[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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