[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46968] trunk/blender: style cleanup
Campbell Barton
ideasman42 at gmail.com
Thu May 24 15:18:54 CEST 2012
Revision: 46968
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46968
Author: campbellbarton
Date: 2012-05-24 13:18:53 +0000 (Thu, 24 May 2012)
Log Message:
-----------
style cleanup
Modified Paths:
--------------
trunk/blender/intern/ghost/test/gears/GHOST_C-Test.c
trunk/blender/intern/ghost/test/gears/GHOST_Test.cpp
trunk/blender/intern/ghost/test/multitest/Basic.c
trunk/blender/intern/ghost/test/multitest/MultiTest.c
trunk/blender/intern/ghost/test/multitest/ScrollBar.c
trunk/blender/intern/ghost/test/multitest/Util.c
trunk/blender/intern/ghost/test/multitest/WindowData.c
trunk/blender/release/plugins/sequence/blur.c
trunk/blender/release/plugins/sequence/scatter.c
Modified: trunk/blender/intern/ghost/test/gears/GHOST_C-Test.c
===================================================================
--- trunk/blender/intern/ghost/test/gears/GHOST_C-Test.c 2012-05-24 10:18:54 UTC (rev 46967)
+++ trunk/blender/intern/ghost/test/gears/GHOST_C-Test.c 2012-05-24 13:18:53 UTC (rev 46968)
@@ -46,22 +46,22 @@
#include "GHOST_C-api.h"
#if defined(WIN32) || defined(__APPLE__)
- #ifdef WIN32
- #include <windows.h>
- #include <GL/gl.h>
- #else /* WIN32 */
- /* __APPLE__ is defined */
- #include <AGL/gl.h>
- #endif /* WIN32 */
+# ifdef WIN32
+# include <windows.h>
+# include <GL/gl.h>
+# else /* WIN32 */
+ /* __APPLE__ is defined */
+# include <AGL/gl.h>
+# endif /* WIN32 */
#else /* defined(WIN32) || defined(__APPLE__) */
- #include <GL/gl.h>
+# include <GL/gl.h>
#endif /* defined(WIN32) || defined(__APPLE__) */
static void gearsTimerProc(GHOST_TimerTaskHandle task, GHOST_TUns64 time);
int processEvent(GHOST_EventHandle hEvent, GHOST_TUserDataPtr userData);
-static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0;
+static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
static GLfloat fAngle = 0.0;
static int sExitRequested = 0;
static GHOST_SystemHandle shSystem = NULL;
@@ -87,34 +87,34 @@
const double pi = 3.14159264;
r0 = inner_radius;
- r1 = (float)(outer_radius - tooth_depth/2.0);
- r2 = (float)(outer_radius + tooth_depth/2.0);
+ r1 = (float)(outer_radius - tooth_depth / 2.0);
+ r2 = (float)(outer_radius + tooth_depth / 2.0);
- da = (float)(2.0*pi / teeth / 4.0);
+ da = (float)(2.0 * pi / teeth / 4.0);
glShadeModel(GL_FLAT);
glNormal3f(0.0, 0.0, 1.0);
/* draw front face */
glBegin(GL_QUAD_STRIP);
- for (i=0;i<=teeth;i++) {
- angle = (float)(i * 2.0*pi / teeth);
- glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), (float)(width*0.5));
- glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), (float)(width*0.5));
- glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), (float)(width*0.5));
- glVertex3f((float)(r1*cos(angle+3*da)), (float)(r1*sin(angle+3*da)), (float)(width*0.5));
+ for (i = 0; i <= teeth; i++) {
+ angle = (float)(i * 2.0 * pi / teeth);
+ glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), (float)(width * 0.5));
+ glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), (float)(width * 0.5));
+ glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), (float)(width * 0.5));
+ glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * sin(angle + 3 * da)), (float)(width * 0.5));
}
glEnd();
/* draw front sides of teeth */
glBegin(GL_QUADS);
- da = (float)(2.0*pi / teeth / 4.0);
- for (i=0;i<teeth;i++) {
- angle = (float)(i * 2.0*pi / teeth);
- glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), (float)(width*0.5));
- glVertex3f((float)(r2*cos(angle+da)), (float)(r2*sin(angle+da)), (float)(width*0.5));
