[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [45228] trunk/blender/source: style cleanup
Campbell Barton
ideasman42 at gmail.com
Wed Mar 28 07:03:38 CEST 2012
Revision: 45228
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=45228
Author: campbellbarton
Date: 2012-03-28 05:03:24 +0000 (Wed, 28 Mar 2012)
Log Message:
-----------
style cleanup
Modified Paths:
--------------
trunk/blender/source/blender/collada/AnimationExporter.cpp
trunk/blender/source/blender/collada/AnimationImporter.cpp
trunk/blender/source/blender/collada/ArmatureImporter.cpp
trunk/blender/source/blender/collada/DocumentImporter.cpp
trunk/blender/source/blender/collada/EffectExporter.cpp
trunk/blender/source/blender/collada/MeshImporter.cpp
trunk/blender/source/blender/ikplugin/intern/itasc_plugin.cpp
trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
trunk/blender/source/gameengine/Converter/BL_ArmatureObject.cpp
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
trunk/blender/source/gameengine/Converter/BL_DeformableGameObject.cpp
trunk/blender/source/gameengine/Converter/BL_MeshDeformer.cpp
trunk/blender/source/gameengine/Converter/BL_ShapeActionActuator.cpp
trunk/blender/source/gameengine/Converter/BL_SkinDeformer.cpp
trunk/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
trunk/blender/source/gameengine/Expressions/Expression.cpp
trunk/blender/source/gameengine/Expressions/InputParser.cpp
trunk/blender/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
trunk/blender/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
trunk/blender/source/gameengine/GameLogic/SCA_2DFilterActuator.cpp
trunk/blender/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
trunk/blender/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
trunk/blender/source/gameengine/GameLogic/SCA_MouseSensor.cpp
trunk/blender/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
trunk/blender/source/gameengine/GamePlayer/common/GPC_Canvas.cpp
trunk/blender/source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
trunk/blender/source/gameengine/Ketsji/BL_Shader.cpp
trunk/blender/source/gameengine/Ketsji/BL_Texture.cpp
trunk/blender/source/gameengine/Ketsji/KX_Camera.cpp
trunk/blender/source/gameengine/Ketsji/KX_Dome.cpp
trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
trunk/blender/source/gameengine/Ketsji/KX_IpoActuator.cpp
trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
trunk/blender/source/gameengine/Ketsji/KX_PythonInit.cpp
trunk/blender/source/gameengine/Ketsji/KX_PythonInitTypes.cpp
trunk/blender/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
trunk/blender/source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp
trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
trunk/blender/source/gameengine/Ketsji/KX_TrackToActuator.cpp
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_FramingManager.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
trunk/blender/source/gameengine/SceneGraph/SG_Controller.cpp
trunk/blender/source/gameengine/SceneGraph/SG_IObject.cpp
trunk/blender/source/gameengine/SceneGraph/SG_Node.cpp
trunk/blender/source/gameengine/SceneGraph/SG_Spatial.cpp
Modified: trunk/blender/source/blender/collada/AnimationExporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/AnimationExporter.cpp 2012-03-28 03:47:33 UTC (rev 45227)
+++ trunk/blender/source/blender/collada/AnimationExporter.cpp 2012-03-28 05:03:24 UTC (rev 45228)
@@ -153,14 +153,14 @@
char * transformName = extract_transform_name( fcu->rna_path );
if ( !strcmp(transformName, "rotation_quaternion") ) {
- for ( int i = 0 ; i < fcu->totvert ; i++){
+ for ( int i = 0 ; i < fcu->totvert ; i++) {
*(quat + ( i * 4 ) + fcu->array_index) = fcu->bezt[i].vec[1][1];
}
}
fcu = fcu->next;
}
- for ( int i = 0 ; i < keys ; i++){
+ for ( int i = 0 ; i < keys ; i++) {
for ( int j = 0;j<4;j++)
temp_quat[j] = quat[(i*4)+j];
@@ -335,8 +335,7 @@
return;
//This will only export animations of bones in deform group.
