[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46150] trunk/blender/source/blender/ blenkernel/intern/cdderivedmesh.c: Style cleanup: spaces around operator

Sergey Sharybin sergey.vfx at gmail.com
Tue May 1 14:51:17 CEST 2012


Revision: 46150
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46150
Author:   nazgul
Date:     2012-05-01 12:51:17 +0000 (Tue, 01 May 2012)
Log Message:
-----------
Style cleanup: spaces around operator

Modified Paths:
--------------
    trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c

Modified: trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c	2012-05-01 12:38:26 UTC (rev 46149)
+++ trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c	2012-05-01 12:51:17 UTC (rev 46150)
@@ -176,7 +176,7 @@
 	int i;
 
 	if (dm->numVertData) {
-		for (i=0; i<dm->numVertData; i++) {
+		for (i = 0; i < dm->numVertData; i++) {
 			DO_MINMAX(cddm->mvert[i].co, min_r, max_r);
 		}
 	}
@@ -226,18 +226,18 @@
 static int can_pbvh_draw(Object *ob, DerivedMesh *dm)
 {
 	CDDerivedMesh *cddm = (CDDerivedMesh*) dm;
-	Mesh *me= ob->data;
-	int deformed= 0;
+	Mesh *me = ob->data;
+	int deformed = 0;
 
 	/* active modifiers means extra deformation, which can't be handled correct
 	 * on birth of PBVH and sculpt "layer" levels, so use PBVH only for internal brush
 	 * stuff and show final DerivedMesh so user would see actual object shape */
-	deformed|= ob->sculpt->modifiers_active;
+	deformed |= ob->sculpt->modifiers_active;
 
 	/* as in case with modifiers, we can't synchronize deformation made against
 	 * PBVH and non-locked keyblock, so also use PBVH only for brushes and
 	 * final DM to give final result to user */
-	deformed|= ob->sculpt->kb && (ob->shapeflag&OB_SHAPE_LOCK) == 0;
+	deformed |= ob->sculpt->kb && (ob->shapeflag & OB_SHAPE_LOCK) == 0;
 
 	if (deformed)
 		return 0;
@@ -256,6 +256,7 @@
 
 	if (!ob->sculpt)
 		return NULL;
+
 	if (ob->sculpt->pbvh) {
 		cddm->pbvh= ob->sculpt->pbvh;
 		cddm->pbvh_draw = can_pbvh_draw(ob, dm);
@@ -265,8 +266,8 @@
 	 * this derivedmesh is just original mesh. it's the multires subsurf dm
 	 * that this is actually for, to support a pbvh on a modified mesh */
 	if (!cddm->pbvh && ob->type == OB_MESH) {
-		SculptSession *ss= ob->sculpt;
-		Mesh *me= ob->data;
+		SculptSession *ss = ob->sculpt;
+		Mesh *me = ob->data;
 		int deformed = 0;
 
 		cddm->pbvh = BLI_pbvh_new();
@@ -280,12 +281,12 @@
 		deformed = ss->modifiers_active || me->key;
 
 		if (deformed && ob->derivedDeform) {
-			DerivedMesh *deformdm= ob->derivedDeform;
+			DerivedMesh *deformdm = ob->derivedDeform;
 			float (*vertCos)[3];
 			int totvert;
 
-			totvert= deformdm->getNumVerts(deformdm);
-			vertCos= MEM_callocN(3*totvert*sizeof(float), "cdDM_getPBVH vertCos");
+			totvert = deformdm->getNumVerts(deformdm);
+			vertCos = MEM_callocN(3*totvert*sizeof(float), "cdDM_getPBVH vertCos");
 			deformdm->getVertCos(deformdm, vertCos);
 			BLI_pbvh_apply_vertCos(cddm->pbvh, vertCos);
 			MEM_freeN(vertCos);
@@ -316,7 +317,7 @@
 	MVert *mv = cddm->mvert;
 	int i;
 
-	if ( GPU_buffer_legacy(dm) ) {
+	if (GPU_buffer_legacy(dm)) {
 		glBegin(GL_POINTS);
 		for (i = 0; i < dm->numVertData; i++, mv++)
 			glVertex3fv(mv->co);
@@ -324,7 +325,7 @@
 	}
 	else {	/* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
 		GPU_vertex_setup(dm);
-		if ( !GPU_buffer_legacy(dm) ) {
+		if (!GPU_buffer_legacy(dm)) {
 			if (dm->drawObject->tot_triangle_point)
 				glDrawArrays(GL_POINTS, 0, dm->drawObject->tot_triangle_point);
 			else
@@ -342,7 +343,7 @@
 	int i;
 
 	if (mf) {
-		if ( GPU_buffer_legacy(dm) ) {
+		if (GPU_buffer_legacy(dm)) {
 			glBegin(GL_LINES);
 			for (i = 0; i < dm->numTessFaceData; i++, mf++, tf++) {
 				if (!(mf->flag&ME_HIDE)) {
@@ -374,7 +375,7 @@
 			int curpos = 0;
 
