[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [22073] trunk/blender/source/gameengine: remove some unused function args
Campbell Barton
ideasman42 at gmail.com
Thu Jul 30 23:42:29 CEST 2009
Revision: 22073
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22073
Author: campbellbarton
Date: 2009-07-30 23:42:29 +0200 (Thu, 30 Jul 2009)
Log Message:
-----------
remove some unused function args
Modified Paths:
--------------
trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.h
trunk/blender/source/gameengine/Converter/BL_SkinMeshObject.cpp
trunk/blender/source/gameengine/Converter/BL_SkinMeshObject.h
trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.h
trunk/blender/source/gameengine/Ketsji/KX_ISceneConverter.h
trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.h
Modified: trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp 2009-07-30 21:42:29 UTC (rev 22073)
@@ -383,7 +383,6 @@
{
// convert and add scene
sceneconverter->ConvertScene(
- startscenename,
startscene,
dictionaryobject,
keyboarddevice,
@@ -682,7 +681,6 @@
{
// convert and add scene
sceneconverter->ConvertScene(
- startscenename,
startscene,
dictionaryobject,
keyboarddevice,
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2009-07-30 21:42:29 UTC (rev 22073)
@@ -326,7 +326,6 @@
MFace* mface,
MCol* mmcol,
int lightlayer,
- Object* blenderobj,
MTF_localLayer *layers,
bool glslmat)
{
@@ -752,11 +751,11 @@
// Determine if we need to make a skinned mesh
if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0) || BL_ModifierDeformer::HasCompatibleDeformer(blenderobj))
{
- meshobj = new BL_SkinMeshObject(mesh, lightlayer);
+ meshobj = new BL_SkinMeshObject(mesh);
skinMesh = true;
}
else
- meshobj = new RAS_MeshObject(mesh, lightlayer);
+ meshobj = new RAS_MeshObject(mesh);
// Extract avaiable layers
MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE];
@@ -861,7 +860,7 @@
if (!bl_mat)
bl_mat = new BL_Material();
ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
- lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
+ lightlayer, layers, converter->GetGLSLMaterials());
visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
collider = ((bl_mat->ras_mode & COLLIDER)!=0);
@@ -1699,8 +1698,7 @@
Object *ob,
KX_Scene *kxscene,
RAS_IRenderTools *rendertools,
- KX_BlenderSceneConverter *converter,
- Scene *blenderscene)
+ KX_BlenderSceneConverter *converter)
{
KX_GameObject *gameobj = NULL;
@@ -1912,7 +1910,6 @@
// convert blender objects into ketsji gameobjects
void BL_ConvertBlenderObjects(struct Main* maggie,
- const STR_String& scenename,
KX_Scene* kxscene,
KX_KetsjiEngine* ketsjiEngine,
e_PhysicsEngine physics_engine,
@@ -1925,7 +1922,7 @@
)
{
- Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
+ Scene *blenderscene = kxscene->GetBlenderScene();
// for SETLOOPER
Scene *sce;
Base *base;
@@ -2021,8 +2018,7 @@
base->object,
kxscene,
rendertools,
- converter,
- blenderscene);
+ converter);
bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
bool addobj=true;
@@ -2211,8 +2207,7 @@
blenderobject,
kxscene,
rendertools,
- converter,
- blenderscene);
+ converter);
// this code is copied from above except that
// object from groups are never in active layer
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.h
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.h 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.h 2009-07-30 21:42:29 UTC (rev 22073)
@@ -37,7 +37,6 @@
class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class RAS_IRenderTools* rendertools,class KX_Scene* scene, class KX_BlenderSceneConverter *converter);
void BL_ConvertBlenderObjects(struct Main* maggie,
- const STR_String& scenename,
class KX_Scene* kxscene,
class KX_KetsjiEngine* ketsjiEngine,
e_PhysicsEngine physics_engine,
Modified: trunk/blender/source/gameengine/Converter/BL_SkinMeshObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_SkinMeshObject.cpp 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Converter/BL_SkinMeshObject.cpp 2009-07-30 21:42:29 UTC (rev 22073)
