[Bf-blender-cvs] [6b7be85] temp-bge-cleanup: Special cleanup for BL_ArmatureObject

Porteries Tristan noreply at git.blender.org
Mon May 4 20:42:23 CEST 2015


Commit: 6b7be85ae2858fbe1aeb79c7617ddb9f29507a40
Author: Porteries Tristan
Date:   Mon May 4 20:39:43 2015 +0200
Branches: temp-bge-cleanup
https://developer.blender.org/rB6b7be85ae2858fbe1aeb79c7617ddb9f29507a40

Special cleanup for BL_ArmatureObject

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

M	source/gameengine/Converter/BL_ArmatureObject.cpp
M	source/gameengine/Converter/BL_ArmatureObject.h

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

diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 84a81c9..08d7eaf 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -146,8 +146,6 @@ static void game_copy_pose(bPose **dst, bPose *src, int copy_constraint)
 	*dst = out;
 }
 
-
-
 /* Only allowed for Poses with identical channels */
 static void game_blend_poses(bPose *dst, bPose *src, float srcweight, short mode)
 {
@@ -157,12 +155,10 @@ static void game_blend_poses(bPose *dst, bPose *src, float srcweight, short mode
 	float dstweight;
 	int i;
 
-	if (mode == BL_Action::ACT_BLEND_BLEND)
-	{
+	if (mode == BL_Action::ACT_BLEND_BLEND) {
 		dstweight = 1.0f - srcweight;
 	}
-	else if (mode == BL_Action::ACT_BLEND_ADD)
-	{
+	else if (mode == BL_Action::ACT_BLEND_ADD) {
 		dstweight = 1.0f;
 	}
 	else {
@@ -211,23 +207,21 @@ static void game_blend_poses(bPose *dst, bPose *src, float srcweight, short mode
 	dst->ctime = src->ctime;
 }
 
-BL_ArmatureObject::BL_ArmatureObject(
-    void *sgReplicationInfo,
-    SG_Callbacks callbacks,
-    Object *armature,
-    Scene *scene,
-    int vert_deform_type)
-
-	:   KX_GameObject(sgReplicationInfo, callbacks),
+BL_ArmatureObject::BL_ArmatureObject(void *sgReplicationInfo,
+									 SG_Callbacks callbacks,
+									 Object *armature,
+									 Scene *scene,
+									 int vert_deform_type)
+	: KX_GameObject(sgReplicationInfo, callbacks),
 	m_controlledConstraints(),
 	m_poseChannels(),
 	m_scene(scene), // maybe remove later. needed for BKE_pose_where_is
-	m_lastframe(0.0),
-	m_timestep(0.040),
+	m_lastframe(0.0f),
+	m_timestep(0.040f),
 	m_vert_deform_type(vert_deform_type),
 	m_constraintNumber(0),
 	m_channelNumber(0),
-	m_lastapplyframe(0.0)
+	m_lastapplyframe(0.0f)
 {
 	m_origObjArma = armature; // Keep a copy of the original armature so we can fix drivers later
 	m_objArma = BKE_object_copy(armature);
@@ -256,7 +250,6 @@ BL_ArmatureObject::~BL_ArmatureObject()
 		BKE_libblock_free(G.main, m_objArma);
 }
 
-
 void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter *converter)
 {
 	// first delete any existing constraint (should not have any)
@@ -382,8 +375,7 @@ BL_ArmatureChannel *BL_ArmatureObject::GetChannel(bPoseChannel *pchan)
 {
 	LoadChannels();
 	SG_DList::iterator<BL_ArmatureChannel> cit(m_poseChannels);
-	for (cit.begin(); !cit.end(); ++cit)
-	{
+	for (cit.begin(); !cit.end(); ++cit) {
 		BL_ArmatureChannel *channel = *cit;
 		if (channel->m_posechannel == pchan)
 			return channel;
@@ -395,8 +387,7 @@ BL_ArmatureChannel *BL_ArmatureObject::GetChannel(const char *str)
 {
 	LoadChannels();
 	SG_DList::iterator<BL_ArmatureChannel> cit(m_poseChannels);
-	for (cit.begin(); !cit.end(); ++cit)
-	{
+	for (cit.begin(); !cit.end(); ++cit) {
 		BL_ArmatureChannel *channel = *cit;
 		if (!strcmp(channel->m_posechannel->name, str))
 			return channel;
@@ -495,7 +486,7 @@ void BL_ArmatureObject::RestorePose()
 void BL_ArmatureObject::SetPose(bPose *pose)
 {
 	extract_pose_from_pose(m_pose, pose);
-	m_lastapplyframe = -1.0;
+	m_lastapplyframe = -1.0f;
 }
 
 void BL_ArmatureObject::SetPoseByAction(bAction *action, float localtime)
@@ -607,9 +598,8 @@ PyMethodDef BL_ArmatureObject::Methods[] = {
 };
 
