[Bf-blender-cvs] [d3ae91e] temp-bge-cleanup: Run of uncrustify on Converter/

Porteries Tristan noreply at git.blender.org
Mon May 4 19:33:27 CEST 2015


Commit: d3ae91e920c57dbe10acc48b89e7f8839ae6a773
Author: Porteries Tristan
Date:   Mon May 4 19:24:47 2015 +0200
Branches: temp-bge-cleanup
https://developer.blender.org/rBd3ae91e920c57dbe10acc48b89e7f8839ae6a773

Run of uncrustify on Converter/

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

M	source/gameengine/Converter/BL_ActionActuator.cpp
M	source/gameengine/Converter/BL_ActionActuator.h
M	source/gameengine/Converter/BL_ArmatureActuator.cpp
M	source/gameengine/Converter/BL_ArmatureActuator.h
M	source/gameengine/Converter/BL_ArmatureChannel.cpp
M	source/gameengine/Converter/BL_ArmatureChannel.h
M	source/gameengine/Converter/BL_ArmatureConstraint.cpp
M	source/gameengine/Converter/BL_ArmatureConstraint.h
M	source/gameengine/Converter/BL_ArmatureObject.cpp
M	source/gameengine/Converter/BL_ArmatureObject.h
M	source/gameengine/Converter/BL_BlenderDataConversion.cpp
M	source/gameengine/Converter/BL_BlenderDataConversion.h
M	source/gameengine/Converter/BL_DeformableGameObject.cpp
M	source/gameengine/Converter/BL_DeformableGameObject.h
M	source/gameengine/Converter/BL_MeshDeformer.cpp
M	source/gameengine/Converter/BL_MeshDeformer.h
M	source/gameengine/Converter/BL_ModifierDeformer.cpp
M	source/gameengine/Converter/BL_ModifierDeformer.h
M	source/gameengine/Converter/BL_ShapeActionActuator.cpp
M	source/gameengine/Converter/BL_ShapeActionActuator.h
M	source/gameengine/Converter/BL_ShapeDeformer.cpp
M	source/gameengine/Converter/BL_ShapeDeformer.h
M	source/gameengine/Converter/BL_SkinDeformer.cpp
M	source/gameengine/Converter/BL_SkinDeformer.h
M	source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp
M	source/gameengine/Converter/KX_BlenderScalarInterpolator.h
M	source/gameengine/Converter/KX_BlenderSceneConverter.h
M	source/gameengine/Converter/KX_ConvertActuators.cpp
M	source/gameengine/Converter/KX_ConvertActuators.h
M	source/gameengine/Converter/KX_ConvertControllers.cpp
M	source/gameengine/Converter/KX_ConvertControllers.h
M	source/gameengine/Converter/KX_ConvertProperties.cpp
M	source/gameengine/Converter/KX_ConvertProperties.h
M	source/gameengine/Converter/KX_ConvertSensors.cpp
M	source/gameengine/Converter/KX_ConvertSensors.h
M	source/gameengine/Converter/KX_LibLoadStatus.cpp
M	source/gameengine/Converter/KX_LibLoadStatus.h
M	source/gameengine/Converter/KX_SoftBodyDeformer.cpp
M	source/gameengine/Converter/KX_SoftBodyDeformer.h

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

diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index c756d86..aa054c8 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -61,27 +61,27 @@ extern "C" {
 }
 
 BL_ActionActuator::BL_ActionActuator(SCA_IObject *gameobj,
-					const STR_String& propname,
-					const STR_String& framepropname,
-					float starttime,
-					float endtime,
-					struct bAction *action,
-					short	playtype,
-					short	blend_mode,
-					short	blendin,
-					short	priority,
-					short	layer,
-					float	layer_weight,
-					short	ipo_flags,
-					short	end_reset,
-					float	stride) 
+                                     const STR_String& propname,
+                                     const STR_String& framepropname,
+                                     float starttime,
+                                     float endtime,
+                                     struct bAction *action,
+                                     short playtype,
+                                     short blend_mode,
+                                     short blendin,
+                                     short priority,
+                                     short layer,
+                                     float layer_weight,
+                                     short ipo_flags,
+                                     short end_reset,
+                                     float stride)
 	: SCA_IActuator(gameobj, KX_ACT_ACTION),
-		
+
 	m_lastpos(0, 0, 0),
 	m_blendframe(0),
 	m_flag(0),
-	m_startframe (starttime),
-	m_endframe(endtime) ,
+	m_startframe(starttime),
+	m_endframe(endtime),
 	m_starttime(0),
 	m_localtime(starttime),
 	m_lastUpdate(-1),
@@ -90,7 +90,7 @@ BL_ActionActuator::BL_ActionActuator(SCA_IObject *gameobj,
 	m_stridelength(stride),
 	m_layer_weight(layer_weight),
 	m_playtype(playtype),
-    m_blendmode(blend_mode),
+	m_blendmode(blend_mode),
 	m_priority(priority),
 	m_layer(layer),
 	m_ipo_flags(ipo_flags),
@@ -110,9 +110,9 @@ void BL_ActionActuator::ProcessReplica()
 {
 	SCA_IActuator::ProcessReplica();
 
