[Bf-blender-cvs] [a706b9f] master: Rigidbody: Code cleanup

Sergej Reich noreply at git.blender.org
Thu Dec 26 21:34:52 CET 2013


Commit: a706b9feda90cc98ee7fa7d7e0a6aaa352894a5c
Author: Sergej Reich
Date:   Thu Dec 26 19:43:42 2013 +0100
https://developer.blender.org/rBa706b9feda90cc98ee7fa7d7e0a6aaa352894a5c

Rigidbody: Code cleanup

Remove redundant extern keyword.

===================================================================

M	intern/rigidbody/RBI_api.h

===================================================================

diff --git a/intern/rigidbody/RBI_api.h b/intern/rigidbody/RBI_api.h
index 2e7a996..4bf5f70 100644
--- a/intern/rigidbody/RBI_api.h
+++ b/intern/rigidbody/RBI_api.h
@@ -73,26 +73,26 @@ typedef struct rbConstraint rbConstraint;
 
 /* Create a new dynamics world instance */
 // TODO: add args to set the type of constraint solvers, etc.
-extern rbDynamicsWorld *RB_dworld_new(const float gravity[3]);
+rbDynamicsWorld *RB_dworld_new(const float gravity[3]);
 
 /* Delete the given dynamics world, and free any extra data it may require */
-extern void RB_dworld_delete(rbDynamicsWorld *world);
+void RB_dworld_delete(rbDynamicsWorld *world);
 
 /* Settings ------------------------- */
 
 /* Gravity */
-extern void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3]);
-extern void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3]);
+void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3]);
+void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3]);
 
 /* Constraint Solver */
-extern void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations);
+void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations);
 /* Split Impulse */
-extern void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse);
+void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse);
 
 /* Simulation ----------------------- */
 
 /* Step the simulation by the desired amount (in seconds) with extra controls on substep sizes and maximum substeps */
-extern void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep);
+void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep);
 
 /* Export -------------------------- */
 
@@ -105,10 +105,10 @@ void RB_dworld_export(rbDynamicsWorld *world, const char *filename);
 /* Setup ---------------------------- */
 
 /* Add RigidBody to dynamics world */
-extern void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups);
+void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups);
 
 /* Remove RigidBody from dynamics world */
-extern void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *body);
+void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *body);
 
 /* Collision detection */
 
@@ -119,84 +119,84 @@ void RB_world_convex_sweep_test(rbDynamicsWorld *world, rbRigidBody *object,
 /* ............ */
 
 /* Create new RigidBody instance */
-extern rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4]);
+rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4]);
 
 /* Delete the given RigidBody instance */
-extern void RB_body_delete(rbRigidBody *body);
+void RB_body_delete(rbRigidBody *body);
 
 /* Settings ------------------------- */
 
 /* 'Type' */
-extern void RB_body_set_type(rbRigidBody *body, int type, float mass);
+void RB_body_set_type(rbRigidBody *body, int type, float mass);
 
 /* ............ */
 
 /* Collision Shape */
-extern void RB_body_set_collision_shape(rbRigidBody *body, rbCollisionShape *shape);
+void RB_body_set_collision_shape(rbRigidBody *body, rbCollisionShape *shape);
 
 /* ............ */
 
 /* Mass */
-extern float RB_body_get_mass(rbRigidBody *body);
-extern void RB_body_set_mass(rbRigidBody *body, float value);
+float RB_body_get_mass(rbRigidBody *body);
+void RB_body_set_mass(rbRigidBody *body, float value);
 
 /* Friction */
-extern float RB_body_get_friction(rbRigidBody *body);
-extern void RB_body_set_friction(rbRigidBody *body, float value);
+float RB_body_get_friction(rbRigidBody *body);
+void RB_body_set_friction(rbRigidBody *body, float value);
 
 /* Restitution */
-extern float RB_body_get_restitution(rbRigidBody *body);
-extern void RB_body_set_restitution(rbRigidBody *body, float value);
+float RB_body_get_restitution(rbRigidBody *body);
+void RB_body_set_restitution(rbRigidBody *body, float value);
 
 /* Damping */
-extern float RB_body_get_linear_damping(rbRigidBody *body);
-extern void RB_body_set_linear_damping(rbRigidBody *body, float value);
+float RB_body_get_linear_damping(rbRigidBody *body);
+void RB_body_set_linear_damping(rbRigidBody *body, float value);
 
