[Bf-blender-cvs] [f12c182] soc-2014-bge: Game Engine Scene Graph - whitespace cleanup

Ines Almeida noreply at git.blender.org
Fri Jun 20 17:53:21 CEST 2014


Commit: f12c182a46f88fe2a446a53102687b4de551c430
Author: Ines Almeida
Date:   Mon Jun 16 23:24:03 2014 +0100
https://developer.blender.org/rBf12c182a46f88fe2a446a53102687b4de551c430

Game Engine Scene Graph - whitespace cleanup

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

M	source/gameengine/SceneGraph/SG_Controller.cpp
M	source/gameengine/SceneGraph/SG_Controller.h
M	source/gameengine/SceneGraph/SG_IObject.cpp
M	source/gameengine/SceneGraph/SG_IObject.h
M	source/gameengine/SceneGraph/SG_Node.cpp
M	source/gameengine/SceneGraph/SG_Node.h
M	source/gameengine/SceneGraph/SG_ParentRelation.h
M	source/gameengine/SceneGraph/SG_Spatial.cpp
M	source/gameengine/SceneGraph/SG_Spatial.h
M	source/gameengine/SceneGraph/SG_Tree.h

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

diff --git a/source/gameengine/SceneGraph/SG_Controller.cpp b/source/gameengine/SceneGraph/SG_Controller.cpp
index 2649424..801f8e8 100644
--- a/source/gameengine/SceneGraph/SG_Controller.cpp
+++ b/source/gameengine/SceneGraph/SG_Controller.cpp
@@ -31,16 +31,12 @@
 
 #include "SG_Controller.h"
 
-	void 
-SG_Controller::
-SetObject(SG_IObject* obj)
+void SG_Controller::SetObject(SG_IObject* obj)
 {
 	m_pObject = obj; // no checks yet ?
 }
 
-	void
-SG_Controller::
-ClearObject(
-) {
+void SG_Controller::ClearObject()
+{
 	m_pObject = NULL;
 }
diff --git a/source/gameengine/SceneGraph/SG_Controller.h b/source/gameengine/SceneGraph/SG_Controller.h
index a173633..cd7d4b1 100644
--- a/source/gameengine/SceneGraph/SG_Controller.h
+++ b/source/gameengine/SceneGraph/SG_Controller.h
@@ -40,45 +40,24 @@
 /**
  * A scenegraph controller
  */
-class SG_Controller 
+class SG_Controller
 {
 public:
-	SG_Controller(
-	) :
-		m_pObject(NULL) {
-	}
+	SG_Controller():
+		m_pObject(NULL)
+	{}
 
-	virtual 
-	~SG_Controller(
-	) {};
+	virtual ~SG_Controller() {}
 
-	virtual 
-		bool
-	Update(
-		double time
-	)=0;
+	virtual bool Update(double time)=0;
 
-	virtual 
-		void 
-	SetObject (
-		SG_IObject* object
-	);
+	virtual void SetObject (SG_IObject* object);
 
-		void
-	ClearObject(
-	);
+	void ClearObject();
 
-	virtual 
-		void
-	SetSimulatedTime(
-		double time
-	)=0;
+	virtual void SetSimulatedTime(double time)=0;
 
-	virtual
-		SG_Controller*
-	GetReplica(
-		class SG_Node* destnode
-	)=0;
+	virtual SG_Controller* GetReplica(class SG_Node* destnode)=0;
 
 	/**
 	 * Hacky way of passing options to specific controllers
@@ -89,12 +68,7 @@ public:
 	 * \attention necessary because the identity of the controller
 	 * \attention is lost on the way here.
 	 */
-	virtual
-		void
-	SetOption(
-		int option,
-		int value
-	)=0;
+	virtual void SetOption(int option, int value)=0;
 
 	/**
 	 * Option-identifiers: SG_CONTR_<controller-type>_<option>. 
@@ -114,7 +88,7 @@ public:
 	};
 
 protected:
-	SG_IObject*		m_pObject;
+	SG_IObject* m_pObject;
 
 #ifdef WITH_CXX_GUARDEDALLOC
 	MEM_CXX_CLASS_ALLOC_FUNCS("GE:SG_Controller")
diff --git a/source/gameengine/SceneGraph/SG_IObject.cpp b/source/gameengine/SceneGraph/SG_IObject.cpp
index 9ae32a8..6a60ac1 100644
--- a/source/gameengine/SceneGraph/SG_IObject.cpp
+++ b/source/gameengine/SceneGraph/SG_IObject.cpp
@@ -37,12 +37,7 @@
 
 SG_Stage gSG_Stage = SG_STAGE_UNKNOWN;
 
-SG_IObject::
-SG_IObject(
-	void* clientobj,
-	void* clientinfo,
-	SG_Callbacks& callbacks
-): 
+SG_IObject::SG_IObject(void* clientobj, void* clientinfo, SG_Callbacks& callbacks):
 	SG_QList(),
 	m_SGclientObject(clientobj),
 	m_SGclientInfo(clientinfo)
@@ -50,10 +45,7 @@ SG_IObject(
 	m_callbacks = callbacks;
 }
 