 			GPU_uvedge_setup(dm);
-			if ( !GPU_buffer_legacy(dm) ) {
+			if (!GPU_buffer_legacy(dm)) {
 				for (i = 0; i < dm->numTessFaceData; i++, mf++) {
 					if (!(mf->flag&ME_HIDE)) {
 						draw = 1;
@@ -412,7 +413,7 @@
 	MEdge *medge = cddm->medge;
 	int i;
 	
-	if ( GPU_buffer_legacy(dm) ) {
+	if (GPU_buffer_legacy(dm)) {
 		DEBUG_VBO("Using legacy code. cdDM_drawEdges\n");
 		glBegin(GL_LINES);
 		for (i = 0; i < dm->numEdgeData; i++, medge++) {
@@ -464,7 +465,7 @@
 	MEdge *medge = cddm->medge;
 	int i;
 
-	if ( GPU_buffer_legacy(dm) ) {
+	if (GPU_buffer_legacy(dm)) {
 		DEBUG_VBO("Using legacy code. cdDM_drawLooseEdges\n");
 		glBegin(GL_LINES);
 		for (i = 0; i < dm->numEdgeData; i++, medge++) {
@@ -481,7 +482,7 @@
 		int draw = 1;
 
 		GPU_edge_setup(dm);
-		if ( !GPU_buffer_legacy(dm) ) {
+		if (!GPU_buffer_legacy(dm)) {
 			for (i = 0; i < dm->numEdgeData; i++, medge++) {
 				if (medge->flag&ME_LOOSEEDGE) {
 					draw = 1;
@@ -534,7 +535,7 @@
 		return;
 	}
 
-	if ( GPU_buffer_legacy(dm) ) {
+	if (GPU_buffer_legacy(dm)) {
 		DEBUG_VBO("Using legacy code. cdDM_drawFacesSolid\n");
 		glBegin(glmode = GL_QUADS);
 		for (a = 0; a < dm->numTessFaceData; a++, mface++) {
@@ -586,7 +587,7 @@
 	else {	/* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
 		GPU_vertex_setup(dm);
 		GPU_normal_setup(dm);
-		if ( !GPU_buffer_legacy(dm) ) {
+		if (!GPU_buffer_legacy(dm)) {
 			glShadeModel(GL_SMOOTH);
 			for (a = 0; a < dm->drawObject->totmaterial; a++) {
 				if (setMaterial(dm->drawObject->materials[a].mat_nr + 1, NULL)) {
@@ -622,7 +623,7 @@
 
 	cdDM_update_normals_from_pbvh(dm);
 
-	if ( GPU_buffer_legacy(dm) ) {
+	if (GPU_buffer_legacy(dm)) {
 		DEBUG_VBO("Using legacy code. cdDM_drawFacesTex_common\n");
 		for (i = 0; i < dm->numTessFaceData; i++, mf++) {
 			MVert *mvert;
@@ -646,7 +647,7 @@
 			
 			if (draw_option != DM_DRAW_OPTION_SKIP) {
 				if (draw_option != DM_DRAW_OPTION_NO_MCOL && mcol)
-					cp= (unsigned char*) &mcol[i*4];
+					cp = (unsigned char*) &mcol[i*4];
 
 				if (!(mf->flag&ME_SMOOTH)) {
 					if (nors) {
@@ -706,19 +707,19 @@
 		GPU_uv_setup(dm);
 		if ( col != NULL ) {
 #if 0
-			if ( realcol && dm->drawObject->colType == CD_TEXTURE_MCOL ) {
+			if (realcol && dm->drawObject->colType == CD_TEXTURE_MCOL) {
 				col = 0;
 			}
-			else if ( mcol && dm->drawObject->colType == CD_MCOL ) {
+			else if (mcol && dm->drawObject->colType == CD_MCOL) {
 				col = 0;
 			}
 			
-			if ( col != 0 )
+			if (col != 0)
 #endif
 			{
 				unsigned char *colors = MEM_mallocN(dm->getNumTessFaces(dm)*4*3*sizeof(unsigned char), "cdDM_drawFacesTex_common");
-				for ( i=0; i < dm->getNumTessFaces(dm); i++ ) {
-					for ( j=0; j < 4; j++ ) {
+				for (i = 0; i < dm->getNumTessFaces(dm); i++) {
+					for (j = 0; j < 4; j++) {
 						/* bgr -> rgb is intentional (and stupid), but how its stored internally */
 						colors[i*12+j*3] = col[i*4+j].b;
 						colors[i*12+j*3+1] = col[i*4+j].g;
@@ -735,9 +736,9 @@
 			GPU_color_setup(dm);
 		}
 
-		if ( !GPU_buffer_legacy(dm) ) {
+		if (!GPU_buffer_legacy(dm)) {
 			int tottri = dm->drawObject->tot_triangle_point/3;
-			int next_actualFace= dm->drawObject->triangle_to_mface[0];
+			int next_actualFace = dm->drawObject->triangle_to_mface[0];
 
 			glShadeModel(GL_SMOOTH);
 			/* lastFlag = 0; */ /* UNUSED */
@@ -765,7 +766,7 @@
 				}
 