 PyAttributeDef BL_ArmatureObject::Attributes[] = {
-
-	KX_PYATTRIBUTE_RO_FUNCTION("constraints",       BL_ArmatureObject, pyattr_get_constraints),
-	KX_PYATTRIBUTE_RO_FUNCTION("channels",      BL_ArmatureObject, pyattr_get_channels),
+	KX_PYATTRIBUTE_RO_FUNCTION("constraints", BL_ArmatureObject, pyattr_get_constraints),
+	KX_PYATTRIBUTE_RO_FUNCTION("channels", BL_ArmatureObject, pyattr_get_channels),
 	{NULL} //Sentinel
 };
 
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index 20e896a..850a154 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -43,6 +43,9 @@
 struct bArmature;
 struct Bone;
 struct bConstraint;
+struct bPose;
+struct bPoseChannel;
+struct bAction;
 class BL_ActionActuator;
 class BL_ArmatureActuator;
 class MT_Matrix4x4;
@@ -60,53 +63,59 @@ public:
 	virtual void Relink(CTR_Map<CTR_HashedPtr, void *> *obj_map);
 	virtual bool UnlinkObject(SCA_IObject *clientobj);
 
-	BL_ArmatureObject(
-	    void *sgReplicationInfo,
-	    SG_Callbacks callbacks,
-	    Object *armature,
-	    Scene *scene,
-	    int vert_deform_type
-	    );
+	BL_ArmatureObject(void *sgReplicationInfo,
+					  SG_Callbacks callbacks,
+					  Object *armature,
+					  Scene *scene,
+					  int vert_deform_type);
 	virtual ~BL_ArmatureObject();
 
 	virtual CValue *GetReplica();
-	void GetPose(struct bPose **pose);
-	void SetPose(struct bPose *pose);
-	struct bPose *GetOrigPose() {
+	void GetPose(bPose **pose);
+	void SetPose(bPose *pose);
+	bPose *GetOrigPose()
+	{
 		return m_pose;
 	}                                            // never edit this, only for accessing names
 
 	void ApplyPose();
-	void SetPoseByAction(struct bAction *action, float localtime);
-	void BlendInPose(struct bPose *blend_pose, float weight, short mode);
+	void SetPoseByAction(bAction *action, float localtime);
+	void BlendInPose(bPose *blend_pose, float weight, short mode);
 	void RestorePose();
 
 	bool UpdateTimestep(double curtime);
 
-	struct bArmature *GetArmature() {
+	bArmature *GetArmature()
+	{
 		return (bArmature *)m_objArma->data;
 	}
-	const struct bArmature *GetArmature() const {
+	const bArmature *GetArmature() const
+	{
 		return (bArmature *)m_objArma->data;
 	}
-	const struct Scene *GetScene() const {
+	const Scene *GetScene() const
+	{
 		return m_scene;
 	}
 
-	Object *GetArmatureObject() {
+	Object *GetArmatureObject()
+	{
 		return m_objArma;
 	}
-	Object *GetOrigArmatureObject() {
+	Object *GetOrigArmatureObject()
+	{
 		return m_origObjArma;
 	}
 
-	int GetVertDeformType() {
+	int GetVertDeformType()
+	{
 		return m_vert_deform_type;
 	}
 
 	// for constraint python API
 	void LoadConstraints(KX_BlenderSceneConverter *converter);
-	size_t GetConstraintNumber() const {
+	size_t GetConstraintNumber() const
+	{
 		return m_constraintNumber;
 	}
 	BL_ArmatureConstraint *GetConstraint(const char *posechannel, const char *constraint);
@@ -114,7 +123,8 @@ public:
 	BL_ArmatureConstraint *GetConstraint(int index);
 	// for pose channel python API
 	void LoadChannels();
-	size_t GetChannelNumber() const {
+	size_t GetChannelNumber() const
+	{
 		return m_channelNumber;
 	}
 	BL_ArmatureChannel *GetChannel(bPoseChannel *channel);
@@ -128,7 +138,8 @@ public:
 	/// Returns the bone length.  The end of the bone is in the local y direction.
 	float GetBoneLength(Bone *bone) const;
 
-	virtual int GetGameObjectType() {
+	virtual int GetGameObjectType()
+	{
 		return OBJ_ARMATURE;
 	}
 
@@ -146,11 +157,11 @@ protected:
 	SG_DListHead<BL_ArmatureConstraint>  m_controlledConstraints;
 	/* list element: BL_ArmatureChannel. Use SG_DList to avoid list replication */
 	SG_DList m_poseChannels;
-	Object              *m_objArma;
-	Object              *m_origObjArma;
-	struct bPose        *m_pose;
-	struct bPose        *m_armpose;
-	struct Scene        *m_scene; // need for BKE_pose_where_is
+	Object *m_objArma;
+	Object *m_origObjArma;
+	bPose *m_pose;
+	bPose *m_armpose;
+	Scene *m_scene; // need for BKE_pose_where_is
 	double m_lastframe;
 	double m_timestep;      // delta since last pose evaluation.
 	int m_vert_deform_type;




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