- glVertex3f((float)(r2*cos(angle+2*da)), (float)(r2*sin(angle+2*da)), (float)(width*0.5));
- glVertex3f((float)(r1*cos(angle+3*da)), (float)(r1*sin(angle+3*da)), (float)(width*0.5));
+ da = (float)(2.0 * pi / teeth / 4.0);
+ for (i = 0; i < teeth; i++) {
+ angle = (float)(i * 2.0 * pi / teeth);
+ glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), (float)(width * 0.5));
+ glVertex3f((float)(r2 * cos(angle + da)), (float)(r2 * sin(angle + da)), (float)(width * 0.5));
+ glVertex3f((float)(r2 * cos(angle + 2 * da)), (float)(r2 * sin(angle + 2 * da)), (float)(width * 0.5));
+ glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * sin(angle + 3 * da)), (float)(width * 0.5));
}
glEnd();
@@ -122,64 +122,64 @@
/* draw back face */
glBegin(GL_QUAD_STRIP);
- for (i=0;i<=teeth;i++) {
- angle = (float)(i * 2.0*pi / teeth);
- glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), (float)(-width*0.5));
- glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), (float)(-width*0.5));
- glVertex3f((float)(r1*cos(angle+3*da)), (float)(r1*sin(angle+3*da)), (float)(-width*0.5));
- glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), (float)(-width*0.5));
+ for (i = 0; i <= teeth; i++) {
+ angle = (float)(i * 2.0 * pi / teeth);
+ glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), (float)(-width * 0.5));
+ glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), (float)(-width * 0.5));
+ glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * sin(angle + 3 * da)), (float)(-width * 0.5));
+ glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), (float)(-width * 0.5));
}
glEnd();
/* draw back sides of teeth */
glBegin(GL_QUADS);
- da = (float)(2.0*pi / teeth / 4.0);
- for (i=0;i<teeth;i++) {
- angle = (float)(i * 2.0*pi / teeth);
- glVertex3f((float)(r1*cos(angle+3*da)), (float)(r1*sin(angle+3*da)), (float)(-width*0.5));
- glVertex3f((float)(r2*cos(angle+2*da)), (float)(r2*sin(angle+2*da)), (float)(-width*0.5));
- glVertex3f((float)(r2*cos(angle+da)), (float)(r2*sin(angle+da)), (float)(-width*0.5));
- glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), (float)(-width*0.5));
+ da = (float)(2.0 * pi / teeth / 4.0);
+ for (i = 0; i < teeth; i++) {
+ angle = (float)(i * 2.0 * pi / teeth);
+ glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * sin(angle + 3 * da)), (float)(-width * 0.5));
+ glVertex3f((float)(r2 * cos(angle + 2 * da)), (float)(r2 * sin(angle + 2 * da)), (float)(-width * 0.5));
+ glVertex3f((float)(r2 * cos(angle + da)), (float)(r2 * sin(angle + da)), (float)(-width * 0.5));
+ glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), (float)(-width * 0.5));
}
glEnd();
/* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP);
- for (i=0;i<teeth;i++) {
- angle = (float)(i * 2.0*pi / teeth);
- glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), (float)(width*0.5));
- glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), (float)(-width*0.5));
- u = (float)(r2*cos(angle+da) - r1*cos(angle));
- v = (float)(r2*sin(angle+da) - r1*sin(angle));
- len = (float)(sqrt(u*u + v*v));
+ for (i = 0; i < teeth; i++) {
+ angle = (float)(i * 2.0 * pi / teeth);
+ glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), (float)(width * 0.5));
+ glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), (float)(-width * 0.5));
+ u = (float)(r2 * cos(angle + da) - r1 * cos(angle));
+ v = (float)(r2 * sin(angle + da) - r1 * sin(angle));
+ len = (float)(sqrt(u * u + v * v));
u /= len;
v /= len;
glNormal3f(v, -u, 0.0);
- glVertex3f((float)(r2*cos(angle+da)), (float)(r2*sin(angle+da)), (float)(width*0.5));
- glVertex3f((float)(r2*cos(angle+da)), (float)(r2*sin(angle+da)), (float)(-width*0.5));
+ glVertex3f((float)(r2 * cos(angle + da)), (float)(r2 * sin(angle + da)), (float)(width * 0.5));
