiEngine::KX_KetsjiEngine(KX_ISystem* system) KX_KetsjiEngine::~KX_KetsjiEngine() { delete m_logger; - if(m_usedome) + if (m_usedome) delete m_dome; } @@ -317,7 +317,7 @@ void KX_KetsjiEngine::RenderDome() RenderShadowBuffers(scene); } // Avoid drawing the scene with the active camera twice when it's viewport is enabled - if(cam && !cam->GetViewport()) + if (cam && !cam->GetViewport()) { if (scene->IsClearingZBuffer()) m_rasterizer->ClearDepthBuffer(); @@ -336,7 +336,7 @@ void KX_KetsjiEngine::RenderDome() list::iterator it = cameras->begin(); while(it != cameras->end()) { - if((*it)->GetViewport()) + if ((*it)->GetViewport()) { if (scene->IsClearingZBuffer()) m_rasterizer->ClearDepthBuffer(); @@ -431,7 +431,7 @@ void KX_KetsjiEngine::StartEngine(bool clearIpo) void KX_KetsjiEngine::ClearFrame() { // clear unless we're drawing overlapping stereo - if(m_rasterizer->InterlacedStereo() && + if (m_rasterizer->InterlacedStereo() && m_rasterizer->GetEye() == RAS_IRasterizer::RAS_STEREO_RIGHTEYE) return; @@ -447,29 +447,29 @@ void KX_KetsjiEngine::ClearFrame() list* cameras = scene->GetCameras(); list::iterator it; - for(it = cameras->begin(); it != cameras->end(); it++) + for (it = cameras->begin(); it != cameras->end(); it++) { GetSceneViewport(scene, (*it), area, viewport); - if(!doclear) { + if (!doclear) { clearvp = viewport; doclear = true; } else { - if(viewport.GetLeft() < clearvp.GetLeft()) + if (viewport.GetLeft() < clearvp.GetLeft()) clearvp.SetLeft(viewport.GetLeft()); - if(viewport.GetBottom() < clearvp.GetBottom()) + if (viewport.GetBottom() < clearvp.GetBottom()) clearvp.SetBottom(viewport.GetBottom()); - if(viewport.GetRight() > clearvp.GetRight()) + if (viewport.GetRight() > clearvp.GetRight()) clearvp.SetRight(viewport.GetRight()); - if(viewport.GetTop() > clearvp.GetTop()) + if (viewport.GetTop() > clearvp.GetTop()) clearvp.SetTop(viewport.GetTop()); } } } - if(doclear) { + if (doclear) { KX_Scene* firstscene = *m_scenes.begin(); SetBackGround(firstscene->GetWorldInfo()); @@ -694,7 +694,7 @@ else scene->setSuspendedTime(0.0); } // suspended else - if(scene->getSuspendedTime()==0.0) + if (scene->getSuspendedTime()==0.0) scene->setSuspendedTime(m_clockTime); m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true); @@ -768,7 +768,7 @@ else scene->setSuspendedTime(0.0); } // suspended else - if(scene->getSuspendedTime()==0.0) + if (scene->getSuspendedTime()==0.0) scene->setSuspendedTime(m_clockTime); m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true); @@ -806,7 +806,7 @@ else void KX_KetsjiEngine::Render() { - if(m_usedome){ + if (m_usedome){ RenderDome(); return; } @@ -872,7 +872,7 @@ void KX_KetsjiEngine::Render() RenderShadowBuffers(scene); // Avoid drawing the scene with the active camera twice when it's viewport is enabled - if(cam && !cam->GetViewport()) + if (cam && !cam->GetViewport()) { if (scene->IsClearingZBuffer()) m_rasterizer->ClearDepthBuffer(); @@ -889,7 +889,7 @@ void KX_KetsjiEngine::Render() list::iterator it = cameras->begin(); while(it != cameras->end()) { - if((*it)->GetViewport()) + if ((*it)->GetViewport()) { if (scene->IsClearingZBuffer()) m_rasterizer->ClearDepthBuffer(); @@ -906,7 +906,7 @@ void KX_KetsjiEngine::Render() } // only one place that checks for stereo - if(m_rasterizer->Stereo()) + if (m_rasterizer->Stereo()) { m_rasterizer->SetEye(RAS_IRasterizer::RAS_STEREO_RIGHTEYE); @@ -939,7 +939,7 @@ void KX_KetsjiEngine::Render() list::iterator it = cameras->begin(); while(it != cameras->end()) { - if((*it)->GetViewport()) + if ((*it)->GetViewport()) { if (scene->IsClearingZBuffer()) m_rasterizer->ClearDepthBuffer(); @@ -954,7 +954,7 @@ void KX_KetsjiEngine::Render() } PostRenderScene(scene); } - } // if(m_rasterizer->Stereo()) + } // if (m_rasterizer->Stereo()) EndFrame(); } @@ -985,7 +985,7 @@ int KX_KetsjiEngine::GetExitCode() } // check if the window has been closed. - if(!m_exitcode) + if (!m_exitcode) { //if(!m_canvas->Check()) { // m_exitcode = KX_EXIT_REQUEST_OUTSIDE; @@ -1119,7 +1119,7 @@ void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect // Don't do bars on user specified viewport RAS_FrameSettings settings = scene->GetFramingType(); - if(settings.FrameType() == RAS_FrameSettings::e_frame_bars) + if (settings.FrameType() == RAS_FrameSettings::e_frame_bars) settings.SetFrameType(RAS_FrameSettings::e_frame_extend); RAS_FramingManager::ComputeViewport( @@ -1155,14 +1155,14 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene) m_rendertools->SetAuxilaryClientInfo(scene); - for(i=0; iGetCount(); i++) { + for (i=0; iGetCount(); i++) { KX_GameObject *gameobj = (KX_GameObject*)lightlist->GetValue(i); KX_LightObject *light = (KX_LightObject*)gameobj; light->Update(); - if(m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) { + if (m_drawingmode == RAS_IRasterizer::KX_TEXTURED && light->HasShadowBuffer()) { /* make temporary camera */ RAS_CameraData camdata = RAS_CameraData(); KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true); @@ -1238,7 +1238,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam) focallength = cam->GetFocalLength(); MT_Matrix4x4 projmat; - if(override_camera) { + if (override_camera) { nearfrust = m_overrideCamNear; farfrust = m_overrideCamFar; } diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp index b174b4f701e..7e9d95b37a2 100644 --- a/source/gameengine/Ketsji/KX_Light.cpp +++ b/source/gameengine/Ketsji/KX_Light.cpp @@ -67,7 +67,7 @@ KX_LightObject::~KX_LightObject() { GPULamp *lamp; - if((lamp = GetGPULamp())) { + if ((lamp = GetGPULamp())) { float obmat[4][4] = {{0}}; GPU_lamp_update(lamp, 0, 0, obmat); } @@ -95,18 +95,18 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot) float vec[4]; int scenelayer = ~0; - if(kxscene && kxscene->GetBlenderScene()) + if (kxscene && kxscene->GetBlenderScene()) scenelayer = kxscene->GetBlenderScene()->lay; /* only use lights in the same layer as the object */ - if(!(m_lightobj.m_layer & oblayer)) + if (!(m_lightobj.m_layer & oblayer)) return false; /* only use lights in the same scene, and in a visible layer */ - if(kxscene != lightscene || !(m_lightobj.m_layer & scenelayer)) + if (kxscene != lightscene || !(m_lightobj.m_layer & scenelayer)) return false; // lights don't get their openGL matrix updated, do it now - if(GetSGNode()->IsDirty()) + if (GetSGNode()->IsDirty()) GetOpenGLMatrix(); MT_CmMatrix4x4& worldmatrix= *GetOpenGLMatrixPtr(); @@ -116,7 +116,7 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot) vec[2] = worldmatrix(2,3); vec[3] = 1.0f; - if(m_lightobj.m_type==RAS_LightObject::LIGHT_SUN) { + if (m_lightobj.m_type==RAS_LightObject::LIGHT_SUN) { vec[0] = worldmatrix(0,2); vec[1] = worldmatrix(1,2); @@ -136,7 +136,7 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot) //attennuation still is acceptable glLightf((GLenum)(GL_LIGHT0+slot), GL_QUADRATIC_ATTENUATION, m_lightobj.m_att2/(m_lightobj.m_distance*m_lightobj.m_distance)); - if(m_lightobj.m_type==RAS_LightObject::LIGHT_SPOT) { + if (m_lightobj.m_type==RAS_LightObject::LIGHT_SPOT) { vec[0] = -worldmatrix(0,2); vec[1] = -worldmatrix(1,2); vec[2] = -worldmatrix(2,2); @@ -162,7 +162,7 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot) } glLightfv((GLenum)(GL_LIGHT0+slot), GL_DIFFUSE, vec); - if(m_lightobj.m_nospecular) + if (m_lightobj.m_nospecular) { vec[0] = vec[1] = vec[2] = vec[3] = 0.0; } @@ -181,7 +181,7 @@ bool KX_LightObject::ApplyLight(KX_Scene *kxscene, int oblayer, int slot) GPULamp *KX_LightObject::GetGPULamp() { - if(m_glsl) + if (m_glsl) return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject()); else return NULL; @@ -191,15 +191,15 @@ void KX_LightObject::Update() { GPULamp *lamp; - if((lamp = GetGPULamp()) != NULL && GetSGNode()) { + if ((lamp = GetGPULamp()) != NULL && GetSGNode()) { float obmat[4][4]; // lights don't get their openGL matrix updated, do it now if (GetSGNode()->IsDirty()) GetOpenGLMatrix(); double *dobmat = GetOpenGLMatrixPtr()->getPointer(); - for(int i=0; i<4; i++) - for(int j=0; j<4; j++, dobmat++) + for (int i=0; i<4; i++) + for (int j=0; j<4; j++, dobmat++) obmat[i][j] = (float)*dobmat; GPU_lamp_update(lamp, m_lightobj.m_layer, 0, obmat); @@ -212,7 +212,7 @@ bool KX_LightObject::HasShadowBuffer() { GPULamp *lamp; - if((lamp = GetGPULamp())) + if ((lamp = GetGPULamp())) return GPU_lamp_has_shadow_buffer(lamp); else return false; @@ -222,7 +222,7 @@ int KX_LightObject::GetShadowLayer() { GPULamp *lamp; - if((lamp = GetGPULamp())) + if ((lamp = GetGPULamp())) return GPU_lamp_shadow_layer(lamp); else return 0; @@ -347,7 +347,7 @@ PyObject* KX_LightObject::pyattr_get_typeconst(void *self_v, const KX_PYATTRIBUT const char* type = attrdef->m_name; - if(!strcmp(type, "SPOT")) { + if (!strcmp(type, "SPOT")) { retvalue = PyLong_FromSsize_t(RAS_LightObject::LIGHT_SPOT); } else if (!strcmp(type, "SUN")) { retvalue = PyLong_FromSsize_t(RAS_LightObject::LIGHT_SUN); @@ -373,7 +373,7 @@ int KX_LightObject::pyattr_set_type(void* self_v, const KX_PYATTRIBUTE_DEF *attr { KX_LightObject* self = static_cast(self_v); int val = PyLong_AsSsize_t(value); - if((val==-1 && PyErr_Occurred()) || val<0 || val>2) { + if ((val==-1 && PyErr_Occurred()) || val<0 || val>2) { PyErr_SetString(PyExc_ValueError, "light.type= val: KX_LightObject, expected an int between 0 and 2"); return PY_SET_ATTR_FAIL; } diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp index fa1366874a3..f1a9a93c2db 100644 --- a/source/gameengine/Ketsji/KX_MeshProxy.cpp +++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp @@ -184,7 +184,7 @@ PyObject* KX_MeshProxy::PyGetVertex(PyObject* args, PyObject* kwds) RAS_TexVert* vertex = m_meshobj->GetVertex(matindex,vertexindex); - if(vertex==NULL) { + if (vertex==NULL) { PyErr_SetString(PyExc_ValueError, "mesh.getVertex(mat_idx, vert_idx): KX_MeshProxy, could not get a vertex at the given indices"); return NULL; } @@ -230,11 +230,11 @@ PyObject* KX_MeshProxy::pyattr_get_materials(void *self_v, const KX_PYATTRIBUTE_ list::iterator mit= self->m_meshobj->GetFirstMaterial(); - for(i=0; im_bucket->GetPolyMaterial(); /* Why do we need to check for RAS_BLENDERMAT if both are cast to a (PyObject*)? - Campbell */ - if(polymat->GetFlag() & RAS_BLENDERMAT) + if (polymat->GetFlag() & RAS_BLENDERMAT) { KX_BlenderMaterial *mat = static_cast(polymat); PyList_SET_ITEM(materials, i, mat->GetProxy()); diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp index 0d81883104b..bfee124d443 100644 --- a/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp +++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.cpp @@ -114,7 +114,7 @@ bool KX_MouseFocusSensor::Evaluate() if (!m_mouse_over_in_previous_frame) { result = true; } - else if(m_bTouchPulse && (m_hitObject != m_hitObject_Last)) { + else if (m_bTouchPulse && (m_hitObject != m_hitObject_Last)) { result = true; } } @@ -303,7 +303,7 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus() KX_Camera *cam= m_kxscene->GetActiveCamera(); - if(ParentObjectHasFocusCamera(cam)) + if (ParentObjectHasFocusCamera(cam)) return true; list* cameras = m_kxscene->GetCameras(); @@ -311,7 +311,7 @@ bool KX_MouseFocusSensor::ParentObjectHasFocus() while(it != cameras->end()) { - if(((*it) != cam) && (*it)->GetViewport()) + if (((*it) != cam) && (*it)->GetViewport()) if (ParentObjectHasFocusCamera(*it)) return true; @@ -408,7 +408,7 @@ PyObject* KX_MouseFocusSensor::pyattr_get_ray_direction(void *self_v, const KX_P { KX_MouseFocusSensor* self= static_cast(self_v); MT_Vector3 dir = self->RayTarget() - self->RaySource(); - if(MT_fuzzyZero(dir)) dir.setValue(0,0,0); + if (MT_fuzzyZero(dir)) dir.setValue(0,0,0); else dir.normalize(); return PyObjectFrom(dir); } @@ -417,7 +417,7 @@ PyObject* KX_MouseFocusSensor::pyattr_get_hit_object(void *self_v, const KX_PYAT { KX_MouseFocusSensor* self= static_cast(self_v); - if(self->m_hitObject) + if (self->m_hitObject) return self->m_hitObject->GetProxy(); Py_RETURN_NONE; diff --git a/source/gameengine/Ketsji/KX_NavMeshObject.cpp b/source/gameengine/Ketsji/KX_NavMeshObject.cpp index 79e9c28a81c..2368ff97a14 100644 --- a/source/gameengine/Ketsji/KX_NavMeshObject.cpp +++ b/source/gameengine/Ketsji/KX_NavMeshObject.cpp @@ -420,7 +420,7 @@ bool KX_NavMeshObject::BuildNavMesh() } // setup triangles. unsigned char* tri = navDTris; - for(size_t i=0; iBGE_PROXY_REF(bmo->cb_user); - if(self==NULL) + if (self==NULL) return -1; return 0; @@ -399,7 +399,7 @@ static int mathutils_obactu_generic_check(BaseMathObject *bmo) static int mathutils_obactu_vector_get(BaseMathObject *bmo, int subtype) { KX_ObjectActuator* self= static_castBGE_PROXY_REF(bmo->cb_user); - if(self==NULL) + if (self==NULL) return -1; switch(subtype) { @@ -417,7 +417,7 @@ static int mathutils_obactu_vector_get(BaseMathObject *bmo, int subtype) static int mathutils_obactu_vector_set(BaseMathObject *bmo, int subtype) { KX_ObjectActuator* self= static_castBGE_PROXY_REF(bmo->cb_user); - if(self==NULL) + if (self==NULL) return -1; switch(subtype) { @@ -435,7 +435,7 @@ static int mathutils_obactu_vector_set(BaseMathObject *bmo, int subtype) static int mathutils_obactu_vector_get_index(BaseMathObject *bmo, int subtype, int index) { /* lazy, avoid repeteing the case statement */ - if(mathutils_obactu_vector_get(bmo, subtype) == -1) + if (mathutils_obactu_vector_get(bmo, subtype) == -1) return -1; return 0; } @@ -445,7 +445,7 @@ static int mathutils_obactu_vector_set_index(BaseMathObject *bmo, int subtype, i float f= bmo->data[index]; /* lazy, avoid repeteing the case statement */ - if(mathutils_obactu_vector_get(bmo, subtype) == -1) + if (mathutils_obactu_vector_get(bmo, subtype) == -1) return -1; bmo->data[index]= f; @@ -629,7 +629,7 @@ int KX_ObjectActuator::pyattr_set_reference(void *self, const struct KX_PYATTRIB if (actuator->m_reference) actuator->m_reference->UnregisterActuator(actuator); - if(refOb==NULL) { + if (refOb==NULL) { actuator->m_reference= NULL; } else { diff --git a/source/gameengine/Ketsji/KX_PolyProxy.cpp b/source/gameengine/Ketsji/KX_PolyProxy.cpp index caef8ba5e2e..85c88337d60 100644 --- a/source/gameengine/Ketsji/KX_PolyProxy.cpp +++ b/source/gameengine/Ketsji/KX_PolyProxy.cpp @@ -259,7 +259,7 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_PolyProxy, getMaterial, "getMaterial() : returns a material\n") { RAS_IPolyMaterial *polymat = m_polygon->GetMaterial()->GetPolyMaterial(); - if(polymat->GetFlag() & RAS_BLENDERMAT) + if (polymat->GetFlag() & RAS_BLENDERMAT) { KX_BlenderMaterial* mat = static_cast(polymat); return mat->GetProxy(); diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp index 29127ec11a0..a85ba488fbc 100644 --- a/source/gameengine/Ketsji/KX_PolygonMaterial.cpp +++ b/source/gameengine/Ketsji/KX_PolygonMaterial.cpp @@ -182,7 +182,7 @@ void KX_PolygonMaterial::DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& c else GPU_set_tpage(NULL, 0, 0); - if(m_drawingmode & RAS_IRasterizer::KX_BACKCULL) + if (m_drawingmode & RAS_IRasterizer::KX_BACKCULL) rasty->SetCullFace(true); else rasty->SetCullFace(false); diff --git a/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp b/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp index deb69fe494b..556d451cf66 100644 --- a/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp +++ b/source/gameengine/Ketsji/KX_PyConstraintBinding.cpp @@ -666,7 +666,7 @@ PyObject* initPythonConstraintBinding() /* Use existing module where possible * be careful not to init any runtime vars after this */ m = PyImport_ImportModule( "PhysicsConstraints" ); - if(m) { + if (m) { Py_DECREF(m); return m; } diff --git a/source/gameengine/Ketsji/KX_PyMath.cpp b/source/gameengine/Ketsji/KX_PyMath.cpp index dd32284a807..9c5e043477c 100644 --- a/source/gameengine/Ketsji/KX_PyMath.cpp +++ b/source/gameengine/Ketsji/KX_PyMath.cpp @@ -82,7 +82,7 @@ bool PyOrientationTo(PyObject* pyval, MT_Matrix3x3 &rot, const char *error_prefi bool PyQuatTo(PyObject* pyval, MT_Quaternion &qrot) { - if(!PyVecTo(pyval, qrot)) + if (!PyVecTo(pyval, qrot)) return false; /* annoying!, Blender/Mathutils have the W axis first! */ @@ -106,7 +106,7 @@ PyObject* PyObjectFrom(const MT_Matrix4x4 &mat) PyObject *col; int i; - for(i=0; i < 4; i++) { + for (i=0; i < 4; i++) { col = PyList_New(4); PyList_SET_ITEM(col, 0, PyFloat_FromDouble(mat[0][i])); PyList_SET_ITEM(col, 1, PyFloat_FromDouble(mat[1][i])); @@ -130,7 +130,7 @@ PyObject* PyObjectFrom(const MT_Matrix3x3 &mat) PyObject *col; int i; - for(i=0; i < 3; i++) { + for (i=0; i < 3; i++) { col = PyList_New(3); PyList_SET_ITEM(col, 0, PyFloat_FromDouble(mat[0][i])); PyList_SET_ITEM(col, 1, PyFloat_FromDouble(mat[1][i])); diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp index b804bacf79e..0ca84870944 100644 --- a/source/gameengine/Ketsji/KX_PythonInit.cpp +++ b/source/gameengine/Ketsji/KX_PythonInit.cpp @@ -523,7 +523,7 @@ static PyObject* gPyGetBlendFileList(PyObject*, PyObject* args) BLI_split_dir_part(gp_GamePythonPath, cpath, sizeof(cpath)); } - if((dp = opendir(cpath)) == NULL) { + if ((dp = opendir(cpath)) == NULL) { /* todo, show the errno, this shouldnt happen anyway if the blendfile is readable */ fprintf(stderr, "Could not read directoty (%s) failed, code %d (%s)\n", cpath, errno, strerror(errno)); return list; @@ -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); @@ -660,7 +660,7 @@ static PyObject *pyPrintExt(PyObject *,PyObject *,PyObject *) pprint(" GL_ARB_texture_env_combine supported? "<< (GLEW_ARB_texture_env_combine?"yes.":"no.")); count = 1; - if(!count) + if (!count) pprint("No extenstions are used in this build"); Py_RETURN_NONE; @@ -697,14 +697,14 @@ static PyObject *gLibLoad(PyObject*, PyObject* args, PyObject* kwds) BLI_strncpy(abs_path, path, sizeof(abs_path)); BLI_path_abs(abs_path, gp_GamePythonPath); - if(kx_scene->GetSceneConverter()->LinkBlendFilePath(abs_path, group, kx_scene, &err_str, options)) { + if (kx_scene->GetSceneConverter()->LinkBlendFilePath(abs_path, group, kx_scene, &err_str, options)) { Py_RETURN_TRUE; } } else { - if(kx_scene->GetSceneConverter()->LinkBlendFileMemory(py_buffer.buf, py_buffer.len, path, group, kx_scene, &err_str, options)) { + if (kx_scene->GetSceneConverter()->LinkBlendFileMemory(py_buffer.buf, py_buffer.len, path, group, kx_scene, &err_str, options)) { PyBuffer_Release(&py_buffer); Py_RETURN_TRUE; } @@ -712,7 +712,7 @@ static PyObject *gLibLoad(PyObject*, PyObject* args, PyObject* kwds) PyBuffer_Release(&py_buffer); } - if(err_str) { + if (err_str) { PyErr_SetString(PyExc_ValueError, err_str); return NULL; } @@ -732,14 +732,14 @@ static PyObject *gLibNew(PyObject*, PyObject* args) if (!PyArg_ParseTuple(args,"ssO!:LibNew",&path, &group, &PyList_Type, &names)) return NULL; - if(kx_scene->GetSceneConverter()->GetMainDynamicPath(path)) + if (kx_scene->GetSceneConverter()->GetMainDynamicPath(path)) { PyErr_SetString(PyExc_KeyError, "the name of the path given exists"); return NULL; } idcode= BKE_idcode_from_name(group); - if(idcode==0) { + if (idcode==0) { PyErr_Format(PyExc_ValueError, "invalid group given \"%s\"", group); return NULL; } @@ -749,14 +749,14 @@ static PyObject *gLibNew(PyObject*, PyObject* args) strncpy(maggie->name, path, sizeof(maggie->name)-1); /* Copy the object into main */ - if(idcode==ID_ME) { + if (idcode==ID_ME) { PyObject *ret= PyList_New(0); PyObject *item; - for(Py_ssize_t i= 0; i < PyList_GET_SIZE(names); i++) { + for (Py_ssize_t i= 0; i < PyList_GET_SIZE(names); i++) { name= _PyUnicode_AsString(PyList_GET_ITEM(names, i)); - if(name) { + if (name) { RAS_MeshObject *meshobj= kx_scene->GetSceneConverter()->ConvertMeshSpecial(kx_scene, maggie, name); - if(meshobj) { + if (meshobj) { KX_MeshProxy* meshproxy = new KX_MeshProxy(meshobj); item= meshproxy->NewProxy(true); PyList_Append(ret, item); @@ -1113,17 +1113,17 @@ static PyObject* gPyDisableMotionBlur(PyObject*) static int getGLSLSettingFlag(const char *setting) { - if(strcmp(setting, "lights") == 0) + if (strcmp(setting, "lights") == 0) return GAME_GLSL_NO_LIGHTS; - else if(strcmp(setting, "shaders") == 0) + else if (strcmp(setting, "shaders") == 0) return GAME_GLSL_NO_SHADERS; - else if(strcmp(setting, "shadows") == 0) + else if (strcmp(setting, "shadows") == 0) return GAME_GLSL_NO_SHADOWS; - else if(strcmp(setting, "ramps") == 0) + else if (strcmp(setting, "ramps") == 0) return GAME_GLSL_NO_RAMPS; - else if(strcmp(setting, "nodes") == 0) + else if (strcmp(setting, "nodes") == 0) return GAME_GLSL_NO_NODES; - else if(strcmp(setting, "extra_textures") == 0) + else if (strcmp(setting, "extra_textures") == 0) return GAME_GLSL_NO_EXTRA_TEX; else return -1; @@ -1155,14 +1155,14 @@ static PyObject* gPySetGLSLMaterialSetting(PyObject*, gs->glslflag |= flag; /* display lists and GLSL materials need to be remade */ - if(sceneflag != gs->glslflag) { + if (sceneflag != gs->glslflag) { GPU_materials_free(); - if(gp_KetsjiEngine) { + if (gp_KetsjiEngine) { KX_SceneList *scenes = gp_KetsjiEngine->CurrentScenes(); KX_SceneList::iterator it; - for(it=scenes->begin(); it!=scenes->end(); it++) - if((*it)->GetBucketManager()) { + for (it=scenes->begin(); it!=scenes->end(); it++) + if ((*it)->GetBucketManager()) { (*it)->GetBucketManager()->ReleaseDisplayLists(); (*it)->GetBucketManager()->ReleaseMaterials(); } @@ -1208,11 +1208,11 @@ static PyObject* gPySetMaterialType(PyObject*, if (!PyArg_ParseTuple(args,"i:setMaterialType",&type)) return NULL; - if(type == KX_BLENDER_GLSL_MATERIAL) + if (type == KX_BLENDER_GLSL_MATERIAL) gs->matmode= GAME_MAT_GLSL; - else if(type == KX_BLENDER_MULTITEX_MATERIAL) + else if (type == KX_BLENDER_MULTITEX_MATERIAL) gs->matmode= GAME_MAT_MULTITEX; - else if(type == KX_TEXFACE_MATERIAL) + else if (type == KX_TEXFACE_MATERIAL) gs->matmode= GAME_MAT_TEXFACE; else { PyErr_SetString(PyExc_ValueError, "Rasterizer.setMaterialType(int): material type is not known"); @@ -1227,9 +1227,9 @@ static PyObject* gPyGetMaterialType(PyObject*) GlobalSettings *gs= gp_KetsjiEngine->GetGlobalSettings(); int flag; - if(gs->matmode == GAME_MAT_GLSL) + if (gs->matmode == GAME_MAT_GLSL) flag = KX_BLENDER_GLSL_MATERIAL; - else if(gs->matmode == GAME_MAT_MULTITEX) + else if (gs->matmode == GAME_MAT_MULTITEX) flag = KX_BLENDER_MULTITEX_MATERIAL; else flag = KX_TEXFACE_MATERIAL; @@ -1381,7 +1381,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack /* Use existing module where possible * be careful not to init any runtime vars after this */ m = PyImport_ImportModule( "GameLogic" ); - if(m) { + if (m) { Py_DECREF(m); return m; } @@ -1762,7 +1762,7 @@ static void initPySysObjects__append(PyObject *sys_path, const char *filename) // printf("SysPath - '%s', '%s', '%s'\n", expanded, filename, gp_GamePythonPath); - if(PySequence_Index(sys_path, item) == -1) { + if (PySequence_Index(sys_path, item) == -1) { PyErr_Clear(); /* PySequence_Index sets a ValueError */ PyList_Insert(sys_path, 0, item); } @@ -1859,7 +1859,7 @@ PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur Py_Initialize(); - if(argv && first_time) { /* browser plugins don't currently set this */ + if (argv && first_time) { /* browser plugins don't currently set this */ // Until python support ascii again, we use our own. // PySys_SetArgv(argc, argv); int i; @@ -1971,7 +1971,7 @@ void setupGamePython(KX_KetsjiEngine* ketsjiengine, KX_Scene* startscene, Main * { PyObject* dictionaryobject; - if(argv) /* player only */ + if (argv) /* player only */ dictionaryobject= initGamePlayerPythonScripting("Ketsji", psl_Lowest, blenderdata, argc, argv); else dictionaryobject= initGamePythonScripting("Ketsji", psl_Lowest, blenderdata); @@ -1981,7 +1981,7 @@ void setupGamePython(KX_KetsjiEngine* ketsjiengine, KX_Scene* startscene, Main * *gameLogic = initGameLogic(ketsjiengine, startscene); /* is set in initGameLogic so only set here if we want it to persist between scenes */ - if(pyGlobalDict) + if (pyGlobalDict) PyDict_SetItemString(PyModule_GetDict(*gameLogic), "globalDict", pyGlobalDict); // Same as importing the module. *gameLogic_keys = PyDict_Keys(PyModule_GetDict(*gameLogic)); @@ -2027,7 +2027,7 @@ PyObject* initRasterizer(RAS_IRasterizer* rasty,RAS_ICanvas* canvas) /* Use existing module where possible * be careful not to init any runtime vars after this */ m = PyImport_ImportModule( "Rasterizer" ); - if(m) { + if (m) { Py_DECREF(m); return m; } @@ -2111,7 +2111,7 @@ static PyObject* gPyEventToCharacter(PyObject*, PyObject* args) if (!PyArg_ParseTuple(args,"ii:EventToCharacter", &event, &shift)) return NULL; - if(IsPrintable(event)) { + if (IsPrintable(event)) { char ch[2] = {'\0', '\0'}; ch[0] = ToCharacter(event, (bool)shift); return PyUnicode_FromString(ch); @@ -2148,7 +2148,7 @@ PyObject* initGameKeys() /* Use existing module where possible */ m = PyImport_ImportModule( "GameKeys" ); - if(m) { + if (m) { Py_DECREF(m); return m; } diff --git a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp index 6a60fc08244..84c5e019e47 100644 --- a/source/gameengine/Ketsji/KX_PythonInitTypes.cpp +++ b/source/gameengine/Ketsji/KX_PythonInitTypes.cpp @@ -107,7 +107,7 @@ static void PyType_Attr_Set(PyGetSetDef *attr_getset, PyAttributeDef *attr) attr_getset->get= reinterpret_cast(PyObjectPlus::py_get_attrdef); - if(attr->m_access==KX_PYATTRIBUTE_RO) + if (attr->m_access==KX_PYATTRIBUTE_RO) attr_getset->set= NULL; else attr_getset->set= reinterpret_cast(PyObjectPlus::py_set_attrdef); @@ -119,35 +119,35 @@ static void PyType_Ready_ADD(PyObject *dict, PyTypeObject *tp, PyAttributeDef *a { PyAttributeDef *attr; - if(init_getset) { + if (init_getset) { /* 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) // printf("Debug: No Parents - '%s'\n" , tp->tp_name); - if(tp->tp_getset==NULL && ((attributes && attributes->m_name) || (attributesPtr && attributesPtr->m_name))) { + if (tp->tp_getset==NULL && ((attributes && attributes->m_name) || (attributesPtr && attributesPtr->m_name))) { PyGetSetDef *attr_getset; int attr_tot= 0; if (attributes) { - for(attr= attributes; attr->m_name; attr++, attr_tot++) + for (attr= attributes; attr->m_name; attr++, attr_tot++) attr->m_usePtr = false; } if (attributesPtr) { - for(attr= attributesPtr; attr->m_name; attr++, attr_tot++) + for (attr= attributesPtr; attr->m_name; attr++, attr_tot++) attr->m_usePtr = true; } tp->tp_getset = attr_getset = reinterpret_cast(PyMem_Malloc((attr_tot+1) * sizeof(PyGetSetDef))); // XXX - Todo, free if (attributes) { - for(attr= attributes; attr->m_name; attr++, attr_getset++) { + for (attr= attributes; attr->m_name; attr++, attr_getset++) { PyType_Attr_Set(attr_getset, attr); } } if (attributesPtr) { - for(attr= attributesPtr; attr->m_name; attr++, attr_getset++) { + for (attr= attributesPtr; attr->m_name; attr++, attr_getset++) { PyType_Attr_Set(attr_getset, attr); } } @@ -179,7 +179,7 @@ void initPyTypes(void) Py_DECREF(mod); - for(int init_getset= 1; init_getset > -1; init_getset--) { /* run twice, once to init the getsets another to run PyType_Ready */ + for (int init_getset= 1; init_getset > -1; init_getset--) { /* run twice, once to init the getsets another to run PyType_Ready */ PyType_Ready_Attr(dict, BL_ActionActuator, init_getset); PyType_Ready_Attr(dict, BL_Shader, init_getset); PyType_Ready_Attr(dict, BL_ShapeActionActuator, init_getset); diff --git a/source/gameengine/Ketsji/KX_PythonSeq.cpp b/source/gameengine/Ketsji/KX_PythonSeq.cpp index 959127def5c..6eadc0cbef3 100644 --- a/source/gameengine/Ketsji/KX_PythonSeq.cpp +++ b/source/gameengine/Ketsji/KX_PythonSeq.cpp @@ -73,7 +73,7 @@ static Py_ssize_t KX_PythonSeq_len( PyObject * self ) { PyObjectPlus *self_plus= BGE_PROXY_REF(((KX_PythonSeq *)self)->base); - if(self_plus==NULL) { + if (self_plus==NULL) { PyErr_SetString(PyExc_SystemError, "len(seq): "BGE_PROXY_ERROR_MSG); return -1; } @@ -104,7 +104,7 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index) { PyObjectPlus *self_plus= BGE_PROXY_REF(((KX_PythonSeq *)self)->base); - if(self_plus==NULL) { + if (self_plus==NULL) { PyErr_SetString(PyExc_SystemError, "val = seq[i]: "BGE_PROXY_ERROR_MSG); return NULL; } @@ -113,8 +113,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index) case KX_PYGENSEQ_CONT_TYPE_SENSORS: { vector& linkedsensors = ((SCA_IController *)self_plus)->GetLinkedSensors(); - if(index<0) index += linkedsensors.size(); - if(index<0 || index>= linkedsensors.size()) { + if (index<0) index += linkedsensors.size(); + if (index<0 || index>= linkedsensors.size()) { PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range"); return NULL; } @@ -123,8 +123,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index) case KX_PYGENSEQ_CONT_TYPE_ACTUATORS: { vector& linkedactuators = ((SCA_IController *)self_plus)->GetLinkedActuators(); - if(index<0) index += linkedactuators.size(); - if(index<0 || index>= linkedactuators.size()) { + if (index<0) index += linkedactuators.size(); + if (index<0 || index>= linkedactuators.size()) { PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range"); return NULL; } @@ -133,8 +133,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index) case KX_PYGENSEQ_OB_TYPE_SENSORS: { SCA_SensorList& linkedsensors= ((KX_GameObject *)self_plus)->GetSensors(); - if(index<0) index += linkedsensors.size(); - if(index<0 || index>= linkedsensors.size()) { + if (index<0) index += linkedsensors.size(); + if (index<0 || index>= linkedsensors.size()) { PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range"); return NULL; } @@ -143,8 +143,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index) case KX_PYGENSEQ_OB_TYPE_CONTROLLERS: { SCA_ControllerList& linkedcontrollers= ((KX_GameObject *)self_plus)->GetControllers(); - if(index<0) index += linkedcontrollers.size(); - if(index<0 || index>= linkedcontrollers.size()) { + if (index<0) index += linkedcontrollers.size(); + if (index<0 || index>= linkedcontrollers.size()) { PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range"); return NULL; } @@ -153,8 +153,8 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index) case KX_PYGENSEQ_OB_TYPE_ACTUATORS: { SCA_ActuatorList& linkedactuators= ((KX_GameObject *)self_plus)->GetActuators(); - if(index<0) index += linkedactuators.size(); - if(index<0 || index>= linkedactuators.size()) { + if (index<0) index += linkedactuators.size(); + if (index<0 || index>= linkedactuators.size()) { PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range"); return NULL; } @@ -163,9 +163,9 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index) case KX_PYGENSEQ_OB_TYPE_CONSTRAINTS: { int nb_constraint = ((BL_ArmatureObject *)self_plus)->GetConstraintNumber(); - if(index<0) + if (index<0) index += nb_constraint; - if(index<0 || index>= nb_constraint) { + if (index<0 || index>= nb_constraint) { PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range"); return NULL; } @@ -174,9 +174,9 @@ static PyObject *KX_PythonSeq_getIndex(PyObject* self, int index) case KX_PYGENSEQ_OB_TYPE_CHANNELS: { int nb_channel = ((BL_ArmatureObject *)self_plus)->GetChannelNumber(); - if(index<0) + if (index<0) index += nb_channel; - if(index<0 || index>= nb_channel) { + if (index<0 || index>= nb_channel) { PyErr_SetString(PyExc_IndexError, "seq[i]: index out of range"); return NULL; } @@ -268,7 +268,7 @@ static PyObject * KX_PythonSeq_subscript(PyObject * self, PyObject *key) { PyObjectPlus *self_plus= BGE_PROXY_REF(((KX_PythonSeq *)self)->base); - if(self_plus==NULL) { + if (self_plus==NULL) { PyErr_SetString(PyExc_SystemError, "val = seq[key], KX_PythonSeq: "BGE_PROXY_ERROR_MSG); return NULL; } @@ -280,7 +280,7 @@ static PyObject * KX_PythonSeq_subscript(PyObject * self, PyObject *key) const char *name = _PyUnicode_AsString(key); PyObjectPlus *ret = KX_PythonSeq_subscript__internal(self, name); - if(ret) { + if (ret) { return ret->GetProxy(); } else { PyErr_Format( PyExc_KeyError, "requested item \"%s\" does not exist", name); @@ -298,16 +298,16 @@ static int KX_PythonSeq_contains(PyObject *self, PyObject *key) { PyObjectPlus *self_plus= BGE_PROXY_REF(((KX_PythonSeq *)self)->base); - if(self_plus==NULL) { + if (self_plus==NULL) { PyErr_SetString(PyExc_SystemError, "key in seq, KX_PythonSeq: "BGE_PROXY_ERROR_MSG); return -1; } - if(!PyUnicode_Check(key)) { + if (!PyUnicode_Check(key)) { PyErr_SetString(PyExc_SystemError, "key in seq, KX_PythonSeq: key must be a string"); return -1; } - if(KX_PythonSeq_subscript__internal(self, _PyUnicode_AsString(key))) + if (KX_PythonSeq_subscript__internal(self, _PyUnicode_AsString(key))) return 1; return 0; @@ -323,7 +323,7 @@ PyObject* KX_PythonSeq_get(PyObject * self, PyObject *args) if (!PyArg_ParseTuple(args, "s|O:get", &key, &def)) return NULL; - if((ret_plus = KX_PythonSeq_subscript__internal(self, key))) + if ((ret_plus = KX_PythonSeq_subscript__internal(self, key))) return ret_plus->GetProxy(); Py_INCREF(def); @@ -361,7 +361,7 @@ PyMethodDef KX_PythonSeq_methods[] = { static PyObject *KX_PythonSeq_getIter(KX_PythonSeq *self) { - if(BGE_PROXY_REF(self->base)==NULL) { + if (BGE_PROXY_REF(self->base)==NULL) { PyErr_SetString(PyExc_SystemError, "for i in seq: "BGE_PROXY_ERROR_MSG); return NULL; } @@ -386,7 +386,7 @@ static PyObject *KX_PythonSeq_nextIter(KX_PythonSeq *self) PyObject *object = KX_PythonSeq_getIndex((PyObject *)self, self->iter); self->iter++; - if( object==NULL ) { + if ( object==NULL ) { self->iter= -1; /* for reuse */ PyErr_SetString(PyExc_StopIteration, "iterator at end"); } @@ -404,7 +404,7 @@ static PyObject *KX_PythonSeq_richcmp(PyObject *a, PyObject *b, int op) PyObject *res; int ok= -1; /* zero is true */ - if(BPy_KX_PythonSeq_Check(a) && BPy_KX_PythonSeq_Check(b)) + if (BPy_KX_PythonSeq_Check(a) && BPy_KX_PythonSeq_Check(b)) ok= KX_PythonSeq_compare((KX_PythonSeq *)a, (KX_PythonSeq *)b); switch (op) { diff --git a/source/gameengine/Ketsji/KX_RayCast.cpp b/source/gameengine/Ketsji/KX_RayCast.cpp index 6e8a2cb7671..29e9fb5bca0 100644 --- a/source/gameengine/Ketsji/KX_RayCast.cpp +++ b/source/gameengine/Ketsji/KX_RayCast.cpp @@ -61,7 +61,7 @@ void KX_RayCast::reportHit(PHY_RayCastResult* result) bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_Point3& _frompoint, const MT_Point3& topoint, KX_RayCast& callback) { - if(physics_environment==NULL) return false; /* prevents crashing in some cases */ + if (physics_environment==NULL) return false; /* prevents crashing in some cases */ // Loops over all physics objects between frompoint and topoint, // calling callback.RayHit for each one. diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index 17ef358a4e5..2038e7e93b2 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -102,7 +102,7 @@ void* KX_SceneReplicationFunc(SG_IObject* node,void* gameobj,void* scene) { KX_GameObject* replica = ((KX_Scene*)scene)->AddNodeReplicaObject(node,(KX_GameObject*)gameobj); - if(replica) + if (replica) replica->Release(); return (void*)replica; @@ -251,7 +251,7 @@ KX_Scene::~KX_Scene() if (m_obstacleSimulation) delete m_obstacleSimulation; - if(m_objectlist) + if (m_objectlist) m_objectlist->Release(); if (m_parentlist) @@ -688,7 +688,7 @@ void KX_Scene::DupliGroupRecurse(CValue* obj, int level) m_groupGameObjects.clear(); group = blgroupobj->dup_group; - for(go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next) + for (go=(GroupObject*)group->gobject.first; go; go=(GroupObject*)go->next) { Object* blenderobj = go->ob; if (blgroupobj == blenderobj) @@ -1066,12 +1066,12 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u KX_GameObject* gameobj = static_cast(obj); RAS_MeshObject* mesh = static_cast(meshobj); - if(!gameobj) { + if (!gameobj) { std::cout << "KX_Scene::ReplaceMesh Warning: invalid object, doing nothing" << std::endl; return; } - if(use_gfx && mesh != NULL) + if (use_gfx && mesh != NULL) { gameobj->RemoveMeshes(); gameobj->AddMesh(mesh); @@ -1207,7 +1207,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u #endif // release parent reference if its not being used - if( releaseParent && parentobj) + if ( releaseParent && parentobj) parentobj->Release(); } } @@ -1216,7 +1216,7 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u } #ifdef USE_BULLET - if(use_phys) { /* update the new assigned mesh with the physics mesh */ + if (use_phys) { /* update the new assigned mesh with the physics mesh */ KX_ReInstanceBulletShapeFromMesh(gameobj, NULL, use_gfx?NULL:mesh); } #endif @@ -1393,7 +1393,7 @@ void KX_Scene::MarkVisible(RAS_IRasterizer* rasty, KX_GameObject* gameobj,KX_Cam return; // Shadow lamp layers - if(layer && !(gameobj->GetLayer() & layer)) { + if (layer && !(gameobj->GetLayer() & layer)) { gameobj->SetCulled(true); gameobj->UpdateBuckets(false); return; @@ -1455,7 +1455,7 @@ void KX_Scene::PhysicsCullingCallback(KX_ClientObjectInfo* objectInfo, void* cul if (!gameobj->GetVisible()) // ideally, invisible objects should be removed from the culling tree temporarily return; - if(((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer)) + if (((CullingInfo*)cullingInfo)->m_layer && !(gameobj->GetLayer() & ((CullingInfo*)cullingInfo)->m_layer)) // used for shadow: object is not in shadow layer return; @@ -1688,7 +1688,7 @@ void KX_Scene::SetSceneConverter(class KX_BlenderSceneConverter* sceneConverter) void KX_Scene::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* physEnv) { m_physicsEnvironment = physEnv; - if(m_physicsEnvironment) { + if (m_physicsEnvironment) { KX_TouchEventManager* touchmgr = new KX_TouchEventManager(m_logicmgr, physEnv); m_logicmgr->RegisterEventManager(touchmgr); } @@ -1728,14 +1728,14 @@ static void MergeScene_LogicBrick(SCA_ILogicBrick* brick, KX_Scene *to) brick->Replace_NetworkScene(to->GetNetworkScene()); SCA_ISensor *sensor= dynamic_cast(brick); - if(sensor) { + if (sensor) { sensor->Replace_EventManager(logicmgr); } /* near sensors have physics controllers */ #ifdef USE_BULLET KX_TouchSensor *touch_sensor = dynamic_cast(brick); - if(touch_sensor) { + if (touch_sensor) { touch_sensor->GetPhysicsController()->SetPhysicsEnvironment(to->GetPhysicsEnvironment()); } #endif @@ -1794,15 +1794,15 @@ static void MergeScene_GameObject(KX_GameObject* gameobj, KX_Scene *to, KX_Scene /* graphics controller */ PHY_IGraphicController *ctrl = gameobj->GetGraphicController(); - if(ctrl) { + if (ctrl) { /* SHOULD update the m_cullingTree */ ctrl->SetPhysicsEnvironment(to->GetPhysicsEnvironment()); } /* SG_Node can hold a scene reference */ SG_Node *sg= gameobj->GetSGNode(); - if(sg) { - if(sg->GetSGClientInfo() == from) { + if (sg) { + if (sg->GetSGClientInfo() == from) { sg->SetSGClientInfo(to); /* Make sure to grab the children too since they might not be tied to a game object */ @@ -1839,7 +1839,7 @@ bool KX_Scene::MergeScene(KX_Scene *other) CcdPhysicsEnvironment *env= dynamic_cast(this->GetPhysicsEnvironment()); CcdPhysicsEnvironment *env_other= dynamic_cast(other->GetPhysicsEnvironment()); - if((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */ + if ((env==NULL) != (env_other==NULL)) /* TODO - even when both scenes have NONE physics, the other is loaded with bullet enabled, ??? */ { printf("KX_Scene::MergeScene: physics scenes type differ, aborting\n"); printf("\tsource %d, terget %d\n", (int)(env!=NULL), (int)(env_other!=NULL)); @@ -1847,7 +1847,7 @@ bool KX_Scene::MergeScene(KX_Scene *other) } #endif // USE_BULLET - if(GetSceneConverter() != other->GetSceneConverter()) { + if (GetSceneConverter() != other->GetSceneConverter()) { printf("KX_Scene::MergeScene: converters differ, aborting\n"); return false; } @@ -1889,7 +1889,7 @@ bool KX_Scene::MergeScene(KX_Scene *other) other->GetLightList()->ReleaseAndRemoveAll(); #ifdef USE_BULLET - if(env) /* bullet scene? - dummy scenes don't need touching */ + if (env) /* bullet scene? - dummy scenes don't need touching */ env->MergeEnvironment(env_other); #endif @@ -1904,10 +1904,10 @@ bool KX_Scene::MergeScene(KX_Scene *other) //SCA_EventManager *evtmgr; SCA_EventManager *evtmgr_other; - for(unsigned int i= 0; i < evtmgrs.size(); i++) { + for (unsigned int i= 0; i < evtmgrs.size(); i++) { evtmgr_other= logicmgr_other->FindEventManager(evtmgrs[i]->GetType()); - if(evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */ + if (evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */ evtmgr_other->Replace_LogicManager(logicmgr); /* when merging objects sensors are moved across into the new manager, don't need to do this here */ @@ -1918,7 +1918,7 @@ bool KX_Scene::MergeScene(KX_Scene *other) SCA_TimeEventManager *timemgr_other= other->GetTimeEventManager(); vector times = timemgr_other->GetTimeValues(); - for(unsigned int i= 0; i < times.size(); i++) { + for (unsigned int i= 0; i < times.size(); i++) { timemgr->AddTimeProperty(times[i]); } @@ -2028,7 +2028,7 @@ static PyObject *Map_GetItem(PyObject *self_v, PyObject *item) return pyconvert; } else { - if(attr_str) PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str); + if (attr_str) PyErr_Format(PyExc_KeyError, "value = scene[key]: KX_Scene, key \"%s\" does not exist", attr_str); else PyErr_SetString(PyExc_KeyError, "value = scene[key]: KX_Scene, key does not exist"); return NULL; } @@ -2039,7 +2039,7 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val) { KX_Scene* self= static_castBGE_PROXY_REF(self_v); const char *attr_str= _PyUnicode_AsString(key); - if(attr_str==NULL) + if (attr_str==NULL) PyErr_Clear(); if (self==NULL) { @@ -2050,11 +2050,11 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val) if (val==NULL) { /* del ob["key"] */ int del= 0; - if(self->m_attr_dict) + if (self->m_attr_dict) del |= (PyDict_DelItem(self->m_attr_dict, key)==0) ? 