[Bf-blender-cvs] [f91fe78] master: cleanup: spelling, comments, alignment
Mike Erwin
noreply at git.blender.org
Thu Jan 28 07:37:10 CET 2016
Commit: f91fe78af5145a2f5706acd17d0e793ab7b311f8
Author: Mike Erwin
Date: Thu Jan 28 01:35:50 2016 -0500
Branches: master
https://developer.blender.org/rBf91fe78af5145a2f5706acd17d0e793ab7b311f8
cleanup: spelling, comments, alignment
fixed pet peeve “frustrum” and other non-functional changes.
===================================================================
M source/blender/makesdna/DNA_scene_types.h
M source/blender/makesdna/DNA_world_types.h
M source/gameengine/Ketsji/KX_Camera.cpp
M source/gameengine/Ketsji/KX_Dome.cpp
M source/gameengine/Ketsji/KX_KetsjiEngine.cpp
M source/gameengine/Rasterizer/RAS_BucketManager.cpp
M source/gameengine/Rasterizer/RAS_FramingManager.h
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
M source/gameengine/VideoTexture/ImageRender.cpp
===================================================================
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index 190ece6..ef6d4ac 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -800,7 +800,7 @@ typedef struct RecastData {
typedef struct GameData {
- /* standalone player */
+ /* standalone player */
struct GameFraming framing;
short playerflag, xplay, yplay, freqplay;
short depth, attrib, rt1, rt2;
@@ -823,7 +823,7 @@ typedef struct GameData {
/*
* bit 3: (gameengine): Activity culling is enabled.
- * bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
+ * bit 5: (gameengine) : enable Bullet DBVT tree for view frustum culling
*/
int flag;
short mode, matmode;
diff --git a/source/blender/makesdna/DNA_world_types.h b/source/blender/makesdna/DNA_world_types.h
index 73bfa7a..5fd4c9f 100644
--- a/source/blender/makesdna/DNA_world_types.h
+++ b/source/blender/makesdna/DNA_world_types.h
@@ -86,7 +86,7 @@ typedef struct World {
* bit 2: (reserved) depth of field
* bit 3: (gameengine): Activity culling is enabled.
* bit 4: ambient occlusion
- * bit 5: (gameengine) : enable Bullet DBVT tree for view frustrum culling
+ * bit 5: (gameengine) : enable Bullet DBVT tree for view frustum culling
*/
short mode; // partially moved to scene->gamedata in 2.5
short occlusionRes; /* resolution of occlusion Z buffer in pixel */ // XXX moved to scene->gamedata in 2.5
diff --git a/source/gameengine/Ketsji/KX_Camera.cpp b/source/gameengine/Ketsji/KX_Camera.cpp
index 6988d56..361cd65 100644
--- a/source/gameengine/Ketsji/KX_Camera.cpp
+++ b/source/gameengine/Ketsji/KX_Camera.cpp
@@ -320,7 +320,7 @@ void KX_Camera::ExtractFrustumSphere()
if (m_projection_matrix[3][3] == MT_Scalar(0.0f))
{
- // frustrum projection
+ // frustum projection
// detect which of the corner of the far clipping plane is the farthest to the origin
MT_Vector4 nfar; // far point in device normalized coordinate
MT_Point3 farpoint; // most extreme far point in camera coordinate
@@ -359,7 +359,7 @@ void KX_Camera::ExtractFrustumSphere()
nfar.setValue(-nfar[0], -nfar[1], -1.0f, 1.0f);
nfar = clip_camcs_matrix*nfar;
nearpoint.setValue(nfar[0]/nfar[3], nfar[1]/nfar[3], nfar[2]/nfar[3]);
- // this is a frustrum projection
+ // this is a frustum projection
N = nearpoint.dot(nearpoint);
e = farpoint[2];
s = nearpoint[2];
