style cleanup

This commit is contained in:
Campbell Barton 2012-10-29 02:11:40 +00:00
parent dd106b5c7a
commit 5549904171
17 changed files with 93 additions and 94 deletions

@ -1580,11 +1580,11 @@ int BKE_node_clipboard_validate(void)
/* lists must be aligned */
BLI_assert(BLI_countlist(&node_clipboard.nodes) ==
BLI_countlist(&node_clipboard.nodes_extra_info));
BLI_countlist(&node_clipboard.nodes_extra_info));
for (node = node_clipboard.nodes.first, node_info = node_clipboard.nodes_extra_info.first;
node;
node = node->next, node_info = node_info->next)
node;
node = node->next, node_info = node_info->next)
{
/* validate the node against the stored node info */

@ -104,7 +104,7 @@ private:
#endif
void create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[][4], bArmature *arm);
float parent_mat[][4], bArmature *arm);
void create_unskinned_bone(COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[][4], Object * ob_arm);

@ -479,10 +479,10 @@ static short new_key_needed(FCurve *fcu, float cFrame, float nValue)
/* Frame in which to add a new-keyframe occurs after all other keys
* -> If there are at least two existing keyframes, then if the values of the
* last two keyframes and the new-keyframe match, the last existing keyframe
* gets deleted as it is no longer required.
* last two keyframes and the new-keyframe match, the last existing keyframe
* gets deleted as it is no longer required.
* -> Otherwise, a keyframe is just added. 1.0 is added so that fake-2nd-to-last
* keyframe is not equal to last keyframe.
* keyframe is not equal to last keyframe.
*/
bezt = (fcu->bezt + (fcu->totvert - 1));
valA = bezt->vec[1][1];

@ -1388,7 +1388,7 @@ static void node_shader_buts_glossy(uiLayout *layout, bContext *UNUSED(C), Point
static void node_shader_set_butfunc(bNodeType *ntype)
{
switch (ntype->type) {
/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
case SH_NODE_MATERIAL:
case SH_NODE_MATERIAL_EXT:
@ -2639,7 +2639,7 @@ static void node_composit_buts_trackpos(uiLayout *layout, bContext *C, PointerRN
static void node_composit_set_butfunc(bNodeType *ntype)
{
switch (ntype->type) {
/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
case CMP_NODE_IMAGE:
ntype->uifunc = node_composit_buts_image;

@ -1225,7 +1225,7 @@ static void *display_buffer_apply_get_linear_buffer(DisplayBufferThread *handle)
/* first convert byte buffer to float, keep in image space */
for (i = 0, fp = linear_buffer, cp = byte_buffer;
i < channels * width * height;
i++, fp++, cp++)
i++, fp++, cp++)
{
*fp = (float)(*cp) / 255.0f;
}

@ -697,11 +697,11 @@ static void build_emats_stack(BLI_Stack *stack, int *visited_e, EMat *emat,
}
static EMat *build_edge_mats(const MVertSkin *vs,
const MVert *mvert,
int totvert,
const MVert *mvert,
int totvert,
const MEdge *medge,
const MeshElemMap *emap,
int totedge)
const MeshElemMap *emap,
int totedge)
{
BLI_Stack *stack;
EMat *emat;

@ -83,7 +83,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, GPUNod
}
}
return ret;
return ret;
}
/* node type definition */

@ -561,19 +561,21 @@ int start_qt(struct Scene *scene, struct RenderData *rd, int rectx, int recty, R
/* specifying the codec attributes : try to retrieve them from render data first*/
if (rd->qtcodecsettings.codecType) {
qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:
stringWithCodecType(rd->qtcodecsettings.codecType),
QTAddImageCodecType,
[NSNumber numberWithLong:((rd->qtcodecsettings.codecSpatialQuality)*codecLosslessQuality)/100],
QTAddImageCodecQuality,
nil];
qtexport->frameAttributes = [
NSDictionary dictionaryWithObjectsAndKeys:
stringWithCodecType(rd->qtcodecsettings.codecType),
QTAddImageCodecType,
[NSNumber numberWithLong:((rd->qtcodecsettings.codecSpatialQuality)*codecLosslessQuality)/100],
QTAddImageCodecQuality,
nil];
}
else {
qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
QTAddImageCodecType,
[NSNumber numberWithLong:codecHighQuality],
QTAddImageCodecQuality,
nil];
qtexport->frameAttributes = [
NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
QTAddImageCodecType,
[NSNumber numberWithLong:codecHighQuality],
QTAddImageCodecQuality,
nil];
}
[qtexport->frameAttributes retain];