-	m_localtime=m_startframe;
-	m_lastUpdate=-1;
-	
+	m_localtime = m_startframe;
+	m_lastUpdate = -1;
+
 }
 
 void BL_ActionActuator::SetBlendTime(float newtime)
@@ -122,37 +122,37 @@ void BL_ActionActuator::SetBlendTime(float newtime)
 
 void BL_ActionActuator::SetLocalTime(float curtime)
 {
-	float dt = (curtime-m_starttime)*KX_KetsjiEngine::GetAnimFrameRate();
+	float dt = (curtime - m_starttime) * KX_KetsjiEngine::GetAnimFrameRate();
 
 	if (m_endframe < m_startframe)
 		dt = -dt;
 
 	m_localtime = m_startframe + dt;
-	
+
 	// Handle wrap around
 	if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe))
 	{
 		switch (m_playtype) {
-		case ACT_ACTION_PLAY:
-			// Clamp
-			m_localtime = m_endframe;
-			break;
-		case ACT_ACTION_LOOP_END:
-			// Put the time back to the beginning
-			m_localtime = m_startframe;
-			m_starttime = curtime;
-			break;
-		case ACT_ACTION_PINGPONG:
-			// Swap the start and end frames
-			float temp = m_startframe;
-			m_startframe = m_endframe;
-			m_endframe = temp;
+			case ACT_ACTION_PLAY:
+				// Clamp
+				m_localtime = m_endframe;
+				break;
+			case ACT_ACTION_LOOP_END:
+				// Put the time back to the beginning
+				m_localtime = m_startframe;
+				m_starttime = curtime;
+				break;
+			case ACT_ACTION_PINGPONG:
+				// Swap the start and end frames
+				float temp = m_startframe;
+				m_startframe = m_endframe;
+				m_endframe = temp;
 
-			m_starttime = curtime;
+				m_starttime = curtime;
 
-			m_flag ^= ACT_FLAG_REVERSE;
+				m_flag ^= ACT_FLAG_REVERSE;
 
-			break;
+				break;
 		}
 	}
 }
@@ -165,9 +165,9 @@ void BL_ActionActuator::ResetStartTime(float curtime)
 	//SetLocalTime(curtime);
 }
 
-CValue* BL_ActionActuator::GetReplica()
+CValue *BL_ActionActuator::GetReplica()
 {
-	BL_ActionActuator* replica = new BL_ActionActuator(*this);//m_float,GetName());
+	BL_ActionActuator *replica = new BL_ActionActuator(*this);//m_float,GetName());
 	replica->ProcessReplica();
 	return replica;
 }
@@ -177,7 +177,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
 	bool bNegativeEvent = false;
 	bool bPositiveEvent = false;
 	bool bUseContinue = false;
-	KX_GameObject *obj = (KX_GameObject*)GetParent();
+	KX_GameObject *obj = (KX_GameObject *)GetParent();
 	short playtype = BL_Action::ACT_MODE_PLAY;
 	short blendmode = (m_blendmode == ACT_ACTION_ADD) ? BL_Action::ACT_BLEND_ADD : BL_Action::ACT_BLEND_BLEND;
 	float start = m_startframe;
@@ -198,7 +198,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
 			// We handle ping pong ourselves to increase compabitility
 			// with files made prior to animation changes from GSoC 2011.
 			playtype = BL_Action::ACT_MODE_PLAY;
-		
+
 			if (m_flag & ACT_FLAG_REVERSE)
 			{
 				start = m_endframe;
@@ -207,7 +207,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
 
 			break;
 		case ACT_ACTION_FROM_PROP:
-			CValue* prop = GetParent()->GetProperty(m_propname);
+			CValue *prop = GetParent()->GetProperty(m_propname);
 
