[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [47483] trunk/blender/source: style cleanup

Campbell Barton ideasman42 at gmail.com
Wed Jun 6 00:12:25 CEST 2012


Revision: 47483
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=47483
Author:   campbellbarton
Date:     2012-06-05 22:12:17 +0000 (Tue, 05 Jun 2012)
Log Message:
-----------
style cleanup

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/intern/library.c
    trunk/blender/source/blender/gpu/shaders/gpu_shader_material.glsl
    trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp
    trunk/blender/source/gameengine/GameLogic/SCA_RandomActuator.cpp
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
    trunk/blender/source/gameengine/VideoTexture/FilterColor.h

Modified: trunk/blender/source/blender/blenkernel/intern/library.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/library.c	2012-06-05 21:54:21 UTC (rev 47482)
+++ trunk/blender/source/blender/blenkernel/intern/library.c	2012-06-05 22:12:17 UTC (rev 47483)
@@ -1142,7 +1142,7 @@
  * Normally the ID that's being check is already in the ListBase, so ID *id
  * points at the new entry.  The Python Library module needs to know what
  * the name of a datablock will be before it is appended; in this case ID *id
- * id is NULL;
+ * id is NULL
  */
 
 static int check_for_dupid(ListBase *lb, ID *id, char *name)

Modified: trunk/blender/source/blender/gpu/shaders/gpu_shader_material.glsl
===================================================================
--- trunk/blender/source/blender/gpu/shaders/gpu_shader_material.glsl	2012-06-05 21:54:21 UTC (rev 47482)
+++ trunk/blender/source/blender/gpu/shaders/gpu_shader_material.glsl	2012-06-05 22:12:17 UTC (rev 47483)
@@ -1105,7 +1105,7 @@
 	// It needs to be done because in Blender
 	// the normal used points inward.
 	// Should this ever change this negate must be removed.
-    vec4 color = texture2D(ima, texco.xy);
+	vec4 color = texture2D(ima, texco.xy);
 	normal = 2.0*(vec3(-color.r, color.g, color.b) - vec3(-0.5, 0.5, 0.5));
 }
 
@@ -1190,7 +1190,7 @@
 }
 
 void mtex_bump_tap3( vec3 texco, sampler2D ima, float hScale, 
-                     out float dBs, out float dBt ) 
+                     out float dBs, out float dBt )
 {
 	vec2 STll = texco.xy;
 	vec2 STlr = texco.xy + dFdx(texco.xy) ;
@@ -1945,22 +1945,23 @@
 
 float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
 {
-    /* compute fresnel reflectance without explicitly computing
-       the refracted direction */
-    float c = abs(dot(Incoming, Normal));
-    float g = eta * eta - 1.0 + c * c;
-    float result;
+	/* compute fresnel reflectance without explicitly computing
+	 * the refracted direction */
+	float c = abs(dot(Incoming, Normal));
+	float g = eta * eta - 1.0 + c * c;
+	float result;
 
-    if(g > 0.0) {
-        g = sqrt(g);
-        float A =(g - c)/(g + c);
-        float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
-        result = 0.5 * A * A *(1.0 + B * B);
-    }
-    else
-        result = 1.0;  /* TIR (no refracted component) */
+	if(g > 0.0) {
+		g = sqrt(g);
+		float A =(g - c)/(g + c);
+		float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
+		result = 0.5 * A * A *(1.0 + B * B);
+	}
+	else {
+		result = 1.0;  /* TIR (no refracted component) */
+	}
 
-    return result;
+	return result;
 }
 
 float hypot(float x, float y)
@@ -2135,13 +2136,13 @@
 void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)
 {
 	color = texture2D(ima, co.xy);
-    alpha = color.a;
+	alpha = color.a;
 }
 
 void node_tex_image_empty(vec3 co, out vec4 color, out float alpha)
 {
 	color = vec4(0.0);
-    alpha = 0.0;
+	alpha = 0.0;
 }
 
 void node_tex_magic(vec3 p, float scale, float distortion, out vec4 color, out float fac)

