[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. @@



More information about the Bf-blender-cvs mailing list