[Bf-blender-cvs] [dacaa4f] temp-bge-cleanup: Special cleanup for BL_ShapeDeformer

Porteries Tristan noreply at git.blender.org
Mon May 4 21:32:36 CEST 2015


Commit: dacaa4f042845486282c6a6f73cd1a1d9e95d2af
Author: Porteries Tristan
Date:   Mon May 4 21:32:09 2015 +0200
Branches: temp-bge-cleanup
https://developer.blender.org/rBdacaa4f042845486282c6a6f73cd1a1d9e95d2af

Special cleanup for BL_ShapeDeformer

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

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

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

diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index 7a4f417..f486377 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -73,10 +73,10 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
 	:
 	BL_SkinDeformer(gameobj, bmeshobj, mesh),
 	m_useShapeDrivers(false),
-	m_lastShapeUpdate(-1)
+	m_lastShapeUpdate(-1.0)
 {
 	m_key = BKE_key_copy(m_bmesh->key);
-};
+}
 
 /* this second constructor is needed for making a mesh deformable on the fly. */
 BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
@@ -89,19 +89,18 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
 	:
 	BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, release_object, recalc_normal, arma),
 	m_useShapeDrivers(false),
-	m_lastShapeUpdate(-1)
+	m_lastShapeUpdate(-1.0)
 {
 	m_key = BKE_key_copy(m_bmesh->key);
-};
+}
 
 BL_ShapeDeformer::~BL_ShapeDeformer()
 {
-	if (m_key)
-	{
+	if (m_key) {
 		BKE_libblock_free(G.main, m_key);
 		m_key = NULL;
 	}
-};
+}
 
 RAS_Deformer *BL_ShapeDeformer::GetReplica()
 {
@@ -115,7 +114,7 @@ RAS_Deformer *BL_ShapeDeformer::GetReplica()
 void BL_ShapeDeformer::ProcessReplica()
 {
 	BL_SkinDeformer::ProcessReplica();
-	m_lastShapeUpdate = -1;
+	m_lastShapeUpdate = -1.0;
 
 	m_key = BKE_key_copy(m_key);
 }
@@ -134,11 +133,9 @@ bool BL_ShapeDeformer::LoadShapeDrivers(KX_GameObject *parent)
 		FCurve *fcu;
 
 		for (fcu = (FCurve *)GetKey()->adt->drivers.first; fcu; fcu = (FCurve *)fcu->next) {
-
 			DriverVar *dvar;
 			for (dvar = (DriverVar *)fcu->driver->variables.first; dvar; dvar = (DriverVar *)dvar->next) {
-				DRIVER_TARGETS_USED_LOOPER(dvar)
-				{
+				DRIVER_TARGETS_USED_LOOPER(dvar) {
 					if (dtar->id) {
 						if ((Object *)dtar->id == arma->GetOrigArmatureObject())
 							dtar->id = (ID *)arma->GetArmatureObject();
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h b/source/gameengine/Converter/BL_ShapeDeformer.h
index 09ba5bb..36d43b9 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.h
+++ b/source/gameengine/Converter/BL_ShapeDeformer.h
@@ -40,6 +40,8 @@
 #include "BL_DeformableGameObject.h"
 #include <vector>
 
+struct Key;
+
 class BL_ShapeDeformer : public BL_SkinDeformer
 {
 public:
@@ -49,12 +51,12 @@ public:
 
 	/* this second constructor is needed for making a mesh deformable on the fly. */
 	BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
-	                 struct Object *bmeshobj_old,
-	                 struct Object *bmeshobj_new,
-					 class RAS_MeshObject *mesh,
-						 bool release_object,
-						 bool recalc_normal,
-						 BL_ArmatureObject *arma = NULL);
+					 Object *bmeshobj_old,
+					 Object *bmeshobj_new,
+					 RAS_MeshObject *mesh,
+					 bool release_object,
+					 bool recalc_normal,
+					 BL_ArmatureObject *arma = NULL);
 
 	virtual RAS_Deformer *GetReplica();
 	virtual void ProcessReplica();
@@ -64,7 +66,7 @@ public:
 	bool LoadShapeDrivers(KX_GameObject *parent);
 	bool ExecuteShapeDrivers(void);
 
-	struct Key *GetKey();
+	Key *GetKey();
 
 	void ForceUpdate()
 	{
@@ -74,8 +76,7 @@ public:
 protected:
 	bool m_useShapeDrivers;
 	double m_lastShapeUpdate;
-	struct Key *m_key;
-
+	Key *m_key;
 
 #ifdef WITH_CXX_GUARDEDALLOC
 	MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ShapeDeformer")
@@ -83,4 +84,3 @@ protected:
 };
 
 #endif
-




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