-extern float RB_body_get_angular_damping(rbRigidBody *body);
-extern void RB_body_set_angular_damping(rbRigidBody *body, float value);
+float RB_body_get_angular_damping(rbRigidBody *body);
+void RB_body_set_angular_damping(rbRigidBody *body, float value);
 
-extern void RB_body_set_damping(rbRigidBody *object, float linear, float angular);
+void RB_body_set_damping(rbRigidBody *object, float linear, float angular);
 
 /* Sleeping Thresholds */
-extern float RB_body_get_linear_sleep_thresh(rbRigidBody *body);
-extern void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value);
+float RB_body_get_linear_sleep_thresh(rbRigidBody *body);
+void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value);
 
-extern float RB_body_get_angular_sleep_thresh(rbRigidBody *body);
-extern void RB_body_set_angular_sleep_thresh(rbRigidBody *body, float value);
+float RB_body_get_angular_sleep_thresh(rbRigidBody *body);
+void RB_body_set_angular_sleep_thresh(rbRigidBody *body, float value);
 
-extern void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular);
+void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular);
 
 /* Linear Velocity */
-extern void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3]);
-extern void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3]);
+void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3]);
+void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3]);
 
 /* Angular Velocity */
-extern void RB_body_get_angular_velocity(rbRigidBody *body, float v_out[3]);
-extern void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3]);
+void RB_body_get_angular_velocity(rbRigidBody *body, float v_out[3]);
+void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3]);
 
 /* Linear/Angular Factor, used to lock translation/roation axes */
-extern void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z);
-extern void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z);
+void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z);
+void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z);
 
 /* Kinematic State */
-extern void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic);
+void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic);
 
 /* RigidBody Interface - Rigid Body Activation States */
-extern int RB_body_get_activation_state(rbRigidBody *body);
-extern void RB_body_set_activation_state(rbRigidBody *body, int use_deactivation);
-extern void RB_body_activate(rbRigidBody *body);
-extern void RB_body_deactivate(rbRigidBody *body);
+int RB_body_get_activation_state(rbRigidBody *body);
+void RB_body_set_activation_state(rbRigidBody *body, int use_deactivation);
+void RB_body_activate(rbRigidBody *body);
+void RB_body_deactivate(rbRigidBody *body);
 
 
 /* Simulation ----------------------- */
 
 /* Get current transform matrix of RigidBody to use in Blender (OpenGL format) */
-extern void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4]);
+void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4]);
 
 /* Set RigidBody's location and rotation */
-extern void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4]);
+void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4]);
 /* Set RigidBody's local scaling */
-extern void RB_body_set_scale(rbRigidBody *body, const float scale[3]);
+void RB_body_set_scale(rbRigidBody *body, const float scale[3]);
 
 /* ............ */
 
@@ -207,47 +207,47 @@ void RB_body_get_orientation(rbRigidBody *body, float v_out[4]);
 
 /* ............ */
 
-extern void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3]);
+void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3]);
 
 /* ********************************** */
 /* Collision Shape Methods */
 
 /* Setup (Standard Shapes) ----------- */
 
-extern rbCollisionShape *RB_shape_new_box(float x, float y, float z);
-extern rbCollisionShape *RB_shape_new_sphere(float radius);
-extern rbCollisionShape *RB_shape_new_capsule(float radius, float height);
-extern rbCollisionShape *RB_shape_new_cone(float radius, float height);
-extern rbCollisionShape *RB_shape_new_cylinder(float radius, float height);
+rbCollisionShape *RB_shape_new_box(float x, float y, float z);
+rbCollisionShape *RB_shape_new_sphere(float radius);
+rbCollisionShape *RB_shape_new_capsule(float radius, float height);
+rbCollisionShape *RB_shape_new_cone(float radius, float height);
+rbCollisionShape *RB_shape_new_cylinder(float radius, float height);
 
 /* Setup (Convex Hull) ------------ */
 
-extern rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count, float margin, bool *can_embed);
+rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count, float margin, bool *can_embed);
 
 /* Setup (Triangle Mesh) ---------- */
 
 /* 1 */
-extern rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts);
-extern void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride);
-extern void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2);
-extern void RB_trimesh_finish(rbMeshData *mesh);
+rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts);
+void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride);
+void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2);
+void RB_trimesh_finish(rbMeshData *mesh);
 /* 2a - Triangle Meshes */
-extern rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh);
+rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh);
 /* 2b - GImpact Meshes */
-extern rbCollisionShape

@@ Diff output truncated at 10240 characters. @@




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