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 818a465..6585b9d 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -1450,22 +1450,21 @@ void KX_Dome::CalculateFrustum(KX_Camera *cam)
gluPerspective(90.0f,1.0f,cam->GetCameraNear(),cam->GetCameraFar());
#endif
- RAS_FrameFrustum m_frustrum; //90 deg. Frustum
+ RAS_FrameFrustum m_frustum; //90 deg. Frustum
- m_frustrum.camnear = cam->GetCameraNear();
- m_frustrum.camfar = cam->GetCameraFar();
+ m_frustum.camnear = cam->GetCameraNear();
+ m_frustum.camfar = cam->GetCameraFar();
-// float top = tan(90.0f*MT_PI/360.0f) * m_frustrum.camnear;
- float top = m_frustrum.camnear; // for deg = 90deg, tan = 1
+// float top = tan(90.0f*MT_PI/360.0f) * m_frustum.camnear;
+ float top = m_frustum.camnear; // for deg = 90deg, tan = 1
- m_frustrum.x1 = -top;
- m_frustrum.x2 = top;
- m_frustrum.y1 = -top;
- m_frustrum.y2 = top;
+ m_frustum.x1 = -top;
+ m_frustum.x2 = top;
+ m_frustum.y1 = -top;
+ m_frustum.y2 = top;
m_projmat = m_rasterizer->GetFrustumMatrix(
- m_frustrum.x1, m_frustrum.x2, m_frustrum.y1, m_frustrum.y2, m_frustrum.camnear, m_frustrum.camfar);
-
+ m_frustum.x1, m_frustum.x2, m_frustum.y1, m_frustum.y2, m_frustum.camnear, m_frustum.camfar);
}
void KX_Dome::CalculateCameraOrientation()
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index cb44758..c8bfab0 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -107,7 +107,7 @@ double KX_KetsjiEngine::m_suspendedtime = 0.0;
double KX_KetsjiEngine::m_suspendeddelta = 0.0;
double KX_KetsjiEngine::m_average_framerate = 0.0;
bool KX_KetsjiEngine::m_restrict_anim_fps = false;
-short KX_KetsjiEngine::m_exitkey = 130; //ESC Key
+short KX_KetsjiEngine::m_exitkey = 130; // ESC Key
/**
@@ -310,7 +310,7 @@ void KX_KetsjiEngine::RenderDome()
KX_SceneList::iterator sceneit;
KX_Scene* scene = NULL;
- int n_renders=m_dome->GetNumberRenders();// usually 4 or 6
+ int n_renders=m_dome->GetNumberRenders(); // usually 4 or 6
for (int i=0;i<n_renders;i++) {
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); sceneit++)
@@ -327,7 +327,7 @@ void KX_KetsjiEngine::RenderDome()
if (i == 0) {
RenderShadowBuffers(scene);
}
- // Avoid drawing the scene with the active camera twice when it's viewport is enabled
+ // Avoid drawing the scene with the active camera twice when its viewport is enabled
if (cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
@@ -337,7 +337,7 @@ void KX_KetsjiEngine::RenderDome()
// do the rendering
m_dome->RenderDomeFrame(scene,cam, i);
- //render all the font objects for this scene
+ // render all the font objects for this scene
scene->RenderFonts();
}
@@ -355,7 +355,7 @@ void KX_KetsjiEngine::RenderDome()
// do the rendering
m_dome->RenderDomeFrame(scene, (*it),i);
- //render all the font objects for this scene
+ // render all the font objects for this scene
scene->RenderFonts();
}
@@ -438,7 +438,6 @@ void KX_KetsjiEngine::StartEngine(bool clearIpo)
m_sceneconverter->ResetPhysicsObjectsAnimationIpo(clearIpo);
m_sceneconverter->WritePhysicsObjectToAnimationIpo(m_currentFrame);
}
-
}
void KX_KetsjiEngine::ClearFrame()
@@ -539,7 +538,7 @@ void KX_KetsjiEngine::EndFrame()
m_average_framerate = 1.0/tottime;
- // Go to next profiling measurement, time spend after this call is shown in the next frame.
