remove some unused function args

This commit is contained in:
Campbell Barton 2009-07-30 21:42:29 +00:00
parent 94e06c9859
commit 7301f33b26
11 changed files with 17 additions and 31 deletions

@ -383,7 +383,6 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
{
// convert and add scene
sceneconverter->ConvertScene(
startscenename,
startscene,
dictionaryobject,
keyboarddevice,
@ -682,7 +681,6 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
{
// convert and add scene
sceneconverter->ConvertScene(
startscenename,
startscene,
dictionaryobject,
keyboarddevice,

@ -326,7 +326,6 @@ bool ConvertMaterial(
MFace* mface,
MCol* mmcol,
int lightlayer,
Object* blenderobj,
MTF_localLayer *layers,
bool glslmat)
{
@ -752,11 +751,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
// Determine if we need to make a skinned mesh
if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0) || BL_ModifierDeformer::HasCompatibleDeformer(blenderobj))
{
meshobj = new BL_SkinMeshObject(mesh, lightlayer);
meshobj = new BL_SkinMeshObject(mesh);
skinMesh = true;
}
else
meshobj = new RAS_MeshObject(mesh, lightlayer);
meshobj = new RAS_MeshObject(mesh);
// Extract avaiable layers
MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE];
@ -861,7 +860,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
if (!bl_mat)
bl_mat = new BL_Material();
ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
lightlayer, layers, converter->GetGLSLMaterials());
visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
collider = ((bl_mat->ras_mode & COLLIDER)!=0);
@ -1699,8 +1698,7 @@ static KX_GameObject *gameobject_from_blenderobject(
Object *ob,
KX_Scene *kxscene,
RAS_IRenderTools *rendertools,
KX_BlenderSceneConverter *converter,
Scene *blenderscene)
KX_BlenderSceneConverter *converter)
{
KX_GameObject *gameobj = NULL;
@ -1912,7 +1910,6 @@ KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){
// convert blender objects into ketsji gameobjects
void BL_ConvertBlenderObjects(struct Main* maggie,
const STR_String& scenename,
KX_Scene* kxscene,
KX_KetsjiEngine* ketsjiEngine,
e_PhysicsEngine physics_engine,
@ -1925,7 +1922,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
)
{
Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
Scene *blenderscene = kxscene->GetBlenderScene();
// for SETLOOPER
Scene *sce;
Base *base;
@ -2021,8 +2018,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
base->object,
kxscene,
rendertools,
converter,
blenderscene);
converter);
bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
bool addobj=true;
@ -2211,8 +2207,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
blenderobject,
kxscene,
rendertools,
converter,
blenderscene);
converter);
// this code is copied from above except that
// object from groups are never in active layer

@ -37,7 +37,6 @@
class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class RAS_IRenderTools* rendertools,class KX_Scene* scene, class KX_BlenderSceneConverter *converter);
void BL_ConvertBlenderObjects(struct Main* maggie,
const STR_String& scenename,
class KX_Scene* kxscene,
class KX_KetsjiEngine* ketsjiEngine,
e_PhysicsEngine physics_engine,

@ -46,8 +46,8 @@
#include "BL_SkinMeshObject.h"
#include "BL_DeformableGameObject.h"
BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh, int lightlayer)
: RAS_MeshObject (mesh, lightlayer)
BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh)
: RAS_MeshObject (mesh)
{
m_bDeformed = true;

@ -46,7 +46,7 @@ protected:
vector<int> m_cacheWeightIndex;
public:
BL_SkinMeshObject(Mesh* mesh, int lightlayer);
BL_SkinMeshObject(Mesh* mesh);
~BL_SkinMeshObject();
void UpdateBuckets(void* clientobj, double* oglmatrix,

@ -255,15 +255,14 @@ struct BlenderDebugDraw : public btIDebugDraw
#endif
void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
class KX_Scene* destinationscene,
void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
PyObject* dictobj,
class SCA_IInputDevice* keyinputdev,
class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas)
{
//find out which physics engine
Scene *blenderscene = GetBlenderSceneForName(scenename);
Scene *blenderscene = destinationscene->GetBlenderScene();
e_PhysicsEngine physics_engine = UseBullet;
bool useDbvtCulling = false;
@ -357,7 +356,6 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
}
BL_ConvertBlenderObjects(m_maggie,
scenename,
destinationscene,
m_ketsjiEngine,
physics_engine,

@ -92,7 +92,6 @@ public:
* dictobj: python dictionary (for pythoncontrollers)
*/
virtual void ConvertScene(
const STR_String& scenename,
class KX_Scene* destinationscene,
PyObject* dictobj,
class SCA_IInputDevice* keyinputdev,

@ -47,7 +47,7 @@ public:
destinationscene: pass an empty scene, everything goes into this
dictobj: python dictionary (for pythoncontrollers)
*/
virtual void ConvertScene(const STR_String& scenename,
virtual void ConvertScene(
class KX_Scene* destinationscene,
PyObject* dictobj,
class SCA_IInputDevice* keyinputdev,

@ -1603,8 +1603,7 @@ KX_Scene* KX_KetsjiEngine::CreateScene(const STR_String& scenename)
scenename,
scene);
m_sceneconverter->ConvertScene(scenename,
tmpscene,
m_sceneconverter->ConvertScene(tmpscene,
m_pythondictionary,
m_keyboarddevice,
m_rendertools,

@ -90,9 +90,8 @@ struct RAS_MeshObject::fronttoback
STR_String RAS_MeshObject::s_emptyname = "";
RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer)
: //m_lightlayer(lightlayer),
m_bModified(true),
RAS_MeshObject::RAS_MeshObject(Mesh* mesh)
: m_bModified(true),
m_bMeshModified(true),
m_mesh(mesh),
m_bDeformed(false)

@ -55,7 +55,6 @@ class RAS_MeshObject
{
private:
unsigned int m_debugcolor;
//int m_lightlayer;
bool m_bModified;
bool m_bMeshModified;
@ -77,7 +76,7 @@ protected:
public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(Mesh* mesh, int lightlayer);
RAS_MeshObject(Mesh* mesh);
virtual ~RAS_MeshObject();