-SG_IObject::
-SG_IObject(
-	const SG_IObject &other
-) :
+SG_IObject::SG_IObject(const SG_IObject &other):
 	SG_QList(),
 	m_SGclientObject(other.m_SGclientObject),
 	m_SGclientInfo(other.m_SGclientInfo),
@@ -62,28 +54,17 @@ SG_IObject(
 	//nothing to do
 }
 
-	void 
-SG_IObject::
-AddSGController(
-	SG_Controller* cont
-) {
+void SG_IObject::AddSGController(SG_Controller* cont) {
 	m_SGcontrollers.push_back(cont);
 }
 
-	void
-SG_IObject::
-RemoveSGController(
-	SG_Controller* cont
-) {
-	SGControllerList::iterator contit;
-
+void SG_IObject::RemoveSGController(SG_Controller* cont)
+{
 	m_SGcontrollers.erase(std::remove(m_SGcontrollers.begin(), m_SGcontrollers.end(), cont));
 }
 
-	void
-SG_IObject::
-RemoveAllControllers(
-) { 
+void SG_IObject::RemoveAllControllers()
+{
 	m_SGcontrollers.clear(); 
 }
 
@@ -98,9 +79,7 @@ void SG_IObject::SetControllerTime(double time)
 
 /// Needed for replication
 
-
-SG_IObject::
-~SG_IObject()
+SG_IObject::~SG_IObject()
 {
 	SGControllerList::iterator contit;
 
diff --git a/source/gameengine/SceneGraph/SG_IObject.h b/source/gameengine/SceneGraph/SG_IObject.h
index 2dcf3c6..d271ddd 100644
--- a/source/gameengine/SceneGraph/SG_IObject.h
+++ b/source/gameengine/SceneGraph/SG_IObject.h
@@ -63,7 +63,6 @@ inline void SG_SetActiveStage(SG_Stage stage)
 {
 	gSG_Stage = stage;
 }
-	
 
 
 class SG_Controller;
@@ -173,21 +172,14 @@ public:
 	 * responsibility of this class. It will be deleted when
 	 * this object is deleted.
 	 */
-	
-		void
-	AddSGController(
-		SG_Controller* cont
-	);
+	void AddSGController(SG_Controller* cont);
 
 	/**
 	 * Remove a pointer to a controller from this node.
 	 * This does not delete the controller itself! Be careful to
 	 * avoid memory leaks.
 	 */
-		void
-	RemoveSGController(
-		SG_Controller* cont
-	);
+	void RemoveSGController(SG_Controller* cont);
 
 	/** 
 	 * Clear the array of pointers to controllers associated with 
@@ -195,10 +187,7 @@ public:
 	 * This should be used very carefully to avoid memory
 	 * leaks.
 	 */
-	
-		void
-	RemoveAllControllers(
-	); 
+	void RemoveAllControllers();
 
 	/// Needed for replication
 
@@ -279,17 +268,10 @@ public:
  
 	void SetControllerTime(double time);
 	
-	virtual 
-		void
-	Destruct(
-	) = 0;
+	virtual void Destruct() = 0;
 
 protected :
-
-		bool
-	ActivateReplicationCallback(
-		SG_IObject *replica
-	)
+	bool ActivateReplicationCallback(SG_IObject *replica)
 	{
 		if (m_callbacks.m_replicafunc)
 		{
@@ -301,9 +283,7 @@ protected :
 	}
 
 
-		void
-	ActivateDestructionCallback(
-	)
+	void ActivateDestructionCallback()
 	{
 		if (m_callbacks.m_destructionfunc)
 		{
@@ -317,9 +297,7 @@ protected :
 		}
 	}
 	
-		void
-	ActivateUpdateTransformCallback(
-	)
+	void ActivateUpdateTransformCallback()
 	{
 		if (m_callbacks.m_updatefunc)
 		{
@@ -328,9 +306,7 @@ protected :
 		}
 	}
 
-		bool
-	ActivateScheduleUpdateCallback(
-	)
+	bool ActivateScheduleUpdateCallback()
 	{
 		// HACK, this check assumes that the scheduled nodes are put on a DList (see SG_Node.h)
 		// The early check on Empty() allows up to avoid calling the callback function
@@ -343,9 +319,7 @@ protected :
 		return false;
 	}
 
-		void
-	ActivateRecheduleUpdateCallback(
-	)
+	void ActivateRecheduleUpdateCallback()
 	{
 		if (m_callbacks.m_reschedulefunc)
 		{
diff --git a/source/gameengine/SceneGraph/SG_Node.cpp b/source/gameengine/SceneGraph/SG_Node.cpp
index 04d9a30..3e69658 100644
--- a/source/gameengine/SceneGraph/SG_Node.cpp
+++ b/source/gameengine/SceneGraph/SG_Node.cpp
@@ -37,21 +37,14 @@
 using namespace std;
 