- /*if(!is_bone_deform_group(bone))
- return;*/
+ /* if (!is_bone_deform_group(bone)) return; */
sample_and_write_bone_animation_matrix(ob_arm, bone);
@@ -352,7 +351,7 @@
//Check child bones
else
{
- for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next){
+ for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) {
//loop through all the children until deform bone is found, and then return
is_def = is_bone_deform_group(child);
if (is_def) return true;
Modified: trunk/blender/source/blender/collada/AnimationImporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/AnimationImporter.cpp 2012-03-28 03:47:33 UTC (rev 45227)
+++ trunk/blender/source/blender/collada/AnimationImporter.cpp 2012-03-28 05:03:24 UTC (rev 45228)
@@ -948,7 +948,7 @@
}
}
- if ( animType->material != 0){
+ if ( animType->material != 0) {
Material *ma = give_current_material(ob, 1);
if (!ma->adt || !ma->adt->action) act = verify_adt_action((ID*)&ma->id, 1);
else act = ma->adt->action;
@@ -964,25 +964,25 @@
if (ef != NULL) { /* can be NULL [#28909] */
const COLLADAFW::CommonEffectPointerArray& commonEffects = ef->getCommonEffects();
COLLADAFW::EffectCommon *efc = commonEffects[0];
- if ((animType->material & MATERIAL_SHININESS) != 0){
+ if ((animType->material & MATERIAL_SHININESS) != 0) {
const COLLADAFW::FloatOrParam *shin = &(efc->getShininess());
const COLLADAFW::UniqueId& listid = shin->getAnimationList();
Assign_float_animations( listid, AnimCurves , "specular_hardness" );
}
- if ((animType->material & MATERIAL_IOR) != 0){
+ if ((animType->material & MATERIAL_IOR) != 0) {
const COLLADAFW::FloatOrParam *ior = &(efc->getIndexOfRefraction());
const COLLADAFW::UniqueId& listid = ior->getAnimationList();
Assign_float_animations( listid, AnimCurves , "raytrace_transparency.ior" );
}
- if ((animType->material & MATERIAL_SPEC_COLOR) != 0){
+ if ((animType->material & MATERIAL_SPEC_COLOR) != 0) {
const COLLADAFW::ColorOrTexture *cot = &(efc->getSpecular());
const COLLADAFW::UniqueId& listid = cot->getColor().getAnimationList();
Assign_color_animations( listid, AnimCurves , "specular_color" );
}
- if ((animType->material & MATERIAL_DIFF_COLOR) != 0){
+ if ((animType->material & MATERIAL_DIFF_COLOR) != 0) {
const COLLADAFW::ColorOrTexture *cot = &(efc->getDiffuse());
const COLLADAFW::UniqueId& listid = cot->getColor().getAnimationList();
Assign_color_animations( listid, AnimCurves , "diffuse_color" );
Modified: trunk/blender/source/blender/collada/ArmatureImporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/ArmatureImporter.cpp 2012-03-28 03:47:33 UTC (rev 45227)
+++ trunk/blender/source/blender/collada/ArmatureImporter.cpp 2012-03-28 05:03:24 UTC (rev 45228)
@@ -98,7 +98,7 @@
float angle = 0;
// get world-space
- if (parent){
+ if (parent) {
mult_m4_m4m4(mat, parent_mat, obmat);
}
@@ -582,12 +582,12 @@
// object-space
get_node_mat(obmat, root_node, NULL, NULL);
- //if(*edbone)
+ //if (*edbone)
bPoseChannel * pchan = get_pose_channel(ob_arm -> pose , bone_name);
//else fprintf ( "",
// get world-space
- if (parentname){
+ if (parentname) {
mult_m4_m4m4(mat, parent_mat, obmat);
bPoseChannel *parchan = get_pose_channel(ob_arm->pose, parentname);
Modified: trunk/blender/source/blender/collada/DocumentImporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/DocumentImporter.cpp 2012-03-28 03:47:33 UTC (rev 45227)
+++ trunk/blender/source/blender/collada/DocumentImporter.cpp 2012-03-28 05:03:24 UTC (rev 45228)
@@ -157,7 +157,7 @@
// The latter sounds better.
