[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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