1:0; if (del==0) { - if(attr_str) PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str); + if (attr_str) PyErr_Format(PyExc_KeyError, "scene[key] = value: KX_Scene, key \"%s\" could not be set", attr_str); else PyErr_SetString(PyExc_KeyError, "del scene[key]: KX_Scene, key could not be deleted"); return -1; } @@ -2069,12 +2069,12 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val) self->m_attr_dict= PyDict_New(); - if(PyDict_SetItem(self->m_attr_dict, key, val)==0) + if (PyDict_SetItem(self->m_attr_dict, key, val)==0) set= 1; else PyErr_SetString(PyExc_KeyError, "scene[key] = value: KX_Scene, key not be added to internal dictionary"); - if(set==0) + if (set==0) return -1; /* pythons error value */ } @@ -2184,7 +2184,7 @@ PyObject* KX_Scene::pyattr_get_drawing_callback_pre(void *self_v, const KX_PYATT { KX_Scene* self = static_cast(self_v); - if(self->m_draw_call_pre==NULL) + if (self->m_draw_call_pre==NULL) self->m_draw_call_pre= PyList_New(0); Py_INCREF(self->m_draw_call_pre); return self->m_draw_call_pre; @@ -2194,7 +2194,7 @@ PyObject* KX_Scene::pyattr_get_drawing_callback_post(void *self_v, const KX_PYAT { KX_Scene* self = static_cast(self_v); - if(self->m_draw_call_post==NULL) + if (self->m_draw_call_post==NULL) self->m_draw_call_post= PyList_New(0); Py_INCREF(self->m_draw_call_post); return self->m_draw_call_post; diff --git a/source/gameengine/Ketsji/KX_SceneActuator.cpp b/source/gameengine/Ketsji/KX_SceneActuator.cpp index 33708059784..781c1fdab87 100644 --- a/source/gameengine/Ketsji/KX_SceneActuator.cpp +++ b/source/gameengine/Ketsji/KX_SceneActuator.cpp @@ -276,7 +276,7 @@ int KX_SceneActuator::pyattr_set_camera(void *self, const struct KX_PYATTRIBUTE_ if (actuator->m_camera) actuator->m_camera->UnregisterActuator(actuator); - if(camOb==NULL) { + if (camOb==NULL) { actuator->m_camera= NULL; } else { diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp index 5c4cb7216dd..91f6224e197 100644 --- a/source/gameengine/Ketsji/KX_SoundActuator.cpp +++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp @@ -74,16 +74,16 @@ KX_SoundActuator::KX_SoundActuator(SCA_IObject* gameobj, KX_SoundActuator::~KX_SoundActuator() { - if(!m_handle.isNull()) + if (!m_handle.isNull()) m_handle->stop(); } void KX_SoundActuator::play() { - if(!m_handle.isNull()) + if (!m_handle.isNull()) m_handle->stop(); - if(m_sound.isNull()) + if (m_sound.isNull()) return; // this is the sound that will be played and not deleted afterwards @@ -119,7 +119,7 @@ void KX_SoundActuator::play() AUD_Reference handle3d = AUD_Reference(m_handle); - if(m_is3d && !handle3d.isNull()) + if (m_is3d && !handle3d.isNull()) { handle3d->setRelative(true); handle3d->setVolumeMaximum(m_3d.max_gain); @@ -132,7 +132,7 @@ void KX_SoundActuator::play() handle3d->setConeVolumeOuter(m_3d.cone_outer_gain); } - if(loop) + if (loop) m_handle->setLoopCount(-1); m_handle->setPitch(m_pitch); m_handle->setVolume(m_volume); @@ -164,7 +164,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame) RemoveAllEvents(); - if(m_sound.isNull()) + if (m_sound.isNull()) return false; // actual audio device playing state @@ -182,7 +182,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame) case KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP: { // stop immediately - if(!m_handle.isNull()) + if (!m_handle.isNull()) m_handle->stop(); m_handle = AUD_Reference(); break; @@ -196,7 +196,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame) case KX_SOUNDACT_LOOPBIDIRECTIONAL: { // stop the looping so that the sound stops when it finished - if(!m_handle.isNull()) + if (!m_handle.isNull()) m_handle->setLoopCount(0); break; } @@ -214,7 +214,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame) // m_posevent==false && m_posevent==false, in this case IsNegativeEvent() returns false // and assumes this is a positive event. // check that we actually have a positive event so as not to play sounds when being disabled. - else if(bPositiveEvent) { // <- added since 2.49 + else if (bPositiveEvent) { // <- added since 2.49 #else else { // <- works in most cases except a loop-end sound will never stop unless // the negative pulse is done continuesly @@ -229,7 +229,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame) { AUD_Reference handle3d = AUD_Reference(m_handle); - if(m_is3d && !handle3d.isNull()) + if (m_is3d && !handle3d.isNull()) { KX_Camera* cam = KX_GetActiveScene()->GetActiveCamera(); if (cam) @@ -342,7 +342,7 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, pauseSound, "pauseSound()\n" "\tPauses the sound.\n") { - if(!m_handle.isNull()) + if (!m_handle.isNull()) m_handle->pause(); Py_RETURN_NONE; } @@ -351,7 +351,7 @@ KX_PYMETHODDEF_DOC_NOARGS(KX_SoundActuator, stopSound, "stopSound()\n" "\tStops the sound.\n") { - if(!m_handle.isNull()) + if (!m_handle.isNull()) m_handle->stop(); m_handle = AUD_Reference(); Py_RETURN_NONE; @@ -364,7 +364,7 @@ PyObject* KX_SoundActuator::pyattr_get_3d_property(void *self, const struct KX_P const char* prop = attrdef->m_name; float result_value = 0.0; - if(!strcmp(prop, "volume_maximum")) { + if (!strcmp(prop, "volume_maximum")) { result_value = actuator->m_3d.max_gain; } else if (!strcmp(prop, "volume_minimum")) { @@ -401,7 +401,7 @@ PyObject* KX_SoundActuator::pyattr_get_audposition(void *self, const struct KX_P KX_SoundActuator * actuator = static_cast (self); float position = 0.0; - if(!actuator->m_handle.isNull()) + if (!actuator->m_handle.isNull()) position = actuator->m_handle->getPosition(); PyObject* result = PyFloat_FromDouble(position); @@ -432,7 +432,7 @@ PyObject* KX_SoundActuator::pyattr_get_pitch(void *self, const struct KX_PYATTRI PyObject* KX_SoundActuator::pyattr_get_sound(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef) { KX_SoundActuator * actuator = static_cast (self); - if(!actuator->m_sound.isNull()) + if (!actuator->m_sound.isNull()) return AUD_getPythonFactory(&actuator->m_sound); else Py_RETURN_NONE; @@ -449,47 +449,47 @@ int KX_SoundActuator::pyattr_set_3d_property(void *self, const struct KX_PYATTRI AUD_Reference handle3d = AUD_Reference(actuator->m_handle); // if sound is working and 3D, set the new setting - if(!actuator->m_is3d) + if (!actuator->m_is3d) return PY_SET_ATTR_FAIL; - if(!strcmp(prop, "volume_maximum")) { + if (!strcmp(prop, "volume_maximum")) { actuator->m_3d.max_gain = prop_value; - if(!handle3d.isNull()) + if (!handle3d.isNull()) handle3d->setVolumeMaximum(prop_value); } else if (!strcmp(prop, "volume_minimum")) { actuator->m_3d.min_gain = prop_value; - if(!handle3d.isNull()) + if (!handle3d.isNull()) handle3d->setVolumeMinimum(prop_value); } else if (!strcmp(prop, "distance_reference")) { actuator->m_3d.reference_distance = prop_value; - if(!handle3d.isNull()) + if (!handle3d.isNull()) handle3d->setDistanceReference(prop_value); } else if (!strcmp(prop, "distance_maximum")) { actuator->m_3d.max_distance = prop_value; - if(!handle3d.isNull()) + if (!handle3d.isNull()) handle3d->setDistanceMaximum(prop_value); } else if (!strcmp(prop, "attenuation")) { actuator->m_3d.rolloff_factor = prop_value; - if(!handle3d.isNull()) + if (!handle3d.isNull()) handle3d->setAttenuation(prop_value); } else if (!!strcmp(prop, "cone_angle_inner")) { actuator->m_3d.cone_inner_angle = prop_value; - if(!handle3d.isNull()) + if (!handle3d.isNull()) handle3d->setConeAngleInner(prop_value); } else if (!strcmp(prop, "cone_angle_outer")) { actuator->m_3d.cone_outer_angle = prop_value; - if(!handle3d.isNull()) + if (!handle3d.isNull()) handle3d->setConeAngleOuter(prop_value); } else if (!strcmp(prop, "cone_volume_outer")) { actuator->m_3d.cone_outer_gain = prop_value; - if(!handle3d.isNull()) + if (!handle3d.isNull()) handle3d->setConeVolumeOuter(prop_value); } else { @@ -507,7 +507,7 @@ int KX_SoundActuator::pyattr_set_audposition(void *self, const struct KX_PYATTRI if (!PyArg_Parse(value, "f", &position)) return PY_SET_ATTR_FAIL; - if(!actuator->m_handle.isNull()) + if (!actuator->m_handle.isNull()) actuator->m_handle->seek(position); return PY_SET_ATTR_SUCCESS; } @@ -520,7 +520,7 @@ int KX_SoundActuator::pyattr_set_gain(void *self, const struct KX_PYATTRIBUTE_DE return PY_SET_ATTR_FAIL; actuator->m_volume = gain; - if(!actuator->m_handle.isNull()) + if (!actuator->m_handle.isNull()) actuator->m_handle->setVolume(gain); return PY_SET_ATTR_SUCCESS; @@ -534,7 +534,7 @@ int KX_SoundActuator::pyattr_set_pitch(void *self, const struct KX_PYATTRIBUTE_D return PY_SET_ATTR_FAIL; actuator->m_pitch = pitch; - if(!actuator->m_handle.isNull()) + if (!actuator->m_handle.isNull()) actuator->m_handle->setPitch(pitch); return PY_SET_ATTR_SUCCESS; @@ -548,7 +548,7 @@ int KX_SoundActuator::pyattr_set_sound(void *self, const struct KX_PYATTRIBUTE_D return PY_SET_ATTR_FAIL; AUD_Reference* snd = reinterpret_cast*>(AUD_getPythonSound(sound)); - if(snd) + if (snd) { actuator->m_sound = *snd; delete snd; diff --git a/source/gameengine/Ketsji/KX_SteeringActuator.cpp b/source/gameengine/Ketsji/KX_SteeringActuator.cpp index c4688af687b..f3aecd9e0ba 100644 --- a/source/gameengine/Ketsji/KX_SteeringActuator.cpp +++ b/source/gameengine/Ketsji/KX_SteeringActuator.cpp @@ -484,7 +484,7 @@ void KX_SteeringActuator::HandleActorFace(MT_Vector3& velocity) KX_GameObject* parentObject = curobj->GetParent(); - if(parentObject) + if (parentObject) { MT_Point3 localpos; localpos = curobj->GetSGNode()->GetLocalPosition(); diff --git a/source/gameengine/Ketsji/KX_TouchEventManager.cpp b/source/gameengine/Ketsji/KX_TouchEventManager.cpp index 939aa5d20d4..d2a5ce58641 100644 --- a/source/gameengine/Ketsji/KX_TouchEventManager.cpp +++ b/source/gameengine/Ketsji/KX_TouchEventManager.cpp @@ -101,7 +101,7 @@ bool KX_TouchEventManager::newBroadphaseResponse(void *client_data, case KX_ClientObjectInfo::OBACTORSENSOR: // this object may have multiple collision sensors, // check is any of them is interested in this object - for(std::list::iterator it = info->m_sensors.begin(); + for (std::list::iterator it = info->m_sensors.begin(); it != info->m_sensors.end(); ++it) { diff --git a/source/gameengine/Ketsji/KX_TrackToActuator.cpp b/source/gameengine/Ketsji/KX_TrackToActuator.cpp index a08e57c8d76..d1e0a74c8be 100644 --- a/source/gameengine/Ketsji/KX_TrackToActuator.cpp +++ b/source/gameengine/Ketsji/KX_TrackToActuator.cpp @@ -153,14 +153,14 @@ void compatible_eulFast(float *eul, float *oldrot) dy= eul[1] - oldrot[1]; dz= eul[2] - oldrot[2]; - if( fabs(dx) > MT_PI) { - if(dx > 0.0) eul[0] -= MT_2_PI; else eul[0]+= MT_2_PI; + if ( fabs(dx) > MT_PI) { + if (dx > 0.0) eul[0] -= MT_2_PI; else eul[0]+= MT_2_PI; } - if( fabs(dy) > MT_PI) { - if(dy > 0.0) eul[1] -= MT_2_PI; else eul[1]+= MT_2_PI; + if ( fabs(dy) > MT_PI) { + if (dy > 0.0) eul[1] -= MT_2_PI; else eul[1]+= MT_2_PI; } - if( fabs(dz) > MT_PI ) { - if(dz > 0.0) eul[2] -= MT_2_PI; else eul[2]+= MT_2_PI; + if ( fabs(dz) > MT_PI ) { + if (dz > 0.0) eul[2] -= MT_2_PI; else eul[2]+= MT_2_PI; } } @@ -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/Ketsji/KX_VertexProxy.cpp b/source/gameengine/Ketsji/KX_VertexProxy.cpp index a07e32850a5..1739f26ab6f 100644 --- a/source/gameengine/Ketsji/KX_VertexProxy.cpp +++ b/source/gameengine/Ketsji/KX_VertexProxy.cpp @@ -548,7 +548,7 @@ PyObject* KX_VertexProxy::PySetUV2(PyObject* args) unsigned int unit= RAS_TexVert::SECOND_UV; PyObject* list= NULL; - if(!PyArg_ParseTuple(args, "O|i:setUV2", &list, &unit)) + if (!PyArg_ParseTuple(args, "O|i:setUV2", &list, &unit)) return NULL; if (!PyVecTo(list, vec)) diff --git a/source/gameengine/Physics/Bullet/CcdGraphicController.cpp b/source/gameengine/Physics/Bullet/CcdGraphicController.cpp index a5577d5e7d2..92cba6e9afc 100644 --- a/source/gameengine/Physics/Bullet/CcdGraphicController.cpp +++ b/source/gameengine/Physics/Bullet/CcdGraphicController.cpp @@ -131,7 +131,7 @@ void CcdGraphicController::SetPhysicsEnvironment(class PHY_IPhysicsEnvironment* { CcdPhysicsEnvironment* phyEnv = static_cast(env); /* Updates the m_phyEnv's m_cullingTree & m_cullingCache */ - if(getBroadphaseHandle()) { + if (getBroadphaseHandle()) { /* insert into the new physics scene */ Activate(false); m_phyEnv= phyEnv; diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index 0ece33a7f06..73ba187d732 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -207,14 +207,14 @@ bool CcdPhysicsController::CreateSoftbody() psb=new btSoftBody(&worldInfo,(int)hres.mNumOutputVertices, &hres.m_OutputVertices[0],0); - for(int i=0;i<(int)hres.mNumFaces;++i) + for (int i=0;i<(int)hres.mNumFaces;++i) { const int idx[]={ hres.m_Indices[i*3+0], hres.m_Indices[i*3+1], hres.m_Indices[i*3+2]}; - if(idx[0]appendLink( idx[0],idx[1]); - if(idx[1]appendLink( idx[1],idx[2]); - if(idx[2]appendLink( idx[2],idx[0]); + if (idx[0]appendLink( idx[0],idx[1]); + if (idx[1]appendLink( idx[1],idx[2]); + if (idx[2]appendLink( idx[2],idx[0]); psb->appendFace(idx[0],idx[1],idx[2]); } hlib.ReleaseResult(hres); @@ -379,10 +379,10 @@ bool CcdPhysicsController::CreateSoftbody() mmat = rasMesh->GetMeshMaterial(m); slot = mmat->m_baseslot; - for(slot->begin(it); !slot->end(it); slot->next(it)) + for (slot->begin(it); !slot->end(it); slot->next(it)) { int index = 0; - for(i=it.startvertex; igetCollisionShape() == newShape) { proxy = ob->getBroadphaseHandle(); - if(proxy) + if (proxy) dw->getPairCache()->cleanProxyFromPairs(proxy,dw->getDispatcher()); } } @@ -629,7 +629,7 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time) const btVector3& linvel = body->getLinearVelocity(); float len= linvel.length(); - if((m_cci.m_clamp_vel_max>0.0) && (len > m_cci.m_clamp_vel_max)) + if ((m_cci.m_clamp_vel_max>0.0) && (len > m_cci.m_clamp_vel_max)) body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_max / len)); else if ((m_cci.m_clamp_vel_min>0.0) && btFuzzyZero(len)==0 && (len < m_cci.m_clamp_vel_min)) @@ -1644,12 +1644,12 @@ bool CcdShapeConstructionInfo::SetMesh(RAS_MeshObject* meshobj, DerivedMesh* dm, /* If this ever gets confusing, print out an OBJ file for debugging */ #if 0 printf("# vert count %d\n", m_vertexArray.size()); - for(i=0; iGetDeformer():NULL; @@ -1714,21 +1714,21 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA dm = deformer->GetPhysicsMesh(); /* get the mesh from the object if not defined */ - if(meshobj==NULL) { + if (meshobj==NULL) { /* modifier mesh */ - if(dm) + if (dm) meshobj= deformer->GetRasMesh(); /* game object first mesh */ - if(meshobj==NULL) { - if(gameobj->GetMeshCount() > 0) { + if (meshobj==NULL) { + if (gameobj->GetMeshCount() > 0) { meshobj= gameobj->GetMesh(0); } } } - if(dm && deformer->GetRasMesh() == meshobj) + if (dm && deformer->GetRasMesh() == meshobj) { /* * Derived Mesh Update * @@ -1745,7 +1745,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA int flen; - if(CustomData_has_layer(&dm->faceData, CD_MTFACE)) + if (CustomData_has_layer(&dm->faceData, CD_MTFACE)) { MTFace *tface = (MTFace *)dm->getTessFaceDataArray(dm, CD_MTFACE); MTFace *tf; @@ -1753,10 +1753,10 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA vector vert_tag_array(numverts, false); vector vert_remap_array(numverts, 0); - for(mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) { - if(tf->mode & TF_DYNAMIC) + for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) { + if (tf->mode & TF_DYNAMIC) { - if(mf->v4) { + if (mf->v4) { tot_bt_tris+= 2; flen= 4; } else { @@ -1764,11 +1764,11 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA flen= 3; } - for(j=0; jv1 + j)); - if(vert_tag_array[v_orig]==false) + if (vert_tag_array[v_orig]==false) { vert_tag_array[v_orig]= true; vert_remap_array[v_orig]= tot_bt_verts; @@ -1790,13 +1790,13 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA m_polygonIndexArray.resize(tot_bt_tris); int *poly_index_pt= &m_polygonIndexArray[0]; - for(mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) + for (mf= mface, tf= tface, i=0; i < numpolys; mf++, tf++, i++) { - if(tf->mode & TF_DYNAMIC) + if (tf->mode & TF_DYNAMIC) { int origi = (index)? index[i]: i; - if(mf->v4) { + if (mf->v4) { fv_pt= quad_verts; *poly_index_pt++ = origi; *poly_index_pt++ = origi; @@ -1807,11 +1807,11 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA flen= 3; } - for(; *fv_pt > -1; fv_pt++) + for (; *fv_pt > -1; fv_pt++) { v_orig = (*(&mf->v1 + (*fv_pt))); - if(vert_tag_array[v_orig]) + if (vert_tag_array[v_orig]) { mv= mvert + v_orig; *bt++ = mv->co[0]; @@ -1833,7 +1833,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA tot_bt_verts= numverts; - for(mf= mface, i=0; i < numpolys; mf++, i++) { + for (mf= mface, i=0; i < numpolys; mf++, i++) { tot_bt_tris += (mf->v4 ? 