[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51333] trunk/blender/source: style cleanup: bge
Campbell Barton
ideasman42 at gmail.com
Mon Oct 15 06:16:37 CEST 2012
Revision: 51333
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=51333
Author: campbellbarton
Date: 2012-10-15 04:16:34 +0000 (Mon, 15 Oct 2012)
Log Message:
-----------
style cleanup: bge
Modified Paths:
--------------
trunk/blender/source/blender/render/intern/source/shadeoutput.c
trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
trunk/blender/source/gameengine/Converter/KX_ConvertActuators.h
trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
Modified: trunk/blender/source/blender/render/intern/source/shadeoutput.c
===================================================================
--- trunk/blender/source/blender/render/intern/source/shadeoutput.c 2012-10-15 03:56:01 UTC (rev 51332)
+++ trunk/blender/source/blender/render/intern/source/shadeoutput.c 2012-10-15 04:16:34 UTC (rev 51333)
@@ -468,9 +468,10 @@
/* cross product */
#define CROSS(dest, a, b) \
- { dest[0]= a[1] * b[2] - a[2] * b[1]; \
- dest[1]= a[2] * b[0] - a[0] * b[2]; \
- dest[2]= a[0] * b[1] - a[1] * b[0]; \
+ { \
+ dest[0]= a[1] * b[2] - a[2] * b[1]; \
+ dest[1]= a[2] * b[0] - a[0] * b[2]; \
+ dest[2]= a[0] * b[1] - a[1] * b[0]; \
} (void)0
CROSS(cross[0], vec[0], vec[1]);
Modified: trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp 2012-10-15 03:56:01 UTC (rev 51332)
+++ trunk/blender/source/gameengine/Converter/KX_ConvertActuators.cpp 2012-10-15 04:16:34 UTC (rev 51333)
@@ -104,22 +104,25 @@
#include "BL_BlenderDataConversion.h"
/**
- * KX_BLENDERTRUNC needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
+ * KX_flt_trunc needed to round 'almost' zero values to zero, else velocities etc. are incorrectly set
*/
-#define KX_BLENDERTRUNC(x) (( x < 0.0001f && x > -0.0001f ) ? 0.0f : x)
+BLI_INLINE float KX_flt_trunc(const float x)
+{
+ return ( x < 0.0001f && x > -0.0001f ) ? 0.0f : x;
+}
void BL_ConvertActuators(const char* maggiename,
- struct Object* blenderobject,
- KX_GameObject* gameobj,
- SCA_LogicManager* logicmgr,
- KX_Scene* scene,
- KX_KetsjiEngine* ketsjiEngine,
- int activeLayerBitInfo,
- bool isInActiveLayer,
- RAS_IRenderTools* rendertools,
- KX_BlenderSceneConverter* converter
- )
+ struct Object* blenderobject,
+ KX_GameObject* gameobj,
+ SCA_LogicManager* logicmgr,
+ KX_Scene* scene,
+ KX_KetsjiEngine* ketsjiEngine,
+ int activeLayerBitInfo,
+ bool isInActiveLayer,
+ RAS_IRenderTools* rendertools,
+ KX_BlenderSceneConverter* converter
+ )
{
int uniqueint = 0;
@@ -145,20 +148,23 @@
{
bObjectActuator* obact = (bObjectActuator*) bact->data;
KX_GameObject* obref = NULL;
- MT_Vector3 forcevec(KX_BLENDERTRUNC(obact->forceloc[0]),
- KX_BLENDERTRUNC(obact->forceloc[1]),
- KX_BLENDERTRUNC(obact->forceloc[2]));
- MT_Vector3 torquevec(obact->forcerot[0],obact->forcerot[1],obact->forcerot[2]);
- MT_Vector3 dlocvec ( KX_BLENDERTRUNC(obact->dloc[0]),
- KX_BLENDERTRUNC(obact->dloc[1]),
- KX_BLENDERTRUNC(obact->dloc[2]));
- MT_Vector3 drotvec ( KX_BLENDERTRUNC(obact->drot[0]),obact->drot[1],obact->drot[2]);
- MT_Vector3 linvelvec ( KX_BLENDERTRUNC(obact->linearvelocity[0]),
- KX_BLENDERTRUNC(obact->linearvelocity[1]),
- KX_BLENDERTRUNC(obact->linearvelocity[2]));
- MT_Vector3 angvelvec ( KX_BLENDERTRUNC(obact->angularvelocity[0]),
- KX_BLENDERTRUNC(obact->angularvelocity[1]),
- KX_BLENDERTRUNC(obact->angularvelocity[2]));
+ MT_Vector3 forcevec(KX_flt_trunc(obact->forceloc[0]),
+ KX_flt_trunc(obact->forceloc[1]),
+ KX_flt_trunc(obact->forceloc[2]));
+ MT_Vector3 torquevec(obact->forcerot[0],
+ obact->forcerot[1],
+ obact->forcerot[2]);
+ MT_Vector3 dlocvec(KX_flt_trunc(obact->dloc[0]),
+ KX_flt_trunc(obact->dloc[1]),
+ KX_flt_trunc(obact->dloc[2]));
+ MT_Vector3 drotvec(KX_flt_trunc(obact->drot[0]),
+ obact->drot[1],obact->drot[2]);
+ MT_Vector3 linvelvec(KX_flt_trunc(obact->linearvelocity[0]),
+ KX_flt_trunc(obact->linearvelocity[1]),
+ KX_flt_trunc(obact->linearvelocity[2]));
+ MT_Vector3 angvelvec(KX_flt_trunc(obact->angularvelocity[0]),
+ KX_flt_trunc(obact->angularvelocity[1]),
+ KX_flt_trunc(obact->angularvelocity[2]));
short damping = obact->damping;
/* Blender uses a bit vector internally for the local-flags. In */
@@ -180,17 +186,17 @@
obref = converter->FindGameObject(obact->reference);
}
- KX_ObjectActuator* tmpbaseact = new KX_ObjectActuator(gameobj,
