[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [60312] branches/soc-2013-rigid_body_sim/ source/blender/blenkernel: rigidbody: Code cleanup

Sergej Reich sergej.reich at googlemail.com
Sun Sep 22 15:49:57 CEST 2013


Revision: 60312
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=60312
Author:   sergof
Date:     2013-09-22 13:49:57 +0000 (Sun, 22 Sep 2013)
Log Message:
-----------
rigidbody: Code cleanup

Avoid mixing bool and int.

Modified Paths:
--------------
    branches/soc-2013-rigid_body_sim/source/blender/blenkernel/BKE_rigidbody.h
    branches/soc-2013-rigid_body_sim/source/blender/blenkernel/intern/rigidbody.c

Modified: branches/soc-2013-rigid_body_sim/source/blender/blenkernel/BKE_rigidbody.h
===================================================================
--- branches/soc-2013-rigid_body_sim/source/blender/blenkernel/BKE_rigidbody.h	2013-09-22 13:22:52 UTC (rev 60311)
+++ branches/soc-2013-rigid_body_sim/source/blender/blenkernel/BKE_rigidbody.h	2013-09-22 13:49:57 UTC (rev 60312)
@@ -67,10 +67,10 @@
 void BKE_rigidbody_world_groups_relink(struct RigidBodyWorld *rbw);
 
 /* 'validate' (i.e. make new or replace old) Physics-Engine objects */
-void BKE_rigidbody_validate_sim_world(struct Scene *scene, struct RigidBodyWorld *rbw, short rebuild);
-void BKE_rigidbody_validate_sim_object(struct RigidBodyWorld *rbw, struct Object *ob, short rebuild);
-void BKE_rigidbody_validate_sim_shape(struct Object *ob, short rebuild);
-void BKE_rigidbody_validate_sim_constraint(struct RigidBodyWorld *rbw, struct Object *ob, short rebuild);
+void BKE_rigidbody_validate_sim_world(struct Scene *scene, struct RigidBodyWorld *rbw, bool rebuild);
+void BKE_rigidbody_validate_sim_object(struct RigidBodyWorld *rbw, struct Object *ob, bool rebuild);
+void BKE_rigidbody_validate_sim_shape(struct Object *ob, bool rebuild);
+void BKE_rigidbody_validate_sim_constraint(struct RigidBodyWorld *rbw, struct Object *ob, bool rebuild);
 
 /* -------------- */
 /* Utilities */

Modified: branches/soc-2013-rigid_body_sim/source/blender/blenkernel/intern/rigidbody.c
===================================================================
--- branches/soc-2013-rigid_body_sim/source/blender/blenkernel/intern/rigidbody.c	2013-09-22 13:22:52 UTC (rev 60311)
+++ branches/soc-2013-rigid_body_sim/source/blender/blenkernel/intern/rigidbody.c	2013-09-22 13:49:57 UTC (rev 60312)
@@ -511,7 +511,7 @@
 /* Create new physics sim collision shape for object and store it,
  * or remove the existing one first and replace...
  */
-void BKE_rigidbody_validate_sim_shape(Object *ob, short rebuild)
+void BKE_rigidbody_validate_sim_shape(Object *ob, bool rebuild)
 {
 	RigidBodyOb *rbo = ob->rigidbody_object;
 	rbCollisionShape *new_shape = NULL;
@@ -623,7 +623,7 @@
 /* Create physics sim representation of object given RigidBody settings
  * < rebuild: even if an instance already exists, replace it
  */
-void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, short rebuild)
+void BKE_rigidbody_validate_sim_object(RigidBodyWorld *rbw, Object *ob, bool rebuild)
 {
 	RigidBodyOb *rbo = (ob) ? ob->rigidbody_object : NULL;
 	float loc[3];
@@ -693,7 +693,7 @@
 /* Create physics sim representation of constraint given rigid body constraint settings
  * < rebuild: even if an instance already exists, replace it
  */
-void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, short rebuild)
+void BKE_rigidbody_validate_sim_constraint(RigidBodyWorld *rbw, Object *ob, bool rebuild)
 {
 	RigidBodyCon *rbc = (ob) ? ob->rigidbody_constraint : NULL;
 	float loc[3];
@@ -865,7 +865,7 @@
 
 /* Create physics sim world given RigidBody world settings */
 // NOTE: this does NOT update object references that the scene uses, in case those aren't ready yet!
-void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, short rebuild)
+void BKE_rigidbody_validate_sim_world(Scene *scene, RigidBodyWorld *rbw, bool rebuild)
 {
 	/* sanity checks */
 	if (rbw == NULL)
@@ -1285,7 +1285,7 @@
 /* Updates and validates world, bodies and shapes.
  * < rebuild: rebuild entire simulation
  */
-static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, int rebuild)
+static void rigidbody_update_simulation(Scene *scene, RigidBodyWorld *rbw, bool rebuild)
 {
 	GroupObject *go;
 




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