2:1); } @@ -1848,14 +1848,14 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA m_triFaceUVcoArray.clear(); - for(mv= mvert, i=0; i < numverts; mv++, i++) { + for (mv= mvert, i=0; i < numverts; mv++, i++) { *bt++ = mv->co[0]; *bt++ = mv->co[1]; *bt++ = mv->co[2]; } - for(mf= mface, i=0; i < numpolys; mf++, i++) { + for (mf= mface, i=0; i < numpolys; mf++, i++) { int origi = (index)? index[i]: i; - if(mf->v4) { + if (mf->v4) { fv_pt= quad_verts; *poly_index_pt++ = origi; *poly_index_pt++ = origi; @@ -1865,7 +1865,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA *poly_index_pt++ = origi; } - for(; *fv_pt > -1; fv_pt++) + for (; *fv_pt > -1; fv_pt++) *tri_pt++ = (*(&mf->v1 + (*fv_pt))); } } @@ -1882,7 +1882,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA float (*transverts)[3]= NULL; int transverts_tot= 0; /* with deformed meshes - should always be greater then the max orginal index, or we get crashes */ - if(deformer) { + if (deformer) { /* map locations from the deformed array * * Could call deformer->Update(); but rely on redraw updating. @@ -1899,15 +1899,15 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA vector vert_tag_array(numverts, false); vector vert_remap_array(numverts, 0); - for(int p=0; pGetPolygon(p); if (poly->IsCollider()) { - for(i=0; i < poly->VertexCount(); i++) + for (i=0; i < poly->VertexCount(); i++) { v_orig= poly->GetVertex(i)->getOrigIndex(); - if(vert_tag_array[v_orig]==false) + if (vert_tag_array[v_orig]==false) { vert_tag_array[v_orig]= true; vert_remap_array[v_orig]= tot_bt_verts; @@ -1929,7 +1929,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA m_polygonIndexArray.resize(tot_bt_tris); - for(int p=0; pGetPolygon(p); @@ -1938,13 +1938,13 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA /* quad or tri loop */ fv_pt= (poly->VertexCount()==3 ? tri_verts:quad_verts); - for(; *fv_pt > -1; fv_pt++) + for (; *fv_pt > -1; fv_pt++) { v_orig= poly->GetVertex(*fv_pt)->getOrigIndex(); - if(vert_tag_array[v_orig]) + if (vert_tag_array[v_orig]) { - if(transverts) { + if (transverts) { /* deformed mesh, using RAS_TexVert locations would be too troublesome * because they are use the gameob as a hash in the material slot */ *bt++ = transverts[v_orig][0]; @@ -1973,19 +1973,19 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject* gameobj, class RA #if 0 /* needs #include */ printf("# vert count %d\n", m_vertexArray.size()); - for(int i=0; im_weldingThreshold = m_weldingThreshold1; bool removeDuplicateVertices=true; // m_vertexArray not in multiple of 3 anymore, use m_triFaceArray - for(unsigned int i=0; i~btBvhTriangleMeshShape(); m_unscaledShape = new(m_unscaledShape) btBvhTriangleMeshShape( indexVertexArrays, true, useBvh ); diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp index ba9724f34ab..337e8019aa7 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp @@ -1247,7 +1247,7 @@ struct OcclusionBuffer { struct WriteOCL { - static inline bool Process(btScalar& q,btScalar v) { if(q0)&&(t<1)) + if ((t>0)&&(t<1)) { pn[n][0] = a[0]+(b[0]-a[0])*t; pn[n][1] = a[1]+(b[1]-a[1])*t; @@ -1416,7 +1416,7 @@ struct OcclusionBuffer pn[n][3] = a[3]+(b[3]-a[3])*t; ++n; } - if(s[j]>0) pn[n++]=b; + if (s[j]>0) pn[n++]=b; } // ready to test far clipping, start from the modified polygon pi = pn; @@ -1427,21 +1427,21 @@ struct OcclusionBuffer ni = NP; } // now deal with far clipping - for(i=0, m=0;i0) m+=1<0) m+=1<0)&&(t<1)) + if ((t>0)&&(t<1)) { po[n][0] = a[0]+(b[0]-a[0])*t; po[n][1] = a[1]+(b[1]-a[1])*t; @@ -1449,11 +1449,11 @@ struct OcclusionBuffer po[n][3] = a[3]+(b[3]-a[3])*t; ++n; } - if(s[j]<0) po[n++]=b; + if (s[j]<0) po[n++]=b; } return(n); } - for(int i=0;i= 0 && POLICY::Process(*scan,v[0])) + if (dy[0] >= 0 && POLICY::Process(*scan,v[0])) return(true); - if(dy[1] >= 0 && POLICY::Process(*scan,v[1])) + if (dy[1] >= 0 && POLICY::Process(*scan,v[1])) return(true); - if(dy[2] >= 0 && POLICY::Process(*scan,v[2])) + if (dy[2] >= 0 && POLICY::Process(*scan,v[2])) return(true); scan+=m_sizes[0]; v[0] += dzy[0]; v[1] += dzy[1]; v[2] += dzy[2]; @@ -1574,13 +1574,13 @@ struct OcclusionBuffer dx[1] = x[0]-x[1]; dx[2] = x[2]-x[0]; btScalar* scan=&m_buffer[miy*m_sizes[0]+mix]; - for(int ix=mix;ix= 0 && POLICY::Process(*scan,v[0])) + if (dx[0] >= 0 && POLICY::Process(*scan,v[0])) return(true); - if(dx[1] >= 0 && POLICY::Process(*scan,v[1])) + if (dx[1] >= 0 && POLICY::Process(*scan,v[1])) return(true); - if(dx[2] >= 0 && POLICY::Process(*scan,v[2])) + if (dx[2] >= 0 && POLICY::Process(*scan,v[2])) return(true); scan++; v[0] += dzx[0]; v[1] += dzx[1]; v[2] += dzx[2]; @@ -1604,13 +1604,13 @@ struct OcclusionBuffer miy*x[0]+mix*y[2]-x[0]*y[2]-mix*y[0]+x[2]*y[0]-miy*x[2]}; btScalar v=ia*((z[2]*c[0])+(z[0]*c[1])+(z[1]*c[2])); btScalar* scan=&m_buffer[miy*m_sizes[0]]; - for(int iy=miy;iy=0)&&(c[1]>=0)&&(c[2]>=0)) + if ((c[0]>=0)&&(c[1]>=0)&&(c[2]>=0)) { - if(POLICY::Process(scan[ix],v)) + if (POLICY::Process(scan[ix],v)) return(true); } c[0]+=dx[0];c[1]+=dx[1];c[2]+=dx[2];v+=dzx; @@ -1633,7 +1633,7 @@ struct OcclusionBuffer if (n) { project(o,n); - for(int i=2;i(o[0],o[i-1],o[i],face,minarea); } @@ -1685,10 +1685,10 @@ struct OcclusionBuffer transformW(btVector3(c[0]+e[0],c[1]-e[1],c[2]+e[2]),x[5]); transformW(btVector3(c[0]+e[0],c[1]+e[1],c[2]+e[2]),x[6]); transformW(btVector3(c[0]-e[0],c[1]+e[1],c[2]+e[2]),x[7]); - for(int i=0;i<8;++i) + for (int i=0;i<8;++i) { // the box is clipped, it's probably a large box, don't waste our time to check - if((x[i][2]+x[i][3])<=0) return(true); + if ((x[i][2]+x[i][3])<=0) return(true); } static const int d[]={ 1,0,3,2, 4,5,6,7, @@ -1696,13 +1696,13 @@ struct OcclusionBuffer 6,5,1,2, 7,6,2,3, 5,4,0,1}; - for(unsigned int i=0;i<(sizeof(d)/sizeof(d[0]));) + for (unsigned int i=0;i<(sizeof(d)/sizeof(d[0]));) { const btVector4 p[]={ x[d[i++]], x[d[i++]], x[d[i++]], x[d[i++]]}; - if(clipDraw<4,QueryOCL>(p,1.f,0.f)) + if (clipDraw<4,QueryOCL>(p,1.f,0.f)) return(true); } return(false); @@ -2008,7 +2008,7 @@ void CcdPhysicsEnvironment::setConstraintParam(int constraintId,int param,float { //param = 3,4,5 are constraint limits, high limit values btConeTwistConstraint* coneTwist = (btConeTwistConstraint*)typedConstraint; - if(value1<0.0f) + if (value1<0.0f) coneTwist->setLimit(param,btScalar(BT_LARGE_FLOAT)); else coneTwist->setLimit(param,value1); diff --git a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index 99346c0a6c6..aa3a8efe540 100644 --- a/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp +++ b/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -59,11 +59,11 @@ numberoffilters(0), need_tex_update(true) GLEW_ARB_fragment_shader && GLEW_ARB_multitexture; /* used to return before 2.49 but need to initialize values so don't */ - if(!isshadersupported) + if (!isshadersupported) std::cout<<"shaders not supported!" << std::endl; int passindex; - for(passindex =0; passindex& propNames) { texflag[passindex] = 0; - if(glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1) + if (glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1) { - if(GLEW_ARB_depth_texture) + if (GLEW_ARB_depth_texture) texflag[passindex] |= 0x1; } - if(glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1) + if (glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1) { texflag[passindex] |= 0x2; } - if(m_gameObjects[passindex]) + if (m_gameObjects[passindex]) { int objProperties = propNames.size(); int i; - for(i=0; iGetPropertyNumber(m_properties[passindex][i], 0.0); glUniform1fARB(uniformLoc,value); @@ -275,11 +275,11 @@ void RAS_2DFilterManager::EndShaderProgram() void RAS_2DFilterManager::FreeTextures() { - if(texname[0]!=(unsigned int)-1) + if (texname[0]!=(unsigned int)-1) glDeleteTextures(1, (GLuint*)&texname[0]); - if(texname[1]!=(unsigned int)-1) + if (texname[1]!=(unsigned int)-1) glDeleteTextures(1, (GLuint*)&texname[1]); - if(texname[2]!=(unsigned int)-1) + if (texname[2]!=(unsigned int)-1) glDeleteTextures(1, (GLuint*)&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, @@ -379,48 +379,48 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) int passindex; - if(!isshadersupported) + if (!isshadersupported) return; - for(passindex =0; passindexGetWidth() || canvasheight != canvas->GetHeight()) + if (canvaswidth != canvas->GetWidth() || canvasheight != canvas->GetHeight()) { UpdateOffsetMatrix(canvas); UpdateCanvasTextureCoord((unsigned int*)viewport); need_tex_update = true; } - if(need_tex_update) + if (need_tex_update) { SetupTextures(need_depth, need_luminance); 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); @@ -444,9 +444,9 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas) glPushMatrix(); glLoadIdentity(); - for(passindex =0; passindex& propNames, void* gameObj, RAS_2DFILTER_MODE mode, int pass, STR_String& text) { - if(!isshadersupported) + if (!isshadersupported) return; - if(pass<0 || pass>=MAX_RENDER_PASS) + if (pass<0 || pass>=MAX_RENDER_PASS) return; need_tex_update = true; - if(mode == RAS_2DFILTER_DISABLED) + if (mode == RAS_2DFILTER_DISABLED) { m_enabled[pass] = 0; return; } - if(mode == RAS_2DFILTER_ENABLED) + if (mode == RAS_2DFILTER_ENABLED) { m_enabled[pass] = 1; return; } - if(mode == RAS_2DFILTER_NOFILTER) + if (mode == RAS_2DFILTER_NOFILTER) { - if(m_filters[pass]) + if (m_filters[pass]) glDeleteObjectARB(m_filters[pass]); m_enabled[pass] = 0; m_filters[pass] = 0; @@ -504,9 +504,9 @@ void RAS_2DFilterManager::EnableFilter(vector& propNames, void* game return; } - if(mode == RAS_2DFILTER_CUSTOMFILTER) + if (mode == RAS_2DFILTER_CUSTOMFILTER) { - if(m_filters[pass]) + if (m_filters[pass]) glDeleteObjectARB(m_filters[pass]); m_filters[pass] = CreateShaderProgram(text.Ptr()); m_gameObjects[pass] = gameObj; @@ -516,7 +516,7 @@ void RAS_2DFilterManager::EnableFilter(vector& propNames, void* game } // We've checked all other cases, which means we must be dealing with a builtin filter - if(m_filters[pass]) + if (m_filters[pass]) glDeleteObjectARB(m_filters[pass]); m_filters[pass] = CreateShaderProgram(mode); m_gameObjects[pass] = NULL; diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp index f7cc47da61f..90587bb9739 100644 --- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp +++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp @@ -119,7 +119,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList for (bit = buckets.begin(); bit != buckets.end(); ++bit) { SG_DList::iterator mit((*bit)->GetActiveMeshSlots()); - for(mit.begin(); !mit.end(); ++mit) + for (mit.begin(); !mit.end(); ++mit) size++; } @@ -135,7 +135,7 @@ void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList } } - if(alpha) + if (alpha) sort(slots.begin(), slots.end(), backtofront()); else sort(slots.begin(), slots.end(), fronttoback()); @@ -154,7 +154,7 @@ void RAS_BucketManager::RenderAlphaBuckets( OrderBuckets(cameratrans, m_AlphaBuckets, slots, true); - for(sit=slots.begin(); sit!=slots.end(); ++sit) { + for (sit=slots.begin(); sit!=slots.end(); ++sit) { rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj); while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) @@ -217,7 +217,7 @@ void RAS_BucketManager::RenderSolidBuckets( OrderBuckets(cameratrans, m_SolidBuckets, slots, false); - for(sit=slots.begin(); sit!=slots.end(); ++sit) { + for (sit=slots.begin(); sit!