@ -1881,14 +1881,14 @@ static int wm_handlers_do(bContext *C, wmEvent *event, ListBase *handlers)
{
int action = wm_handlers_do_intern(C, event, handlers);
if (!ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE) && !ISTIMER(event->type)) {
if (!ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE) && !ISTIMER(event->type)) {
/* test for CLICK events */
if (wm_action_not_handled(action)) {
wmWindow *win = CTX_wm_window(C);
/* eventstate stores if previous event was a KM_PRESS, in case that
wasn't handled, the KM_RELEASE will become a KM_CLICK */
* wasn't handled, the KM_RELEASE will become a KM_CLICK */
if (win && event->val == KM_PRESS) {
win->eventstate->check_click = TRUE;

@ -632,9 +632,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
uniqueval->Release();
/* Conversion succeeded, so we can set the generic props here. */
gamesensor->SetPulseMode(pos_pulsemode,
neg_pulsemode,
frequency);
gamesensor->SetPulseMode(pos_pulsemode,
neg_pulsemode,
frequency);
gamesensor->SetInvert(invert);
gamesensor->SetLevel(level);
gamesensor->SetTap(tap);

@ -48,13 +48,13 @@
/* ------------------------------------------------------------------------- */
SCA_RandomActuator::SCA_RandomActuator(SCA_IObject *gameobj,
long seed,
SCA_RandomActuator::KX_RANDOMACT_MODE mode,
float para1,
float para2,
const STR_String &propName)
: SCA_IActuator(gameobj, KX_ACT_RANDOM),
m_propname(propName),
long seed,
SCA_RandomActuator::KX_RANDOMACT_MODE mode,
float para1,
float para2,
const STR_String &propName)
: SCA_IActuator(gameobj, KX_ACT_RANDOM),
m_propname(propName),
m_parameter1(para1),
m_parameter2(para2),
m_distribution(mode)
@ -196,33 +196,30 @@ bool SCA_RandomActuator::Update()
*/
tmpval = new CFloatValue(m_parameter1);
} else {
/*
070301 - nzc
Now, with seed != 0, we will most assuredly get some
sensible values. The termination condition states two
things:
1. s >= 0 is not allowed: to prevent the distro from
getting a bias towards high values. This is a small
correction, really, and might also be left out.
2. s == 0 is not allowed: to prevent a division by zero
when renormalising the drawn value to the desired
distribution shape. As a side effect, the distro will
never yield the exact mean.
I am not sure whether this is consistent, since the error
cause by #2 is of the same magnitude as the one
prevented by #1. The error introduced into the SD will be
improved, though. By how much? Hard to say... If you like
the maths, feel free to analyse. Be aware that this is
one of the really old standard algorithms. I think the
original came in Fortran, was translated to Pascal, and
then someone came up with the C code. My guess it that
this will be quite sufficient here.
}
else {
/* 070301 - nzc
* Now, with seed != 0, we will most assuredly get some
* sensible values. The termination condition states two
* things:
* 1. s >= 0 is not allowed: to prevent the distro from
* getting a bias towards high values. This is a small
* correction, really, and might also be left out.
* 2. s == 0 is not allowed: to prevent a division by zero
* when renormalising the drawn value to the desired
* distribution shape. As a side effect, the distro will
* never yield the exact mean.
* I am not sure whether this is consistent, since the error
* cause by #2 is of the same magnitude as the one
* prevented by #1. The error introduced into the SD will be
* improved, though. By how much? Hard to say... If you like
* the maths, feel free to analyse. Be aware that this is
* one of the really old standard algorithms. I think the
* original came in Fortran, was translated to Pascal, and
* then someone came up with the C code. My guess it that
* this will be quite sufficient here.
*/
do
{
do {
x = 2.0 * m_base->DrawFloat() - 1.0;
y = 2.0 * m_base->DrawFloat() - 1.0;
s = x*x + y*y;