@@ -46,8 +46,8 @@
#include "BL_SkinMeshObject.h"
#include "BL_DeformableGameObject.h"
-BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh, int lightlayer)
- : RAS_MeshObject (mesh, lightlayer)
+BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh)
+ : RAS_MeshObject (mesh)
{
m_bDeformed = true;
Modified: trunk/blender/source/gameengine/Converter/BL_SkinMeshObject.h
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_SkinMeshObject.h 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Converter/BL_SkinMeshObject.h 2009-07-30 21:42:29 UTC (rev 22073)
@@ -46,7 +46,7 @@
vector<int> m_cacheWeightIndex;
public:
- BL_SkinMeshObject(Mesh* mesh, int lightlayer);
+ BL_SkinMeshObject(Mesh* mesh);
~BL_SkinMeshObject();
void UpdateBuckets(void* clientobj, double* oglmatrix,
Modified: trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp 2009-07-30 21:42:29 UTC (rev 22073)
@@ -255,15 +255,14 @@
#endif
-void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
- class KX_Scene* destinationscene,
+void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
PyObject* dictobj,
class SCA_IInputDevice* keyinputdev,
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas)
{
//find out which physics engine
- Scene *blenderscene = GetBlenderSceneForName(scenename);
+ Scene *blenderscene = destinationscene->GetBlenderScene();
e_PhysicsEngine physics_engine = UseBullet;
bool useDbvtCulling = false;
@@ -357,7 +356,6 @@
}
BL_ConvertBlenderObjects(m_maggie,
- scenename,
destinationscene,
m_ketsjiEngine,
physics_engine,
Modified: trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.h
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.h 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.h 2009-07-30 21:42:29 UTC (rev 22073)
@@ -92,7 +92,6 @@
* dictobj: python dictionary (for pythoncontrollers)
*/
virtual void ConvertScene(
- const STR_String& scenename,
class KX_Scene* destinationscene,
PyObject* dictobj,
class SCA_IInputDevice* keyinputdev,
Modified: trunk/blender/source/gameengine/Ketsji/KX_ISceneConverter.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ISceneConverter.h 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Ketsji/KX_ISceneConverter.h 2009-07-30 21:42:29 UTC (rev 22073)
@@ -47,7 +47,7 @@
destinationscene: pass an empty scene, everything goes into this
dictobj: python dictionary (for pythoncontrollers)
*/
- virtual void ConvertScene(const STR_String& scenename,
+ virtual void ConvertScene(
class KX_Scene* destinationscene,
PyObject* dictobj,
class SCA_IInputDevice* keyinputdev,
Modified: trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp 2009-07-30 21:42:29 UTC (rev 22073)
@@ -1603,8 +1603,7 @@
scenename,
scene);
- m_sceneconverter->ConvertScene(scenename,
- tmpscene,
+ m_sceneconverter->ConvertScene(tmpscene,
m_pythondictionary,
m_keyboarddevice,
m_rendertools,
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.cpp 2009-07-30 21:42:29 UTC (rev 22073)
@@ -90,9 +90,8 @@
STR_String RAS_MeshObject::s_emptyname = "";
-RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer)
- : //m_lightlayer(lightlayer),
- m_bModified(true),
+RAS_MeshObject::RAS_MeshObject(Mesh* mesh)
+ : m_bModified(true),
m_bMeshModified(true),
m_mesh(mesh),
m_bDeformed(false)
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.h
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.h 2009-07-30 20:22:55 UTC (rev 22072)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_MeshObject.h 2009-07-30 21:42:29 UTC (rev 22073)
@@ -55,7 +55,6 @@
{
private:
unsigned int m_debugcolor;
- //int m_lightlayer;
bool m_bModified;
bool m_bMeshModified;
@@ -77,7 +76,7 @@
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
- RAS_MeshObject(Mesh* mesh, int lightlayer);
+ RAS_MeshObject(Mesh* mesh);
virtual ~RAS_MeshObject();
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