 			// If we don't have a property, we can't do anything, so just bail
 			if (!prop) return false;
@@ -220,8 +220,8 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
 
 	if (m_flag & ACT_FLAG_CONTINUE)
 		bUseContinue = true;
-	
-	
+
+
 	// Handle events
 	if (frame)
 	{
@@ -242,8 +242,8 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
 	// Handle a frame property if it's defined
 	if ((m_flag & ACT_FLAG_ACTIVE) && m_framepropname[0] != 0)
 	{
-		CValue* oldprop = obj->GetProperty(m_framepropname);
-		CValue* newval = new CFloatValue(obj->GetActionFrame(m_layer));
+		CValue *oldprop = obj->GetProperty(m_framepropname);
+		CValue *newval = new CFloatValue(obj->GetActionFrame(m_layer));
 		if (oldprop)
 			oldprop->SetValue(newval);
 		else
@@ -265,7 +265,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
 			return false;
 		}
 	}
-	
+
 	// If a different action is playing, we've been overruled and are no longer active
 	if (obj->GetCurrentAction(m_layer) != m_action && !obj->IsActionDone(m_layer))
 		m_flag &= ~ACT_FLAG_ACTIVE;
@@ -279,7 +279,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
 			ResetStartTime(curtime);
 		}
 
-		if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags, 1.f, blendmode))
+		if (obj->PlayAction(m_action->id.name + 2, start, end, m_layer, m_priority, m_blendin, playtype, m_layer_weight, m_ipo_flags, 1.f, blendmode))
 		{
 			m_flag |= ACT_FLAG_ACTIVE;
 			if (bUseContinue)
@@ -319,13 +319,13 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
 
 				m_flag |= ACT_FLAG_PLAY_END;
 				break;
-	
+
 			case ACT_ACTION_FLIPPER:
 				// Convert into a play action and play back to the beginning
 				float temp = end;
 				end = start;
 				start = curr_action ? obj->GetActionFrame(m_layer) : temp;
-				obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags, 1.f, blendmode);
+				obj->PlayAction(m_action->id.name + 2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags, 1.f, blendmode);
 
 				m_flag |= ACT_FLAG_PLAY_END;
 				break;
@@ -346,49 +346,49 @@ PyObject *BL_ActionActuator::PyGetChannel(PyObject *value)
 	PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.getChannel() no longer works, please use BL_ArmatureObject.channels instead");
 	return NULL;
 #if 0 // XXX To be removed in a later version (first removed in 2.64)
-	const char *string= _PyUnicode_AsString(value);
+	const char *string = _PyUnicode_AsString(value);
 
 	if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
 	{
 		PyErr_SetString(PyExc_NotImplementedError, "actuator.getChannel(): Only armatures support channels");
 		return NULL;
 	}
-	
+
 	if (!string) {
 		PyErr_SetString(PyExc_TypeError, "expected a single string");
 		return NULL;
 	}
-	
+
 	bPoseChannel *pchan;
-	
-	if (m_userpose==NULL && m_pose==NULL) {
-		BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
+
+	if (m_userpose == NULL && m_pose == NULL) {
+		BL_ArmatureObject *obj = (BL_ArmatureObject *)GetParent();
 		obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
 	}
-	
+
 	// BKE_pose_channel_find_name accounts for NULL pose, run on both in case one exists but
 	// the channel doesnt
-	if (		!(pchan=BKE_pose_channel_find_name(m_userpose, string)) &&
-			!(pchan=BKE_pose_channel_find_name(m_pose, string))  )
+	if (!(pchan = BKE_pose_channel_find_name(m_userpose, string)) &&
+	    !(pchan = BKE_pose_channel_find_name(m_pose, string))  )
 	{
 		PyErr_SetString(PyExc_ValueError, "channel doesnt exist");
 		return NULL;
 	}
 
 	PyObject *ret = PyTuple_New(3);
-	
-	PyObject *list = PyList_New(3); 
+
+	PyObject *list = PyList_New(3);
 	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->loc[0]));
 	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->loc[1]));
 	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->loc[2]));
 	PyTuple_SET_ITEM(ret, 0, list);
-	
+
 	list = PyList_New(3);
 	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->size[0]));
 	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->size[1]));
 	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->size[2]));
 	PyTuple_SET_ITEM(ret, 1, list);
-	
+
 	list = PyList_New(4);
 	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->quat[0]));
 	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->quat[1]));
@@ -399,28 +399,28 @@ PyObject *BL_ActionActuator::PyGetChannel(PyObject *value)
 	return ret;
 #if 0
 	return Py_BuildValue("([fff][fff][ffff])",
-		pchan->loc[0], pchan->loc[1], pchan->loc[2],
-		pchan->size[0], pchan->size[1], pchan->size[2],
-		pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] );
+	                     pchan->loc[0], pchan->loc[1], pchan->loc[2],
+	                     pchan->size[0], pchan->size[1], pchan->size[2],
+	                     pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3]);
 #endif
 #endif
 }
 
 /*     setChannel        

@@ Diff output truncated at 10240 characters. @@




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