=slots.end(); ++sit) { rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj); while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools)) @@ -283,7 +283,7 @@ void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat) for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) { if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) { for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { - if(mit->m_DisplayList) { + if (mit->m_DisplayList) { mit->m_DisplayList->Release(); mit->m_DisplayList = NULL; } @@ -294,7 +294,7 @@ void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat) for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) { if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) { for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { - if(mit->m_DisplayList) { + if (mit->m_DisplayList) { mit->m_DisplayList->Release(); mit->m_DisplayList = NULL; } @@ -329,7 +329,7 @@ void RAS_BucketManager::RemoveMaterial(RAS_IPolyMaterial * mat) int i; - for(i=0; iGetPolyMaterial()) { m_SolidBuckets.erase(m_SolidBuckets.begin()+i); @@ -338,7 +338,7 @@ void RAS_BucketManager::RemoveMaterial(RAS_IPolyMaterial * mat) } } - for(int i=0; iGetPolyMaterial()) { m_AlphaBuckets.erase(m_AlphaBuckets.begin()+i); diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.cpp b/source/gameengine/Rasterizer/RAS_FramingManager.cpp index 8a5c10b3a3b..5f47a4bd53e 100644 --- a/source/gameengine/Rasterizer/RAS_FramingManager.cpp +++ b/source/gameengine/Rasterizer/RAS_FramingManager.cpp @@ -48,7 +48,7 @@ ComputeDefaultFrustum( float sizeX; float sizeY; - if(sensor_fit==RAS_SENSORFIT_AUTO) { + if (sensor_fit==RAS_SENSORFIT_AUTO) { halfSize = (sensor_x / 2.f) * camnear / lens; if (design_aspect_ratio > 1.f) { @@ -61,7 +61,7 @@ ComputeDefaultFrustum( sizeY = halfSize; } } - else if(sensor_fit==RAS_SENSORFIT_HOR) { + else if (sensor_fit==RAS_SENSORFIT_HOR) { halfSize = (sensor_x / 2.f) * camnear / lens; sizeX = halfSize; sizeY = halfSize/design_aspect_ratio; @@ -95,7 +95,7 @@ ComputeDefaultOrtho( float sizeX; float sizeY; - if(sensor_fit==RAS_SENSORFIT_AUTO) { + if (sensor_fit==RAS_SENSORFIT_AUTO) { if (design_aspect_ratio > 1.f) { // halfsize defines the width sizeX = halfSize; @@ -106,7 +106,7 @@ ComputeDefaultOrtho( sizeY = halfSize; } } - else if(sensor_fit==RAS_SENSORFIT_HOR) { + else if (sensor_fit==RAS_SENSORFIT_HOR) { sizeX = halfSize; sizeY = halfSize/design_aspect_ratio; } diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp index 48251b2d7ee..4af1753c2da 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp @@ -124,7 +124,7 @@ RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname, bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const { - if(m_flag &RAS_BLENDERMAT) + if (m_flag &RAS_BLENDERMAT) { bool test = ( this->m_multimode == lhs.m_multimode && @@ -254,10 +254,10 @@ bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const { bool dolights = false; - if(m_flag & RAS_BLENDERMAT) + if (m_flag & RAS_BLENDERMAT) dolights = (m_flag &RAS_MULTILIGHT)!=0; - else if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID); - else if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW); + else if (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID); + else if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW); else dolights = m_light; diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp index ad26ed52ed7..a18adfd8986 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp @@ -77,9 +77,9 @@ RAS_MeshSlot::~RAS_MeshSlot() m_joinedSlots.front()->Split(true); #endif - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { (*it)->m_users--; - if((*it)->m_users == 0) + if ((*it)->m_users == 0) delete *it; } @@ -117,7 +117,7 @@ RAS_MeshSlot::RAS_MeshSlot(const RAS_MeshSlot& slot) : SG_QList() m_endvertex = slot.m_endvertex; m_endindex = slot.m_endindex; - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { // don't copy display arrays for now because it breaks python // access to vertices, but we'll need a solution if we want to // join display arrays for reducing draw calls. @@ -149,7 +149,7 @@ void RAS_MeshSlot::begin(RAS_MeshSlot::iterator& it) it.array = (m_displayArrays.size() > 0)? m_displayArrays[m_startarray]: NULL; - if(it.array == NULL || it.array->m_index.size() == 0 || it.array->m_vertex.size() == 0) { + if (it.array == NULL || it.array->m_index.size() == 0 || it.array->m_vertex.size() == 0) { it.array = NULL; it.vertex = NULL; it.index = NULL; @@ -177,7 +177,7 @@ void RAS_MeshSlot::next(RAS_MeshSlot::iterator& it) int startvertex, endvertex; int startindex, endindex; - if(it.arraynum == (size_t)m_endarray) { + if (it.arraynum == (size_t)m_endarray) { it.array = NULL; it.vertex = NULL; it.index = NULL; @@ -217,13 +217,13 @@ void RAS_MeshSlot::SetDisplayArray(int numverts) RAS_DisplayArrayList::iterator it; RAS_DisplayArray *darray = NULL; - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { darray = *it; - if(darray->m_type == numverts) { - if(darray->m_index.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_INDEX) + if (darray->m_type == numverts) { + if (darray->m_index.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_INDEX) darray = NULL; - else if(darray->m_vertex.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_VERTEX) + else if (darray->m_vertex.size()+numverts >= RAS_DisplayArray::BUCKET_MAX_VERTEX) darray = NULL; else break; @@ -232,21 +232,21 @@ void RAS_MeshSlot::SetDisplayArray(int numverts) darray = NULL; } - if(!darray) { + if (!darray) { darray = new RAS_DisplayArray(); darray->m_users = 1; - if(numverts == 2) darray->m_type = RAS_DisplayArray::LINE; - else if(numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE; + if (numverts == 2) darray->m_type = RAS_DisplayArray::LINE; + else if (numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE; else darray->m_type = RAS_DisplayArray::QUAD; m_displayArrays.push_back(darray); - if(numverts == 2) + if (numverts == 2) darray->m_type = RAS_DisplayArray::LINE; - else if(numverts == 3) + else if (numverts == 3) darray->m_type = RAS_DisplayArray::TRIANGLE; - else if(numverts == 4) + else if (numverts == 4) darray->m_type = RAS_DisplayArray::QUAD; m_endarray = m_displayArrays.size()-1; @@ -271,7 +271,7 @@ int RAS_MeshSlot::AddVertex(const RAS_TexVert& tv) darray->m_vertex.push_back(tv); offset = darray->m_vertex.size()-1; - if(darray == m_displayArrays[m_endarray]) + if (darray == m_displayArrays[m_endarray]) m_endvertex++; return offset; @@ -284,7 +284,7 @@ void RAS_MeshSlot::AddPolygonVertex(int offset) darray = m_currentArray; darray->m_index.push_back(offset); - if(darray == m_displayArrays[m_endarray]) + if (darray == m_displayArrays[m_endarray]) m_endindex++; } @@ -294,9 +294,9 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) RAS_DisplayArrayList::iterator it; if (deformer->ShareVertexArray()) { // this deformer uses the base vertex array, first release the current ones - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { (*it)->m_users--; - if((*it)->m_users == 0) + if ((*it)->m_users == 0) delete *it; } m_displayArrays.clear(); @@ -304,7 +304,7 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) RAS_MeshMaterial *mmat = m_mesh->GetMeshMaterial(m_bucket->GetPolyMaterial()); if (mmat && mmat->m_baseslot) { m_displayArrays = mmat->m_baseslot->m_displayArrays; - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { (*it)->m_users++; } } @@ -313,7 +313,7 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) // no sharing // we create local copy of RAS_DisplayArray when we have a deformer: // this way we can avoid conflict between the vertex cache of duplicates - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { if (deformer->UseVertexArray()) { // the deformer makes use of vertex array, make sure we have our local copy if ((*it)->m_users > 1) { @@ -327,7 +327,7 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) } else { // the deformer is not using vertex array (Modifier), release them (*it)->m_users--; - if((*it)->m_users == 0) + if ((*it)->m_users == 0) delete *it; } } @@ -347,15 +347,15 @@ void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer) bool RAS_MeshSlot::Equals(RAS_MeshSlot *target) { - if(!m_OpenGLMatrix || !target->m_OpenGLMatrix) + if (!m_OpenGLMatrix || !target->m_OpenGLMatrix) return false; - if(m_pDeformer || target->m_pDeformer) + if (m_pDeformer || target->m_pDeformer) return false; - if(m_bVisible != target->m_bVisible) + if (m_bVisible != target->m_bVisible) return false; - if(m_bObjectColor != target->m_bObjectColor) + if (m_bObjectColor != target->m_bObjectColor) return false; - if(m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor)) + if (m_bObjectColor && !(m_RGBAcolor == target->m_RGBAcolor)) return false; return true; @@ -368,16 +368,16 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance) size_t i; // verify if we can join - if(m_joinSlot || m_joinedSlots.size() || target->m_joinSlot) + if (m_joinSlot || m_joinedSlots.size() || target->m_joinSlot) return false; - if(!Equals(target)) + if (!Equals(target)) return false; MT_Vector3 co(&m_OpenGLMatrix[12]); MT_Vector3 targetco(&target->m_OpenGLMatrix[12]); - if((co - targetco).length() > distance) + if ((co - targetco).length() > distance) return false; MT_Matrix4x4 mat(m_OpenGLMatrix); @@ -395,14 +395,14 @@ bool RAS_MeshSlot::Join(RAS_MeshSlot *target, MT_Scalar distance) MT_Matrix4x4 ntransform = m_joinInvTransform.transposed(); ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f; - for(begin(mit); !end(mit); next(mit)) - for(i=mit.startvertex; im_displayArrays.reserve(target->m_displayArrays.size() + m_displayArrays.size()); - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { target->m_displayArrays.push_back(*it); target->m_endarray++; target->m_endvertex = target->m_displayArrays.back()->m_vertex.size(); @@ -432,24 +432,24 @@ bool RAS_MeshSlot::Split(bool force) iterator mit; size_t i, found0 = 0, found1 = 0; - if(target && (force || !Equals(target))) { + if (target && (force || !Equals(target))) { m_joinSlot = NULL; - for(jit=target->m_joinedSlots.begin(); jit!=target->m_joinedSlots.end(); jit++) { - if(*jit == this) { + for (jit=target->m_joinedSlots.begin(); jit!=target->m_joinedSlots.end(); jit++) { + if (*jit == this) { target->m_joinedSlots.erase(jit); found0 = 1; break; } } - if(!found0) + if (!found0) abort(); - for(it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { + for (it=m_displayArrays.begin(); it!=m_displayArrays.end(); it++) { found1 = 0; - for(jt=target->m_displayArrays.begin(); jt!=target->m_displayArrays.end(); jt++) { - if(*jt == *it) { + for (jt=target->m_displayArrays.begin(); jt!=target->m_displayArrays.end(); jt++) { + if (*jt == *it) { target->m_displayArrays.erase(jt); target->m_endarray--; found1 = 1; @@ -457,11 +457,11 @@ bool RAS_MeshSlot::Split(bool force) } } - if(!found1) + if (!found1) abort(); } - if(target->m_displayArrays.size()) { + if (target->m_displayArrays.size()) { target->m_endvertex = target->m_displayArrays.back()->m_vertex.size(); target->m_endindex = target->m_displayArrays.back()->m_index.size(); } @@ -473,8 +473,8 @@ bool RAS_MeshSlot::Split(bool force) MT_Matrix4x4 ntransform = m_joinInvTransform.inverse().transposed(); ntransform[0][3]= ntransform[1][3]= ntransform[2][3]= 0.0f; - for(begin(mit); !end(mit); next(mit)) - for(i=mit.startvertex; im_DisplayList) { @@ -492,13 +492,13 @@ bool RAS_MeshSlot::Split(bool force) #ifdef USE_SPLIT bool RAS_MeshSlot::IsCulled() { - if(m_joinSlot) + if (m_joinSlot) return true; - if(!m_bCulled) + if (!m_bCulled) return false; list::iterator it; - for(it=m_joinedSlots.begin(); it!=m_joinedSlots.end(); it++) - if(!(*it)->m_bCulled) + for (it=m_joinedSlots.begin(); it!=m_joinedSlots.end(); it++) + if (!(*it)->m_bCulled) return false; return true; } @@ -563,8 +563,8 @@ void RAS_MaterialBucket::RemoveMesh(RAS_MeshSlot* ms) { list::iterator it; - for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) { - if(&*it == ms) { + for (it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) { + if (&*it == ms) { m_meshSlots.erase(it); return; } @@ -586,10 +586,10 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I { bool uselights; - if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows()) + if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !m_material->CastsShadows()) return false; - if(!rasty->SetMaterial(*m_material)) + if (!rasty->SetMaterial(*m_material)) return false; uselights= m_material->UsesLighting(rasty); @@ -609,7 +609,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa // KX_ReInstanceShapeFromMesh(ms.m_mesh); // Recompute the physics mesh. (Can't call KX_* from RAS_) } - if(IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) + if (IsZSort() && rasty->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix)); rendertools->PushMatrix(); @@ -618,8 +618,8 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode()); } - if(rasty->QueryLists()) - if(ms.m_DisplayList) + if (rasty->QueryLists()) + if (ms.m_DisplayList) ms.m_DisplayList->SetModified(ms.m_mesh->MeshModified()); // verify if we can use display list, not for deformed object, and @@ -627,13 +627,13 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa // then it won't have texture coordinates for actual drawing. also // for zsort we can't make a display list, since the polygon order // changes all the time. - if(ms.m_pDeformer && ms.m_pDeformer->IsDynamic()) + if (ms.m_pDeformer && ms.m_pDeformer->IsDynamic()) ms.m_bDisplayList = false; - else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW) + else if (!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW) ms.m_bDisplayList = false; else if (IsZSort()) ms.m_bDisplayList = false; - else if(m_material->UsesObjectColor() && ms.m_bObjectColor) + else if (m_material->UsesObjectColor() && ms.m_bObjectColor) ms.m_bDisplayList = false; else ms.m_bDisplayList = true; @@ -642,14 +642,14 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT) rasty->IndexPrimitives_3DText(ms, m_material, rendertools); // for multitexturing - else if((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL))) + else if ((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL))) rasty->IndexPrimitivesMulti(ms); // use normal IndexPrimitives else rasty->IndexPrimitives(ms); - if(rasty->QueryLists()) - if(ms.m_DisplayList) + if (rasty->QueryLists()) + if (ms.m_DisplayList) ms.m_mesh->SetMeshModified(false); rendertools->PopMatrix(); @@ -666,8 +666,8 @@ void RAS_MaterialBucket::Optimize(MT_Scalar distance) list::iterator jt; // greed joining on all following buckets - for(it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) - for(jt=it, jt++; jt!=m_meshSlots.end(); jt++) + for (it=m_meshSlots.begin(); it!=m_meshSlots.end(); it++) + for (jt=it, jt++; jt!