}
-void DocumentImporter::start(){}
+void DocumentImporter::start() {}
void DocumentImporter::finish()
{
Modified: trunk/blender/source/blender/collada/EffectExporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/EffectExporter.cpp 2012-03-28 03:47:33 UTC (rev 45227)
+++ trunk/blender/source/blender/collada/EffectExporter.cpp 2012-03-28 05:03:24 UTC (rev 45228)
@@ -364,9 +364,10 @@
for (int a = 0; a < MAX_MTEX; a++) {
if (ma->mtex[a] &&
- ma->mtex[a]->tex &&
- ma->mtex[a]->tex->type == TEX_IMAGE &&
- ma->mtex[a]->texco == TEXCO_UV){
+ ma->mtex[a]->tex &&
+ ma->mtex[a]->tex->type == TEX_IMAGE &&
+ ma->mtex[a]->texco == TEXCO_UV)
+ {
indices.push_back(a);
}
}
Modified: trunk/blender/source/blender/collada/MeshImporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/MeshImporter.cpp 2012-03-28 03:47:33 UTC (rev 45227)
+++ trunk/blender/source/blender/collada/MeshImporter.cpp 2012-03-28 05:03:24 UTC (rev 45228)
@@ -281,7 +281,7 @@
COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons*)mp;
COLLADAFW::Polygons::VertexCountArray& vca = mpvc->getGroupedVerticesVertexCountArray();
- for (unsigned int j = 0; j < vca.getCount(); j++){
+ for (unsigned int j = 0; j < vca.getCount(); j++) {
int count = vca[j];
if (count < 3) {
fprintf(stderr, "Primitive %s in %s has at least one face with vertex count < 3\n",
@@ -486,7 +486,7 @@
#endif
if (type == COLLADAFW::MeshPrimitive::TRIANGLES) {
- for (j = 0; j < prim_totface; j++){
+ for (j = 0; j < prim_totface; j++) {
set_face_indices(mface, indices, false);
indices += 3;
@@ -527,12 +527,12 @@
// The first trifan vertex will be the first vertex in every triangle
if (type == COLLADAFW::MeshPrimitive::TRIANGLE_FANS) {
unsigned grouped_vertex_count = mp->getGroupedVertexElementsCount();
- for (unsigned int group_index = 0; group_index < grouped_vertex_count; group_index++){
+ for (unsigned int group_index = 0; group_index < grouped_vertex_count; group_index++) {
unsigned int first_vertex = indices[0]; // Store first trifan vertex
unsigned int first_normal = nind[0]; // Store first trifan vertex normal
unsigned int vertex_count = mp->getGroupedVerticesVertexCount(group_index);
- for (unsigned int vertex_index = 0; vertex_index < vertex_count - 2; vertex_index++){
+ for (unsigned int vertex_index = 0; vertex_index < vertex_count - 2; vertex_index++) {
// For each triangle store indeces of its 3 vertices
unsigned int triangle_vertex_indices[3]={first_vertex, indices[1], indices[2]};
set_face_indices(mface, triangle_vertex_indices, false);
Modified: trunk/blender/source/blender/ikplugin/intern/itasc_plugin.cpp
===================================================================
--- trunk/blender/source/blender/ikplugin/intern/itasc_plugin.cpp 2012-03-28 03:47:33 UTC (rev 45227)
+++ trunk/blender/source/blender/ikplugin/intern/itasc_plugin.cpp 2012-03-28 05:03:24 UTC (rev 45228)
@@ -250,16 +250,16 @@
rootbone = data->rootbone;
/* Find the chain's root & count the segments needed */
- for (curchan = pchan_tip; curchan; curchan=curchan->parent){
+ for (curchan = pchan_tip; curchan; curchan=curchan->parent) {
pchan_root = curchan;
if (++segcount > 255) // 255 is weak
break;
- if (segcount==rootbone){
+ if (segcount==rootbone) {
// reached this end of the chain but if the chain is overlapping with a
// previous one, we must go back up to the root of the other chain
- if ((curchan->flag & POSE_CHAIN) && curchan->iktree.first == NULL){
+ if ((curchan->flag & POSE_CHAIN) && curchan->iktree.first == NULL) {
rootbone++;
continue;
}
Modified: trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp 2012-03-28 03:47:33 UTC (rev 45227)
+++ trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp 2012-03-28 05:03:24 UTC (rev 45228)
@@ -254,7 +254,7 @@
int tmp_lay= startscene->lay;
Object *tmp_camera = startscene->camera;
- if (v3d->scenelock==0){
+ if (v3d->scenelock==0) {
startscene->lay= v3d->lay;
startscene->camera= v3d->camera;
}
@@ -341,7 +341,7 @@
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);
@@ -552,7 +552,7 @@
#endif
}
//lock frame and camera enabled - restoring global values
- if (v3d->scenelock==0){
+ if (v3d->scenelock==0) {
startscene->lay= tmp_lay;
startscene->camera= tmp_camera;
}
Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp 2012-03-28 03:47:33 UTC (rev 45227)
+++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp 2012-03-28 05:03:24 UTC (rev 45228)
@@ -141,7 +141,7 @@
RAS_Rect &
KX_BlenderCanvas::
GetWindowArea(
-){
+) {
return m_area_rect;
}
@@ -150,7 +150,7 @@
SetViewPort(
int x1, int y1,
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list