+ // Go to next profiling measurement, time spent after this call is shown in the next frame.
m_logger->NextMeasurement(m_kxsystem->GetTimeInSeconds());
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
@@ -609,7 +608,7 @@ bool KX_KetsjiEngine::NextFrame()
double deltatime = m_clockTime - m_frameTime;
if (deltatime<0.0)
{
- // We got here too quickly, which means there is nothing todo, just return and don't render.
+ // We got here too quickly, which means there is nothing to do, just return and don't render.
// Not sure if this is the best fix, but it seems to stop the jumping framerate issue (#33088)
return false;
}
@@ -660,13 +659,13 @@ bool KX_KetsjiEngine::NextFrame()
* update. */
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
- m_sceneconverter->resetNoneDynamicObjectToIpo();//this is for none dynamic objects with ipo
+ m_sceneconverter->resetNoneDynamicObjectToIpo(); // this is for none dynamic objects with ipo
scene->UpdateObjectActivity();
if (!scene->IsSuspended())
{
- // if the scene was suspended recalcutlate the delta tu "curtime"
+ // if the scene was suspended recalculate the delta tu "curtime"
m_suspendedtime = scene->getSuspendedTime();
if (scene->getSuspendedTime()!=0.0)
scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
@@ -769,7 +768,7 @@ bool KX_KetsjiEngine::NextFrame()
frames--;
}
- // Start logging time spend outside main loop
+ // Start logging time spent outside main loop
m_logger->StartLog(tc_outside, m_kxsystem->GetTimeInSeconds(), true);
return doRender;
@@ -838,13 +837,13 @@ void KX_KetsjiEngine::Render()
// pass the scene's worldsettings to the rasterizer
scene->GetWorldInfo()->UpdateWorldSettings();
- // this is now done incrementatlly in KX_Scene::CalculateVisibleMeshes
+ // this is now done incrementally in KX_Scene::CalculateVisibleMeshes
//scene->UpdateMeshTransformations();
// shadow buffers
RenderShadowBuffers(scene);
- // Avoid drawing the scene with the active camera twice when it's viewport is enabled
+ // Avoid drawing the scene with the active camera twice when its viewport is enabled
if (cam && !cam->GetViewport())
{
if (scene->IsClearingZBuffer())
@@ -898,7 +897,7 @@ void KX_KetsjiEngine::Render()
if (scene->IsClearingZBuffer())
m_rasterizer->ClearDepthBuffer();
- //pass the scene, for picking and raycasting (shadows)
+ // pass the scene, for picking and raycasting (shadows)
m_rasterizer->SetAuxilaryClientInfo(scene);
// do the rendering
@@ -948,10 +947,10 @@ void KX_KetsjiEngine::SetNameNextGame(const STR_String& nextgame)
int KX_KetsjiEngine::GetExitCode()
{
- // if a gameactuator has set an exitcode or if there are no scenes left
+ // if a game actuator has set an exit code or if there are no scenes left
if (!m_exitcode)
{
- if (m_scenes.begin()==m_scenes.end())
+ if (m_scenes.begin() == m_scenes.end())
m_exitcode = KX_EXIT_REQUEST_NO_SCENES_LEFT;
}
@@ -1017,9 +1016,8 @@ void KX_KetsjiEngine::SetCameraOverrideZoom(float camzoom)
void KX_KetsjiEngine::GetSceneViewport(KX_Scene *scene, KX_Camera* cam, RAS_Rect& area, RAS_Rect& viewport)
{
- // In this function we make sure the rasterizer settings are upto
- // date. We compute the viewport so that logic
- // using this information is upto date.
+ // In this function we make sure the rasterizer settings are up-to-date.
+ // We compute the viewport so that logic using this information is up-to-date.
// Note we postpone computation of the projection matrix
// so that we are using the latest camera position.
@@ -1171,7 +1169,7 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
if (override_camera && m_overrideCamUseOrtho) {
m_rasterizer->SetProjectionMatrix(m_overrideCamProjMat);
if (!cam->hasValidProjectionMatrix()) {
- // needed to get frustrum planes for culling
+ // needed to get frustum planes for c
@@ Diff output truncated at 10240 characters. @@
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