- obref,
- forcevec.getValue(),
- torquevec.getValue(),
- dlocvec.getValue(),
- drotvec.getValue(),
- linvelvec.getValue(),
- angvelvec.getValue(),
- damping,
- bitLocalFlag
- );
+ KX_ObjectActuator* tmpbaseact = new KX_ObjectActuator(
+ gameobj,
+ obref,
+ forcevec.getValue(),
+ torquevec.getValue(),
+ dlocvec.getValue(),
+ drotvec.getValue(),
+ linvelvec.getValue(),
+ angvelvec.getValue(),
+ damping,
+ bitLocalFlag);
baseact = tmpbaseact;
break;
}
@@ -209,22 +215,22 @@
if (actact->flag & ACT_IPOCHILD) ipo_flags |= BL_Action::ACT_IPOFLAG_CHILD;
BL_ActionActuator* tmpbaseact = new BL_ActionActuator(
- gameobj,
- propname,
- propframe,
- actact->sta,
- actact->end,
- actact->act,
- actact->type, // + 1, because Blender starts to count at zero,
- actact->blendin,
- actact->priority,
- actact->layer,
- actact->layer_weight,
- ipo_flags,
- actact->end_reset,
- actact->stridelength
- // Ketsji at 1, because zero is reserved for "NoDef"
- );
+ gameobj,
+ propname,
+ propframe,
+ actact->sta,
+ actact->end,
+ actact->act,
+ actact->type, // + 1, because Blender starts to count at zero,
+ actact->blendin,
+ actact->priority,
+ actact->layer,
+ actact->layer_weight,
+ ipo_flags,
+ actact->end_reset,
+ actact->stridelength
+ // Ketsji at 1, because zero is reserved for "NoDef"
+ );
baseact= tmpbaseact;
break;
}
@@ -236,18 +242,17 @@
STR_String propframe = (actact->frameProp ? actact->frameProp : "");
BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator(
- gameobj,
- propname,
- propframe,
- actact->sta,
- actact->end,
- actact->act,
- actact->type, // + 1, because Blender starts to count at zero,
- actact->blendin,
- actact->priority,
- actact->stridelength
- // Ketsji at 1, because zero is reserved for "NoDef"
- );
+ gameobj,
+ propname,
+ propframe,
+ actact->sta,
+ actact->end,
+ actact->act,
+ actact->type, // + 1, because Blender starts to count at zero,
+ actact->blendin,
+ actact->priority,
+ actact->stridelength);
+ // Ketsji at 1, because zero is reserved for "NoDef"
baseact= tmpbaseact;
break;
}
@@ -266,17 +271,17 @@
bool ipo_add = (ipoact->flag & ACT_IPOADD);
KX_IpoActuator* tmpbaseact = new KX_IpoActuator(
- gameobj,
- propname ,
- frameProp,
- ipoact->sta,
- ipoact->end,
- ipochild,
- ipoact->type + 1, // + 1, because Blender starts to count at zero,
- // Ketsji at 1, because zero is reserved for "NoDef"
- ipo_as_force,
- ipo_add,
- local);
+ gameobj,
+ propname ,
+ frameProp,
+ ipoact->sta,
+ ipoact->end,
+ ipochild,
+ ipoact->type + 1, // + 1, because Blender starts to count at zero,
+ // Ketsji at 1, because zero is reserved for "NoDef"
+ ipo_as_force,
+ ipo_add,
+ local);
baseact = tmpbaseact;
break;
}
@@ -292,14 +297,14 @@
/* visifac, fac and axis are not copied from the struct... */
/* that's some internal state... */
- KX_CameraActuator *tmpcamact
- = new KX_CameraActuator(gameobj,
- tmpgob,
- camact->height,
- camact->min,
- camact->max,
- camact->axis,
- camact->damping);
+ KX_CameraActuator *tmpcamact = new KX_CameraActuator(
+ gameobj,
+ tmpgob,
+ camact->height,
+ camact->min,
+ camact->max,
+ camact->axis,
+ camact->damping);
baseact = tmpcamact;
}
break;
@@ -332,14 +337,13 @@
? (char*) msgAct->body
: "");
- KX_NetworkMessageActuator *tmpmsgact =
- new KX_NetworkMessageActuator(
- gameobj, // actuator controlling object
- scene->GetNetworkScene(), // needed for replication
- toPropName,
- subject,
- bodyType,
- body);
+ KX_NetworkMessageActuator *tmpmsgact = new KX_NetworkMessageActuator(
+ gameobj, // actuator controlling object
+ scene->GetNetworkScene(), // needed for replication
+ toPropName,
+ subject,
+ bodyType,
+ body);
baseact = tmpmsgact;
break;
}
@@ -456,11 +460,11 @@
destinationObj = converter->FindGameObject(propact->ob);
SCA_PropertyActuator* tmppropact = new SCA_PropertyActuator(
- gameobj,
- destinationObj,
- propact->name,
- propact->value,
- propact->type+1); // + 1 because Ketsji Logic starts
+ gameobj,
+ destinationObj,
+ propact->name,
+ propact->value,
+ propact->type + 1); // + 1 because Ketsji Logic starts
// with 0 for KX_ACT_PROP_NODEF
baseact = tmppropact;
break;
@@ -490,18 +494,16 @@
}
}
- KX_SCA_AddObjectActuator* tmpaddact =
- new KX_SCA_AddObjectActuator(
- gameobj,
- originalval,
- editobact->time,
- scene,
@@ Diff output truncated at 10240 characters. @@
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