=m_meshSlots.end(); jt++) jt->Join(&*it, distance); #endif } diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp index afa62a9a8c6..7da0be3a506 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp @@ -64,7 +64,7 @@ struct RAS_MeshObject::polygonSlot MT_Vector3 center(0, 0, 0); int i; - for(i=0; ikey->block.first; kb; kb= (KeyBlock*)kb->next) + for (kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) count++; m_cacheWeightIndex.resize(count,-1); } @@ -129,14 +129,14 @@ RAS_MeshObject::~RAS_MeshObject() { KeyBlock *kb; // remove the weight cache to avoid memory leak - for(kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) { - if(kb->weights) + for (kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next) { + if (kb->weights) MEM_freeN(kb->weights); kb->weights= NULL; } } - for(it=m_Polygons.begin(); it!=m_Polygons.end(); it++) + for (it=m_Polygons.begin(); it!=m_Polygons.end(); it++) delete (*it); m_sharedvertex_map.clear(); @@ -165,7 +165,7 @@ const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid) { RAS_MeshMaterial* mmat = GetMeshMaterial(matid); - if(mmat) + if (mmat) return mmat->m_bucket->GetPolyMaterial()->GetMaterialName(); return s_emptyname; @@ -234,7 +234,7 @@ const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid) { RAS_MeshMaterial* mmat = GetMeshMaterial(matid); - if(mmat) + if (mmat) return mmat->m_bucket->GetPolyMaterial()->GetTextureName(); return s_emptyname; @@ -245,8 +245,8 @@ RAS_MeshMaterial *RAS_MeshObject::GetMeshMaterial(RAS_IPolyMaterial *mat) list::iterator mit; /* find a mesh material */ - for(mit = m_materials.begin(); mit != m_materials.end(); mit++) - if(mit->m_bucket->GetPolyMaterial() == mat) + for (mit = m_materials.begin(); mit != m_materials.end(); mit++) + if (mit->m_bucket->GetPolyMaterial() == mat) return &*mit; return NULL; @@ -258,8 +258,8 @@ int RAS_MeshObject::GetMaterialId(RAS_IPolyMaterial *mat) int imat; /* find a mesh material */ - for(imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++) - if(mit->m_bucket->GetPolyMaterial() == mat) + for (imat=0, mit = m_materials.begin(); mit != m_materials.end(); mit++, imat++) + if (mit->m_bucket->GetPolyMaterial() == mat) return imat; return -1; @@ -275,7 +275,7 @@ RAS_Polygon* RAS_MeshObject::AddPolygon(RAS_MaterialBucket *bucket, int numverts mmat = GetMeshMaterial(bucket->GetPolyMaterial()); /* none found, create a new one */ - if(!mmat) { + if (!mmat) { RAS_MeshMaterial meshmat; meshmat.m_bucket = bucket; meshmat.m_baseslot = meshmat.m_bucket->AddMesh(numverts); @@ -317,8 +317,8 @@ void RAS_MeshObject::SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba) RAS_MeshSlot::iterator it; size_t i; - for(slot->begin(it); !slot->end(it); slot->next(it)) - for(i=it.startvertex; ibegin(it); !slot->end(it); slot->next(it)) + for (i=it.startvertex; i& sharedmap = m_sharedvertex_map[origindex]; vector::iterator it; - for(it = sharedmap.begin(); it != sharedmap.end(); it++) + for (it = sharedmap.begin(); it != sharedmap.end(); it++) { - if(it->m_darray != darray) + if (it->m_darray != darray) continue; - if(!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert)) + if (!it->m_darray->m_vertex[it->m_offset].closeTo(&texvert)) continue; /* found one, add it and we're done */ - if(poly->IsVisible()) + if (poly->IsVisible()) slot->AddPolygonVertex(it->m_offset); poly->SetVertexOffset(i, it->m_offset); return; @@ -366,7 +366,7 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i, /* no shared vertex found, add a new one */ offset = slot->AddVertex(texvert); - if(poly->IsVisible()) + if (poly->IsVisible()) slot->AddPolygonVertex(offset); poly->SetVertexOffset(i, offset); @@ -387,7 +387,7 @@ int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat) mmat = GetMeshMaterial(mat); slot = mmat->m_baseslot; - for(slot->begin(it); !slot->end(it); slot->next(it)) + for (slot->begin(it); !slot->end(it); slot->next(it)) len += it.endvertex - it.startvertex; return len; @@ -404,13 +404,13 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid, mmat = GetMeshMaterial(matid); - if(!mmat) + if (!mmat) return NULL; slot = mmat->m_baseslot; len = 0; - for(slot->begin(it); !slot->end(it); slot->next(it)) { - if(index >= len + it.endvertex - it.startvertex) + for (slot->begin(it); !slot->end(it); slot->next(it)) { + if (index >= len + it.endvertex - it.startvertex) len += it.endvertex - it.startvertex; else return &it.vertex[index - len]; @@ -431,7 +431,7 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* list::iterator it; list::iterator mit; - for(it = m_materials.begin();it!=m_materials.end();++it) { + for (it = m_materials.begin();it!=m_materials.end();++it) { /* always copy from the base slot, which is never removed * since new objects can be created with the same mesh data */ if (deformer && !deformer->UseVertexArray()) @@ -444,7 +444,7 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial(); if (curmat->GetFlag() & RAS_BLENDERGLSL) { - for(mit = m_materials.begin(); mit != it; ++mit) + for (mit = m_materials.begin(); mit != it; ++mit) { RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial(); if ((mat->GetFlag() & RAS_BLENDERGLSL) && @@ -468,10 +468,10 @@ void RAS_MeshObject::RemoveFromBuckets(void *clientobj) { list::iterator it; - for(it = m_materials.begin();it!=m_materials.end();++it) { + for (it = m_materials.begin();it!=m_materials.end();++it) { RAS_MeshSlot **msp = it->m_slots[clientobj]; - if(!msp) + if (!msp) continue; RAS_MeshSlot *ms = *msp; @@ -523,13 +523,13 @@ void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transfor RAS_MeshSlot::iterator it; size_t j; - for(ms.begin(it); !ms.end(it); ms.next(it)) { + for (ms.begin(it); !ms.end(it); ms.next(it)) { unsigned int nvert = (int)it.array->m_type; unsigned int totpoly = it.totindex/nvert; - if(totpoly <= 1) + if (totpoly <= 1) continue; - if(it.array->m_type == RAS_DisplayArray::LINE) + if (it.array->m_type == RAS_DisplayArray::LINE) continue; // Extract camera Z plane... @@ -539,14 +539,14 @@ void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transfor vector slots(totpoly); /* get indices and z into temporary array */ - for(j=0; jkey) return; - for(kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++) + for (kbindex=0, kb= (KeyBlock*)m_mesh->key->block.first; kb; kb= (KeyBlock*)kb->next, kbindex++) { // first check the cases where the weight must be cleared if (kb->vgroup[0] == 0 || diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp index e1fff5fe077..665053984e6 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_GLExtensionManager.cpp @@ -40,29 +40,29 @@ namespace bgl { static bool firsttime = true; - if(firsttime) { + if (firsttime) { firsttime = false; - if(debug) { - if(GLEW_ATI_pn_triangles) + if (debug) { + if (GLEW_ATI_pn_triangles) std::cout << "Enabled GL_ATI_pn_triangles" << std::endl; - if(GLEW_ARB_texture_env_combine) + if (GLEW_ARB_texture_env_combine) std::cout << "Detected GL_ARB_texture_env_combine" << std::endl; - if(GLEW_ARB_texture_cube_map) + if (GLEW_ARB_texture_cube_map) std::cout << "Detected GL_ARB_texture_cube_map" << std::endl; - if(GLEW_ARB_multitexture) + if (GLEW_ARB_multitexture) std::cout << "Detected GL_ARB_multitexture" << std::endl; - if(GLEW_ARB_shader_objects) + if (GLEW_ARB_shader_objects) std::cout << "Detected GL_ARB_shader_objects" << std::endl; - if(GLEW_ARB_vertex_shader) + if (GLEW_ARB_vertex_shader) std::cout << "Detected GL_ARB_vertex_shader" << std::endl; - if(GLEW_ARB_fragment_shader) + if (GLEW_ARB_fragment_shader) std::cout << "Detected GL_ARB_fragment_shader" << std::endl; - if(GLEW_ARB_vertex_program) + if (GLEW_ARB_vertex_program) std::cout << "Detected GL_ARB_vertex_program" << std::endl; - if(GLEW_ARB_depth_texture) + if (GLEW_ARB_depth_texture) std::cout << "Detected GL_ARB_depth_texture" << std::endl; - if(GLEW_EXT_separate_specular_color) + if (GLEW_EXT_separate_specular_color) std::cout << "Detected GL_EXT_separate_specular_color" << std::endl; } } diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp index 4e4d70fac31..1f411a09586 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp @@ -50,7 +50,7 @@ RAS_ListSlot::~RAS_ListSlot() void RAS_ListSlot::RemoveList() { - if(m_list != 0) { + if (m_list != 0) { spit("Releasing display list (" << m_list << ")"); glDeleteLists((GLuint)m_list, 1); m_list =0; @@ -59,19 +59,19 @@ void RAS_ListSlot::RemoveList() void RAS_ListSlot::DrawList() { - if(m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) { + if (m_flag &LIST_STREAM || m_flag& LIST_NOCREATE) { RemoveList(); return; } - if(m_flag &LIST_MODIFY) { - if(m_flag &LIST_CREATE) { - if(m_list == 0) { + if (m_flag &LIST_MODIFY) { + if (m_flag &LIST_CREATE) { + if (m_list == 0) { m_list = (unsigned int)glGenLists(1); m_flag = m_flag &~ LIST_CREATE; spit("Created display list (" << m_list << ")"); } } - if(m_list != 0) + if (m_list != 0) glNewList((GLuint)m_list, GL_COMPILE); m_flag |= LIST_BEGIN; @@ -82,7 +82,7 @@ void RAS_ListSlot::DrawList() void RAS_ListSlot::EndList() { - if(m_flag & LIST_BEGIN) { + if (m_flag & LIST_BEGIN) { glEndList(); m_flag = m_flag &~(LIST_BEGIN|LIST_MODIFY); m_flag |= LIST_END; @@ -92,7 +92,7 @@ void RAS_ListSlot::EndList() void RAS_ListSlot::SetModified(bool mod) { - if(mod && !(m_flag & LIST_MODIFY)) { + if (mod && !(m_flag & LIST_MODIFY)) { spit("Modifying list (" << m_list << ")"); m_flag = m_flag &~ LIST_END; m_flag |= LIST_STREAM; @@ -164,7 +164,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) * :: sorted by mesh slot */ RAS_ListSlot* localSlot = (RAS_ListSlot*)ms.m_DisplayList; - if(!localSlot) { + if (!localSlot) { if (ms.m_pDerivedMesh) { // that means that we draw based on derived mesh, a display list is possible // Note that we come here only for static derived mesh @@ -172,7 +172,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) RAS_ListSlot* nullSlot = NULL; RAS_ListSlots *listVector; RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.find(ms.m_pDerivedMesh); - if(it == mDerivedMeshLists.end()) { + if (it == mDerivedMeshLists.end()) { listVector = new RAS_ListSlots(matnr+4, nullSlot); localSlot = new RAS_ListSlot(this); localSlot->m_flag |= LIST_DERIVEDMESH; @@ -194,7 +194,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) } } else { RAS_ArrayLists::iterator it = mArrayLists.find(ms.m_displayArrays); - if(it == mArrayLists.end()) { + if (it == mArrayLists.end()) { localSlot = new RAS_ListSlot(this); mArrayLists.insert(std::pair(ms.m_displayArrays, localSlot)); } else { @@ -208,7 +208,7 @@ RAS_ListSlot* RAS_ListRasterizer::FindOrAdd(RAS_MeshSlot& ms) void RAS_ListRasterizer::ReleaseAlloc() { - for(RAS_ArrayLists::iterator it = mArrayLists.begin();it != mArrayLists.end();++it) + for (RAS_ArrayLists::iterator it = mArrayLists.begin();it != mArrayLists.end();++it) delete it->second; mArrayLists.clear(); for (RAS_DerivedMeshLists::iterator it = mDerivedMeshLists.begin();it != mDerivedMeshLists.end();++it) { @@ -228,10 +228,10 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms) { RAS_ListSlot* localSlot =0; - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot = FindOrAdd(ms); localSlot->DrawList(); - if(localSlot->End()) { + if (localSlot->End()) { // save slot here too, needed for replicas and object using same mesh // => they have the same vertexarray but different mesh slot ms.m_DisplayList = localSlot; @@ -244,7 +244,7 @@ void RAS_ListRasterizer::IndexPrimitives(RAS_MeshSlot& ms) else RAS_OpenGLRasterizer::IndexPrimitives(ms); - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot->EndList(); ms.m_DisplayList = localSlot; } @@ -255,11 +255,11 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) { RAS_ListSlot* localSlot =0; - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot = FindOrAdd(ms); localSlot->DrawList(); - if(localSlot->End()) { + if (localSlot->End()) { // save slot here too, needed for replicas and object using same mesh // => they have the same vertexarray but different mesh slot ms.m_DisplayList = localSlot; @@ -275,7 +275,7 @@ void RAS_ListRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) else RAS_OpenGLRasterizer::IndexPrimitivesMulti(ms); - if(ms.m_bDisplayList) { + if (ms.m_bDisplayList) { localSlot->EndList(); ms.m_DisplayList = localSlot; } diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index 7e9e3d9156c..b0c7b643f47 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -323,7 +323,7 @@ void RAS_OpenGLRasterizer::SetDrawingMode(int drawingmode) { m_drawingmode = drawingmode; - if(m_drawingmode == KX_WIREFRAME) + if (m_drawingmode == KX_WIREFRAME) glDisable(GL_CULL_FACE); } @@ -359,7 +359,7 @@ void RAS_OpenGLRasterizer::ClearCachingInfo(void) void RAS_OpenGLRasterizer::FlushDebugShapes() { - if(!m_debugShapes.size()) + if (!m_debugShapes.size()) return; // DrawDebugLines @@ -368,8 +368,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes() light= glIsEnabled(GL_LIGHTING); tex= glIsEnabled(GL_TEXTURE_2D); - if(light) glDisable(GL_LIGHTING); - if(tex) glDisable(GL_TEXTURE_2D); + if (light) glDisable(GL_LIGHTING); + if (tex) glDisable(GL_TEXTURE_2D); //draw lines glBegin(GL_LINES); @@ -423,8 +423,8 @@ void RAS_OpenGLRasterizer::FlushDebugShapes() glEnd(); } - if(light) glEnable(GL_LIGHTING); - if(tex) glEnable(GL_TEXTURE_2D); + if (light) glEnable(GL_LIGHTING); + if (tex) glEnable(GL_TEXTURE_2D); m_debugShapes.clear(); } @@ -513,7 +513,7 @@ RAS_IRasterizer::StereoMode RAS_OpenGLRasterizer::GetStereoMode() bool RAS_OpenGLRasterizer::Stereo() { - if(m_stereomode > RAS_STEREO_NOSTEREO) // > 0 + if (m_stereomode > RAS_STEREO_NOSTEREO) // > 0 return true; else return false; @@ -624,17 +624,17 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, else glEnableClientState(GL_COLOR_ARRAY); - for(ms.begin(it); !ms.end(it); ms.next(it)) { + for (ms.begin(it); !ms.end(it); ms.next(it)) { RAS_TexVert *vertex; size_t i, j, numvert; numvert = it.array->m_type; - if(it.array->m_type == RAS_DisplayArray::LINE) { + if (it.array->m_type == RAS_DisplayArray::LINE) { // line drawing, no text glBegin(GL_LINES); - for(i=0; igetXYZ()); @@ -647,12 +647,12 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, } else { // triangle and quad text drawing - for(i=0; igetXYZ()[0]; @@ -662,9 +662,9 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, // find the right opengl attribute glattrib = -1; - if(GLEW_ARB_vertex_program) - for(unit=0; unitRenderText(polymat->GetDrawingMode(), polymat, @@ -681,28 +681,28 @@ void RAS_OpenGLRasterizer::IndexPrimitives_3DText(RAS_MeshSlot& ms, void RAS_OpenGLRasterizer::SetTexCoordNum(int num) { m_texco_num = num; - if(m_texco_num > RAS_MAX_TEXCO) + if (m_texco_num > RAS_MAX_TEXCO) m_texco_num = RAS_MAX_TEXCO; } void RAS_OpenGLRasterizer::SetAttribNum(int num) { m_attrib_num = num; - if(m_attrib_num > RAS_MAX_ATTRIB) + if (m_attrib_num > RAS_MAX_ATTRIB) m_attrib_num = RAS_MAX_ATTRIB; } void RAS_OpenGLRasterizer::SetTexCoord(TexCoGen coords, int unit) { // this changes from material to material - if(unit < RAS_MAX_TEXCO) + if (unit < RAS_MAX_TEXCO) m_texco[unit] = coords; } void RAS_OpenGLRasterizer::SetAttrib(TexCoGen coords, int unit) { // this changes from material to material - if(unit < RAS_MAX_ATTRIB) + if (unit < RAS_MAX_ATTRIB) m_attrib[unit] = coords; } @@ -710,9 +710,9 @@ void RAS_OpenGLRasterizer::TexCoord(const RAS_TexVert &tv) { int unit; - if(GLEW_ARB_multitexture) { - for(unit=0; unitm_type; - if(it.array->m_type == RAS_DisplayArray::LINE) { + if (it.array->m_type == RAS_DisplayArray::LINE) { // line drawing glBegin(GL_LINES); - for(i=0; igetXYZ()); @@ -924,26 +924,26 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi) } else { // triangle and quad drawing - if(it.array->m_type == RAS_DisplayArray::TRIANGLE) + if (it.array->m_type == RAS_DisplayArray::TRIANGLE) glBegin(GL_TRIANGLES); else glBegin(GL_QUADS); - for(i=0; igetRGBA())); glNormal3fv(vertex->getNormal()); - if(multi) + if (multi) TexCoord(*vertex); else glTexCoord2fv(vertex->getUV1()); @@ -993,7 +993,7 @@ MT_Matrix4x4 RAS_OpenGLRasterizer::GetFrustumMatrix( double mat[16]; // correction for stereo - if(Stereo()) + if (Stereo()) { float near_div_focallength; float offset; @@ -1062,7 +1062,7 @@ void RAS_OpenGLRasterizer::SetViewMatrix(const MT_Matrix4x4 &mat, m_viewmatrix = mat; // correction for stereo - if(Stereo() && perspective) + if (Stereo() && perspective) { MT_Vector3 unitViewDir(0.0, -1.0, 0.0); // minus y direction, Blender convention MT_Vector3 unitViewupVec(0.0, 0.0, 1.0); @@ -1192,7 +1192,7 @@ void RAS_OpenGLRasterizer::EnableMotionBlur(float motionblurvalue) { /* don't just set m_motionblur to 1, but check if it is 0 so * we don't reset a motion blur that is already enabled */ - if(m_motionblur == 0) + if (m_motionblur == 0) m_motionblur = 1; m_motionblurvalue = motionblurvalue; } @@ -1207,26 +1207,26 @@ void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend) { GPU_set_material_alpha_blend(alphablend); /* - if(alphablend == m_last_alphablend) + if (alphablend == m_last_alphablend) return; - if(alphablend == GPU_BLEND_SOLID) { + if (alphablend == GPU_BLEND_SOLID) { glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - else if(alphablend == GPU_BLEND_ADD) { + else if (alphablend == GPU_BLEND_ADD) { glBlendFunc(GL_ONE, GL_ONE); glEnable(GL_BLEND); glDisable(GL_ALPHA_TEST); } - else if(alphablend == GPU_BLEND_ALPHA) { + else if (alphablend == GPU_BLEND_ALPHA) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.0f); } - else if(alphablend == GPU_BLEND_CLIP) { + else if (alphablend == GPU_BLEND_CLIP) { glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5f); @@ -1238,10 +1238,10 @@ void RAS_OpenGLRasterizer::SetAlphaBlend(int alphablend) void RAS_OpenGLRasterizer::SetFrontFace(bool ccw) { - if(m_last_frontface == ccw) + if (m_last_frontface == ccw) return; - if(ccw) + if (ccw) glFrontFace(GL_CCW); else glFrontFace(GL_CW); diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp index 06f3d129e7a..ff24bd639ba 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp @@ -116,18 +116,18 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) return; } - if(!wireframe) + if (!wireframe) glEnableClientState(GL_TEXTURE_COORD_ARRAY); // use glDrawElements to draw each vertexarray - for(ms.begin(it); !ms.end(it); ms.next(it)) { - if(it.totindex == 0) + for (ms.begin(it); !ms.end(it); ms.next(it)) { + if (it.totindex == 0) continue; // drawing mode - if(it.array->m_type == RAS_DisplayArray::TRIANGLE) + if (it.array->m_type == RAS_DisplayArray::TRIANGLE) drawmode = GL_TRIANGLES; - else if(it.array->m_type == RAS_DisplayArray::QUAD) + else if (it.array->m_type == RAS_DisplayArray::QUAD) drawmode = GL_QUADS; else drawmode = GL_LINES; @@ -150,9 +150,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ()); glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal()); - if(!wireframe) { + if (!wireframe) { glTexCoordPointer(2, GL_FLOAT, stride, it.vertex->getUV1()); - if(glIsEnabled(GL_COLOR_ARRAY)) + if (glIsEnabled(GL_COLOR_ARRAY)) glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA()); } @@ -160,7 +160,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitives(RAS_MeshSlot& ms) glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index); } - if(!wireframe) { + if (!wireframe) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } @@ -179,18 +179,18 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) return; } - if(!wireframe) + if (!wireframe) EnableTextures(true); // use glDrawElements to draw each vertexarray - for(ms.begin(it); !ms.end(it); ms.next(it)) { - if(it.totindex == 0) + for (ms.begin(it); !ms.end(it); ms.next(it)) { + if (it.totindex == 0) continue; // drawing mode - if(it.array->m_type == RAS_DisplayArray::TRIANGLE) + if (it.array->m_type == RAS_DisplayArray::TRIANGLE) drawmode = GL_TRIANGLES; - else if(it.array->m_type == RAS_DisplayArray::QUAD) + else if (it.array->m_type == RAS_DisplayArray::QUAD) drawmode = GL_QUADS; else drawmode = GL_LINES; @@ -213,9 +213,9 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) glVertexPointer(3, GL_FLOAT, stride, it.vertex->getXYZ()); glNormalPointer(GL_FLOAT, stride, it.vertex->getNormal()); - if(!wireframe) { + if (!wireframe) { TexCoordPtr(it.vertex); - if(glIsEnabled(GL_COLOR_ARRAY)) + if (glIsEnabled(GL_COLOR_ARRAY)) glColorPointer(4, GL_UNSIGNED_BYTE, stride, it.vertex->getRGBA()); } @@ -223,7 +223,7 @@ void RAS_VAOpenGLRasterizer::IndexPrimitivesMulti(RAS_MeshSlot& ms) glDrawElements(drawmode, it.totindex, GL_UNSIGNED_SHORT, it.index); } - if(!wireframe) { + if (!wireframe) { glDisableClientState(GL_COLOR_ARRAY); EnableTextures(false); } @@ -236,12 +236,12 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv) * materials can still be used and cause crashes */ int unit; - if(GLEW_ARB_multitexture) + if (GLEW_ARB_multitexture) { - for(unit=0; unitgetFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) { + if (tv->getFlag() & RAS_TexVert::SECOND_UV && (int)tv->getUnit() == unit) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(RAS_TexVert), tv->getUV2()); continue; @@ -272,8 +272,8 @@ void RAS_VAOpenGLRasterizer::TexCoordPtr(const RAS_TexVert *tv) glClientActiveTextureARB(GL_TEXTURE0_ARB); } - if(GLEW_ARB_vertex_program) { - for(unit=0; unitGetPolygon(0)->GetDisplayArray(); - if(m_darray != darray) + if (m_darray != darray) return m_offset[i] + darray->m_vertex.size(); return m_offset[i]; @@ -101,7 +101,7 @@ bool RAS_Polygon::IsVisible() void RAS_Polygon::SetVisible(bool visible) { - if(visible) m_polyflags |= VISIBLE; + if (visible) m_polyflags |= VISIBLE; else m_polyflags &= ~VISIBLE; } @@ -112,7 +112,7 @@ bool RAS_Polygon::IsCollider() void RAS_Polygon::SetCollider(bool visible) { - if(visible) m_polyflags |= COLLIDER; + if (visible) m_polyflags |= COLLIDER; else m_polyflags &= ~COLLIDER; } @@ -123,7 +123,7 @@ bool RAS_Polygon::IsTwoside() void RAS_Polygon::SetTwoside(bool twoside) { - if(twoside) m_polyflags |= TWOSIDE; + if (twoside) m_polyflags |= TWOSIDE; else m_polyflags &= ~TWOSIDE; } diff --git a/source/gameengine/SceneGraph/SG_Tree.cpp b/source/gameengine/SceneGraph/SG_Tree.cpp index 87c618fd214..738c0fdef22 100644 --- a/source/gameengine/SceneGraph/SG_Tree.cpp +++ b/source/gameengine/SceneGraph/SG_Tree.cpp @@ -182,7 +182,7 @@ public: void resize(unsigned int size) { m_array.resize(size); - for( unsigned int i = 0; i < size; i++) + for ( unsigned int i = 0; i < size; i++) { m_array[i].resize(size - i); } @@ -353,11 +353,11 @@ SG_Tree* SG_TreeFactory::MakeTreeUp() unsigned int x, y; TreeSet::iterator xit, yit; - for( y = 0, yit = m_objects.begin(); y < num_objects; y++, ++yit) + for ( y = 0, yit = m_objects.begin(); y < num_objects; y++, ++yit) { sizes(y, y) = *yit; xit = yit; - for( x = y+1, ++xit; x < num_objects; x++, ++xit) + for ( x = y+1, ++xit; x < num_objects; x++, ++xit) { sizes(x, y) = new SG_Tree(*xit, *yit); @@ -370,9 +370,9 @@ SG_Tree* SG_TreeFactory::MakeTreeUp() MT_Scalar min_volume = FLT_MAX; SG_Tree *min = NULL; //char temp[16]; - for( y = 0; y < num_objects; y++) + for ( y = 0; y < num_objects; y++) { - for( x = y+1; x < num_objects; x++) + for ( x = y+1; x < num_objects; x++) { if (sizes(x, y)->volume() < min_volume) { @@ -387,7 +387,7 @@ SG_Tree* SG_TreeFactory::MakeTreeUp() /* Remove other bboxes that contain the two bboxes */ sizes.delete_column(miny); - for( x = miny + 1; x < num_objects; x++) + for ( x = miny + 1; x < num_objects; x++) { if (x == minx) continue; @@ -398,12 +398,12 @@ SG_Tree* SG_TreeFactory::MakeTreeUp() num_objects--; minx--; sizes(minx, minx) = min; - for( x = minx + 1; x < num_objects; x++) + for ( x = minx + 1; x < num_objects; x++) { delete sizes(x, minx); sizes(x, minx) = new SG_Tree(min, sizes(x, x)); } - for( y = 0; y < minx; y++) + for ( y = 0; y < minx; y++) { delete sizes(minx, y); sizes(minx, y) = new SG_Tree(sizes(y, y), min); diff --git a/source/gameengine/VideoTexture/ImageRender.cpp b/source/gameengine/VideoTexture/ImageRender.cpp index 3718a7b3094..9f7d42dcf56 100644 --- a/source/gameengine/VideoTexture/ImageRender.cpp +++ b/source/gameengine/VideoTexture/ImageRender.cpp @@ -459,7 +459,7 @@ static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds else THRWEXCP(SceneInvalid, S_OK); - if(scenePtr==NULL) /* in case the python proxy reference is invalid */ + if (scenePtr==NULL) /* in case the python proxy reference is invalid */ THRWEXCP(SceneInvalid, S_OK); // get observer pointer @@ -471,7 +471,7 @@ static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds else THRWEXCP(ObserverInvalid, S_OK); - if(observerPtr==NULL) /* in case the python proxy reference is invalid */ + if (observerPtr==NULL) /* in case the python proxy reference is invalid */ THRWEXCP(ObserverInvalid, S_OK); // get mirror pointer @@ -481,7 +481,7 @@ static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds else THRWEXCP(MirrorInvalid, S_OK); - if(mirrorPtr==NULL) /* in case the python proxy reference is invalid */ + if (mirrorPtr==NULL) /* in case the python proxy reference is invalid */ THRWEXCP(MirrorInvalid, S_OK); // locate the material in the mirror diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.cpp b/source/gameengine/VideoTexture/VideoFFmpeg.cpp index 9db85a0029a..427be39ef22 100644 --- a/source/gameengine/VideoTexture/VideoFFmpeg.cpp +++ b/source/gameengine/VideoTexture/VideoFFmpeg.cpp @@ -169,10 +169,10 @@ int VideoFFmpeg::openStream(const char *filename, AVInputFormat *inputFormat, AV AVCodec *codec; AVCodecContext *codecCtx; - if(av_open_input_file(&formatCtx, filename, inputFormat, 0, formatParams)!=0) + if (av_open_input_file(&formatCtx, filename, inputFormat, 0, formatParams)!=0) return -1; - if(av_find_stream_info(formatCtx)<0) + if (av_find_stream_info(formatCtx)<0) { av_close_input_file(formatCtx); return -1; @@ -180,9 +180,9 @@ int VideoFFmpeg::openStream(const char *filename, AVInputFormat *inputFormat, AV /* Find the first video stream */ videoStream=-1; - for(i=0; inb_streams; i++) + for (i=0; inb_streams; i++) { - if(formatCtx->streams[i] && + if (formatCtx->streams[i] && get_codec_from_stream(formatCtx->streams[i]) && (get_codec_from_stream(formatCtx->streams[i])->codec_type==AVMEDIA_TYPE_VIDEO)) { @@ -191,7 +191,7 @@ int VideoFFmpeg::openStream(const char *filename, AVInputFormat *inputFormat, AV } } - if(videoStream==-1) + if (videoStream==-1) { av_close_input_file(formatCtx); return -1; @@ -201,20 +201,20 @@ int VideoFFmpeg::openStream(const char *filename, AVInputFormat *inputFormat, AV /* Find the decoder for the video stream */ codec=avcodec_find_decoder(codecCtx->codec_id); - if(codec==NULL) + if (codec==NULL) { av_close_input_file(formatCtx); return -1; } codecCtx->workaround_bugs = 1; - if(avcodec_open(codecCtx, codec)<0) + if (avcodec_open(codecCtx, codec)<0) { av_close_input_file(formatCtx); return -1; } #ifdef FFMPEG_OLD_FRAME_RATE - if(codecCtx->frame_rate>1000 && codecCtx->frame_rate_base==1) + if (codecCtx->frame_rate>1000 && codecCtx->frame_rate_base==1) codecCtx->frame_rate_base=1000; m_baseFrameRate = (double)codecCtx->frame_rate / (double)codecCtx->frame_rate_base; #else @@ -373,7 +373,7 @@ void *VideoFFmpeg::cacheThread(void *data) avcodec_decode_video2(video->m_codecCtx, video->m_frame, &frameFinished, &cachePacket->packet); - if(frameFinished) + if (frameFinished) { AVFrame * input = video->m_frame; @@ -793,7 +793,7 @@ void VideoFFmpeg::calcImage (unsigned int texId, double ts) { AVFrame* frame; // get image - if((frame = grabFrame(actFrame)) != NULL) + if ((frame = grabFrame(actFrame)) != NULL) { if (!m_isFile && !m_cacheStarted) { @@ -999,7 +999,7 @@ AVFrame *VideoFFmpeg::grabFrame(long position) // return the next frame. This is not quite correct, may need more work while(av_read_frame(m_formatCtx, &packet)>=0) { - if(packet.stream_index == m_videoStream) + if (packet.stream_index == m_videoStream) { avcodec_decode_video2(m_codecCtx, m_frame, &frameFinished, diff --git a/source/gameengine/VideoTexture/blendVideoTex.cpp b/source/gameengine/VideoTexture/blendVideoTex.cpp index 8410e9350d0..a82935c30bf 100644 --- a/source/gameengine/VideoTexture/blendVideoTex.cpp +++ b/source/gameengine/VideoTexture/blendVideoTex.cpp @@ -189,7 +189,7 @@ PyObject* initVideoTexture(void) /* Use existing module where possible * be careful not to init any runtime vars after this */ m = PyImport_ImportModule( "VideoTexture" ); - if(m) { + if (m) { Py_DECREF(m); return m; } -- cgit v1.2.3