 				/* flush buffer if current triangle isn't drawable or it's last triangle */
-				flush= (draw_option == DM_DRAW_OPTION_SKIP) || (i == tottri - 1);
+				flush = (draw_option == DM_DRAW_OPTION_SKIP) || (i == tottri - 1);
 
 				if (!flush && compareDrawOptions) {
 					/* also compare draw options and flush buffer if they're different
@@ -774,9 +775,9 @@
 				}
 
 				if (flush) {
-					int first= startFace*3;
+					int first = startFace*3;
 					/* Add one to the length if we're drawing at the end of the array */
-					int count= (i-startFace+(draw_option != DM_DRAW_OPTION_SKIP ? 1 : 0))*3;
+					int count = (i-startFace+(draw_option != DM_DRAW_OPTION_SKIP ? 1 : 0))*3;
 
 					if (count) {
 						if (col)
@@ -829,13 +830,13 @@
 
 	/* back-buffer always uses legacy since VBO's would need the
 	 * color array temporarily overwritten for drawing, then reset. */
-	if ( GPU_buffer_legacy(dm) || G.f & G_BACKBUFSEL) {
+	if (GPU_buffer_legacy(dm) || G.f & G_BACKBUFSEL) {
 		DEBUG_VBO("Using legacy code. cdDM_drawMappedFaces\n");
 		for (i = 0; i < dm->numTessFaceData; i++, mf++) {
 			int drawSmooth = (flag & DM_DRAW_ALWAYS_SMOOTH) ? 1 : (mf->flag & ME_SMOOTH);
-			DMDrawOption draw_option= DM_DRAW_OPTION_NORMAL;
+			DMDrawOption draw_option = DM_DRAW_OPTION_NORMAL;
 
-			orig= (index==NULL) ? i : *index++;
+			orig = (index==NULL) ? i : *index++;
 			
 			if (orig == ORIGINDEX_NONE)
 				draw_option= setMaterial(mf->mat_nr + 1, NULL);
@@ -908,7 +909,7 @@
 		GPU_normal_setup(dm);
 		if ( useColors && mc )
 			GPU_color_setup(dm);
-		if ( !GPU_buffer_legacy(dm) ) {
+		if (!GPU_buffer_legacy(dm)) {
 			int tottri = dm->drawObject->tot_triangle_point/3;
 			glShadeModel(GL_SMOOTH);
 			
@@ -921,12 +922,12 @@
 			}
 			else {
 				/* we need to check if the next material changes */
-				int next_actualFace= dm->drawObject->triangle_to_mface[0];
+				int next_actualFace = dm->drawObject->triangle_to_mface[0];
 				
-				for ( i = 0; i < tottri; i++ ) {
+				for (i = 0; i < tottri; i++) {
 					//int actualFace = dm->drawObject->triangle_to_mface[i];
 					int actualFace = next_actualFace;
-					MFace *mface= mf + actualFace;
+					MFace *mface = mf + actualFace;
 					/*int drawSmooth= (flag & DM_DRAW_ALWAYS_SMOOTH) ? 1 : (mface->flag & ME_SMOOTH);*/ /* UNUSED */
 					DMDrawOption draw_option = DM_DRAW_OPTION_NORMAL;
 					int flush = 0;
@@ -934,7 +935,7 @@
 					if (i != tottri-1)
 						next_actualFace= dm->drawObject->triangle_to_mface[i+1];
 
-					orig= (index==NULL) ? actualFace : index[actualFace];
+					orig = (index==NULL) ? actualFace : index[actualFace];
 
 					if (orig == ORIGINDEX_NONE)
 						draw_option= setMaterial(mface->mat_nr + 1, NULL);
@@ -946,19 +947,19 @@
 					 * invisible triangle or at the end of the array */
 
 					/* flush buffer if current triangle isn't drawable or it's last triangle... */
-					flush= (draw_option == DM_DRAW_OPTION_SKIP) || (i == tottri - 1);
+					flush = (draw_option == DM_DRAW_OPTION_SKIP) || (i == tottri - 1);
 
 					/* ... or when material setting is dissferent  */
-					flush|= mf[actualFace].mat_nr != mf[next_actualFace].mat_nr;
+					flush |= mf[actualFace].mat_nr != mf[next_actualFace].mat_nr;
 
 					if (!flush && compareDrawOptions) {
-						flush|= compareDrawOptions(userData, actualFace, next_actualFace) == 0;
+						flush |= compareDrawOptions(userData, actualFace, next_actualFace) == 0;
 					}
 
 					if (flush) {
-						int first= prevstart*3;
+						int first = prevstart*3;
 						/* Add one to the length if we're drawing at the end of the array */
-						int count= (i-prevstart+(draw_option != DM_DRAW_OPTION_SKIP ? 1 : 0))*3;
+						int count = (i-prevstart+(draw_option != DM_DRAW_OPTION_SKIP ? 1 : 0))*3;
 
 						if (count)

@@ Diff output truncated at 10240 characters. @@



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