 
-SG_Node::SG_Node(
-	void* clientobj,
-	void* clientinfo,
-	SG_Callbacks& callbacks
-
-)
-	: SG_Spatial(clientobj,clientinfo,callbacks),
+SG_Node::SG_Node(void* clientobj, void* clientinfo, SG_Callbacks& callbacks):
+	SG_Spatial(clientobj,clientinfo,callbacks),
 	m_SGparent(NULL)
 {
 	m_modified = true;
 }
 
-SG_Node::SG_Node(
-	const SG_Node & other
-) :
+SG_Node::SG_Node(const SG_Node & other):
 	SG_Spatial(other),
 	m_children(other.m_children),
 	m_SGparent(other.m_SGparent)
@@ -74,11 +67,8 @@ SG_Node* SG_Node::GetSGReplica()
 	return replica;
 }
 
-	void 
-SG_Node::
-ProcessSGReplica(
-	SG_Node** replica
-) {
+void SG_Node::ProcessSGReplica(SG_Node** replica)
+{
 	// Apply the replication call back function.
 	if (!ActivateReplicationCallback(*replica)) 
 	{
@@ -115,10 +105,7 @@ ProcessSGReplica(
 	}
 }
 
-
-	void 
-SG_Node::
-Destruct()
+void SG_Node::Destruct()
 {
 	// Not entirely sure what Destruct() expects to happen.
 	// I think it probably means just to call the DestructionCallback
@@ -142,11 +129,8 @@ Destruct()
 	ActivateDestructionCallback();
 }
 
-const 
-	SG_Node *
-SG_Node::
-GetRootSGParent(
-) const {
+const SG_Node* SG_Node::GetRootSGParent() const
+{
 	return (m_SGparent ? (const SG_Node*) m_SGparent->GetRootSGParent() : (const SG_Node*) this);
 }
 
@@ -156,10 +140,8 @@ bool SG_Node::IsAncessor(const SG_Node* child) const
 		(child->m_SGparent == this) ? true : IsAncessor(child->m_SGparent);
 }
 
-	void 
-SG_Node::
-DisconnectFromParent(
-) {
+void SG_Node::DisconnectFromParent()
+{
 	if (m_SGparent)
 	{
 		m_SGparent->RemoveChild(this);
@@ -209,7 +191,6 @@ void SG_Node::UpdateWorldData(double time, bool parentUpdated)
 
 void SG_Node::SetSimulatedTime(double time,bool recurse)
 {
-
 	// update the controllers of this node.
 	SetControllerTime(time);
 
@@ -223,5 +204,3 @@ void SG_Node::SetSimulatedTime(double time,bool recurse)
 	}
 }
 
-
-
diff --git a/source/gameengine/SceneGraph/SG_Node.h b/source/gameengine/SceneGraph/SG_Node.h
index bde64f2..cb2376e 100644
--- a/source/gameengine/SceneGraph/SG_Node.h
+++ b/source/gameengine/SceneGraph/SG_Node.h
@@ -43,19 +43,11 @@ typedef std::vector<SG_Node*> NodeList;
 class SG_Node : public SG_Spatial
 {
 public:
-	SG_Node(
-		void* clientobj,
-		void* clientinfo,
-		SG_Callbacks& callbacks
-	);
-
-	SG_Node(
-		const SG_Node & other
-	);
+	SG_Node(void* clientobj, void* clientinfo, SG_Callbacks& callbacks);
+	SG_Node(const SG_Node & other);
 
 	virtual ~SG_Node();
 
-
 	/**
 	 * Add a child to this object. This also informs the child of
 	 * it's parent.
@@ -63,10 +55,7 @@ public:
 	 * make a deep copy.
 	 */
 
-		void
-	AddChild(
-		SG_Node* child
-	);
+	void AddChild(SG_Node* child);
 
 	/** 
 	 * Remove a child node from this object. This just removes the child
@@ -74,26 +63,19 @@ public:
 	 * This does not inform the child that this node is no longer it's parent.
 	 * If the node was not a child of this object no action is performed.
 	 */
-
-		void
-	RemoveChild(
-		SG_Node* child
-	);
+	void RemoveChild(SG_Node* child);
 
 	/**
 	 * Return true if the node is the ancestor of child
 	 */
-		bool
-	IsAncessor(
-		const SG_Node* child
-	) const;
+	bool IsAncessor(const SG_Node* child) const;
+
 	/** 
 	 * Get the current list of children. Do not use this interface for
 	 * adding or removing children please use the methods of this class for
 	 * that.
 	 * \return a reference to the list of children of this node.
 	 */
-	
 	NodeList& GetSGChildren()
 	{
 		return this->m_children;
@@ -103,7 +85,6 @@ public:
 	 * Get the current list of children.
 	 * \return a const reference to the current list of children of this node.
 	 */
-
 	const NodeList& GetSGChildren() const
 	{
 		return this->m_children;
@@ -112,7 +93,6 @@ public:
 	/** 
 	 * Clear the list of children associated with this node
 	 */
-
 	void ClearSGChildren()
 	{
 		m_children.clear();
@@ -130,7 +110,6 @@ public:
 	/**
 	 * Se

@@ Diff output truncated at 10240 characters. @@




More information about the Bf-blender-cvs mailing list