+ glVertex3f((float)(r2 * cos(angle + da)), (float)(r2 * sin(angle + da)), (float)(-width * 0.5));
glNormal3f((float)(cos(angle)), (float)(sin(angle)), 0.0);
- glVertex3f((float)(r2*cos(angle+2*da)), (float)(r2*sin(angle+2*da)), (float)(width*0.5));
- glVertex3f((float)(r2*cos(angle+2*da)), (float)(r2*sin(angle+2*da)), (float)(-width*0.5));
- u = (float)(r1*cos(angle+3*da) - r2*cos(angle+2*da));
- v = (float)(r1*sin(angle+3*da) - r2*sin(angle+2*da));
+ glVertex3f((float)(r2 * cos(angle + 2 * da)), (float)(r2 * sin(angle + 2 * da)), (float)(width * 0.5));
+ glVertex3f((float)(r2 * cos(angle + 2 * da)), (float)(r2 * sin(angle + 2 * da)), (float)(-width * 0.5));
+ u = (float)(r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da));
+ v = (float)(r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da));
glNormal3f(v, -u, 0.0);
- glVertex3f((float)(r1*cos(angle+3*da)), (float)(r1*sin(angle+3*da)), (float)(width*0.5));
- glVertex3f((float)(r1*cos(angle+3*da)), (float)(r1*sin(angle+3*da)), (float)(-width*0.5));
+ glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * sin(angle + 3 * da)), (float)(width * 0.5));
+ glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * sin(angle + 3 * da)), (float)(-width * 0.5));
glNormal3f((float)(cos(angle)), (float)(sin(angle)), 0.0);
}
- glVertex3f((float)(r1*cos(0.0)), (float)(r1*sin(0.0)), (float)(width*0.5));
- glVertex3f((float)(r1*cos(0.0)), (float)(r1*sin(0.0)), (float)(-width*0.5));
+ glVertex3f((float)(r1 * cos(0.0)), (float)(r1 * sin(0.0)), (float)(width * 0.5));
+ glVertex3f((float)(r1 * cos(0.0)), (float)(r1 * sin(0.0)), (float)(-width * 0.5));
glEnd();
glShadeModel(GL_SMOOTH);
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
- for (i=0;i<=teeth;i++) {
- angle = (float)(i * 2.0*pi / teeth);
+ for (i = 0; i <= teeth; i++) {
+ angle = (float)(i * 2.0 * pi / teeth);
glNormal3f((float)(-cos(angle)), (float)(-sin(angle)), 0.0);
- glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), (float)(-width*0.5));
- glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), (float)(width*0.5));
+ glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), (float)(-width * 0.5));
+ glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), (float)(width * 0.5));
}
glEnd();
}
@@ -201,20 +201,20 @@
switch (id)
{
- case 1:
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ared);
- gearGL(1.0f, 4.0f, 1.0f, 20, 0.7f);
- break;
- case 2:
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, agreen);
- gearGL(0.5f, 2.0f, 2.0f, 10, 0.7f);
- break;
- case 3:
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ablue);
- gearGL(1.3f, 2.0f, 0.5f, 10, 0.7f);
- break;
- default:
- break;
+ case 1:
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ared);
+ gearGL(1.0f, 4.0f, 1.0f, 20, 0.7f);
+ break;
+ case 2:
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, agreen);
+ gearGL(0.5f, 2.0f, 2.0f, 10, 0.7f);
+ break;
+ case 3:
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ablue);
+ gearGL(1.3f, 2.0f, 0.5f, 10, 0.7f);
+ break;
+ default:
+ break;
}
glEnable(GL_NORMALIZE);
}
@@ -238,14 +238,14 @@
glPushMatrix();
glTranslatef(3.1f, -2.0f, 0.0f);
- glRotatef((float)(-2.0*fAngle-9.0), 0.0, 0.0, 1.0);
+ glRotatef((float)(-2.0 * fAngle - 9.0), 0.0, 0.0, 1.0);
drawGearGL(2);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.1f, 2.2f, -1.8f);
glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
- glRotatef((float)(2.0*fAngle-2.0), 0.0, 0.0, 1.0);
+ glRotatef((float)(2.0 * fAngle - 2.0), 0.0, 0.0, 1.0);
drawGearGL(3);
glPopMatrix();
@@ -274,7 +274,7 @@
@@ Diff output truncated at 10240 characters. @@
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