Modified: trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp	2012-06-05 21:54:21 UTC (rev 47482)
+++ trunk/blender/source/gameengine/GameLogic/SCA_PropertySensor.cpp	2012-06-05 22:12:17 UTC (rev 47483)
@@ -91,10 +91,10 @@
 		//The context is needed to retrieve the property at runtime but it creates
 		//loop of references
 		pars.SetContext(this->AddRef());
-		STR_String checkstr = "(" + m_checkpropval + " <= " 
-							+ m_checkpropname + ") && ( " 
-							+ m_checkpropname + " <= " 
-							+ m_checkpropmaxval + ")";
+		STR_String checkstr = ("(" + m_checkpropval + " <= "  +
+		                       m_checkpropname + ") && ( " +
+		                       m_checkpropname + " <= " +
+		                       m_checkpropmaxval + ")");
 
 		m_range_expr = pars.ProcessText(checkstr);
 }

Modified: trunk/blender/source/gameengine/GameLogic/SCA_RandomActuator.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_RandomActuator.cpp	2012-06-05 21:54:21 UTC (rev 47482)
+++ trunk/blender/source/gameengine/GameLogic/SCA_RandomActuator.cpp	2012-06-05 22:12:17 UTC (rev 47483)
@@ -141,8 +141,7 @@
 		int res; 
 		/* The [0, 1] interval is projected onto the [min, max+1] domain,    */
 		/* and then rounded.                                                 */
-		res = (int) floor( ((m_parameter2 - m_parameter1 + 1) * m_base->DrawFloat())
-						   + m_parameter1);
+		res = (int)floor( ((m_parameter2 - m_parameter1 + 1) * m_base->DrawFloat()) + m_parameter1);
 		tmpval = new CIntValue(res);
 	}
 	break;
@@ -172,8 +171,7 @@
 	}
 	break;
 	case KX_RANDOMACT_FLOAT_UNIFORM: {
-		float res = ((m_parameter2 - m_parameter1) * m_base->DrawFloat())
-			+ m_parameter1;
+		float res = ((m_parameter2 - m_parameter1) * m_base->DrawFloat()) + m_parameter1;
 		tmpval = new CFloatValue(res);
 	}
 	break;
@@ -239,8 +237,7 @@
 		/* controlling parameter. Using the 'normal' exponent is not very     */
 		/* intuitive...                                                       */
 		/* tmpval = new CFloatValue( (1.0 / m_parameter1)                     */
-		tmpval = new CFloatValue( (m_parameter1) 
-								  * (-log(1.0 - m_base->DrawFloat())) );
+		tmpval = new CFloatValue((m_parameter1)  * (-log(1.0 - m_base->DrawFloat())));
 
 	}
 	break;

Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp	2012-06-05 21:54:21 UTC (rev 47482)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp	2012-06-05 22:12:17 UTC (rev 47483)
@@ -719,8 +719,8 @@
 					{
 						if (ctrl->getConstructionInfo().m_do_fh) 
 						{
-							btVector3 lspot = cl_object->getCenterOfMassPosition()
-								+ rayDirLocal * resultCallback.m_closestHitFraction;
+							btVector3 lspot = cl_object->getCenterOfMassPosition() +
+							        rayDirLocal * resultCallback.m_closestHitFraction;
 
 
 								

Modified: trunk/blender/source/gameengine/VideoTexture/FilterColor.h
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/FilterColor.h	2012-06-05 21:54:21 UTC (rev 47482)
+++ trunk/blender/source/gameengine/VideoTexture/FilterColor.h	2012-06-05 22:12:17 UTC (rev 47483)
@@ -91,9 +91,9 @@
 	/// calculate one color component
 	unsigned char calcColor (unsigned int val, short idx)
 	{
-		return (((m_matrix[idx][0]  * (VT_R(val)) + m_matrix[idx][1] * (VT_G(val))
-			+ m_matrix[idx][2] * (VT_B(val)) + m_matrix[idx][3] * (VT_A(val))
-			+ m_matrix[idx][4]) >> 8) & 0xFF);
+		return (((m_matrix[idx][0]  * (VT_R(val)) + m_matrix[idx][1] * (VT_G(val)) +
+		          m_matrix[idx][2] * (VT_B(val)) + m_matrix[idx][3] * (VT_A(val)) +
+		          m_matrix[idx][4]) >> 8) & 0xFF);
 	}
 
 	/// filter pixel template, source int buffer




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