@ -165,11 +165,11 @@ void KX_BlenderMaterial::InitTextures()
continue;
}
if (!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
// If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
// However, if we're using a custom shader, then we still need to load the textures ourselves.
spit("unable to initialize image("<<i<<") in "<<
mMaterial->matname<< ", image will not be available");
}
/* If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
* However, if we're using a custom shader, then we still need to load the textures ourselves. */
else if (!mMaterial->glslmat || mShader) {
if ( mMaterial->img[i] ) {
if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))

@ -38,19 +38,19 @@
#include "KX_Python.h"
#include "KX_PyMath.h"
KX_Camera::KX_Camera(void* sgReplicationInfo,
SG_Callbacks callbacks,
const RAS_CameraData& camdata,
bool frustum_culling,
bool delete_node)
:
KX_GameObject(sgReplicationInfo,callbacks),
m_camdata(camdata),
m_dirty(true),
m_normalized(false),
m_frustum_culling(frustum_culling),
m_set_projection_matrix(false),
m_set_frustum_center(false),
m_delete_node(delete_node)
SG_Callbacks callbacks,
const RAS_CameraData& camdata,
bool frustum_culling,
bool delete_node)
:
KX_GameObject(sgReplicationInfo,callbacks),
m_camdata(camdata),
m_dirty(true),
m_normalized(false),
m_frustum_culling(frustum_culling),
m_set_projection_matrix(false),
m_set_frustum_center(false),
m_delete_node(delete_node)
{
// setting a name would be nice...
m_name = "cam";

@ -120,7 +120,7 @@ protected:
/**
* whether the camera should delete the node itself (only for shadow camera)
*/
bool m_delete_node;
bool m_delete_node;
/**
* Extracts the camera clip frames from the projection and world-to-camera matrices.

@ -48,8 +48,8 @@ public:
MT_Transform GetTransform() const {
return MT_Transform(m_position + m_deltaPosition,
MT_Matrix3x3(m_eulerAngles + m_deltaEulerAngles,
m_scaling + m_deltaScaling));
MT_Matrix3x3(m_eulerAngles + m_deltaEulerAngles,
m_scaling + m_deltaScaling));
}
MT_Point3& GetPosition() { return m_position; }

@ -151,27 +151,27 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
/**
* (in game world coordinates) the place where the object was hit.
*/
MT_Point3 m_hitPosition;
MT_Point3 m_hitPosition;
/**
* (in game world coordinates) the position to which to shoot the ray.
*/
MT_Point3 m_prevTargetPoint;
MT_Point3 m_prevTargetPoint;
/**
* (in game world coordinates) the position from which to shoot the ray.
*/
MT_Point3 m_prevSourcePoint;
MT_Point3 m_prevSourcePoint;
/**
* (in game world coordinates) the face normal of the vertex where
* the object was hit. */
MT_Vector3 m_hitNormal;
MT_Vector3 m_hitNormal;
/**
* UV texture coordinate of the hit point if any, (0,0) otherwise
*/
MT_Vector2 m_hitUV;
MT_Vector2 m_hitUV;
/**
* The KX scene that holds the camera. The camera position

@ -180,8 +180,8 @@ void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,cons
gp_Rasterizer->DrawDebugLine(from,to,color);
}
void KX_RasterizerDrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
const MT_Vector3& normal, int nsector)
void KX_RasterizerDrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
const MT_Vector3& normal, int nsector)
{
if (gp_Rasterizer)
gp_Rasterizer->DrawDebugCircle(center, radius, color, normal, nsector);