forked from bartvdbraak/blender
style cleanup
This commit is contained in:
parent
dd106b5c7a
commit
5549904171
@ -1580,11 +1580,11 @@ int BKE_node_clipboard_validate(void)
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/* lists must be aligned */
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/* lists must be aligned */
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BLI_assert(BLI_countlist(&node_clipboard.nodes) ==
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BLI_assert(BLI_countlist(&node_clipboard.nodes) ==
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BLI_countlist(&node_clipboard.nodes_extra_info));
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BLI_countlist(&node_clipboard.nodes_extra_info));
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for (node = node_clipboard.nodes.first, node_info = node_clipboard.nodes_extra_info.first;
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for (node = node_clipboard.nodes.first, node_info = node_clipboard.nodes_extra_info.first;
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node;
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node;
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node = node->next, node_info = node_info->next)
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node = node->next, node_info = node_info->next)
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{
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{
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/* validate the node against the stored node info */
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/* validate the node against the stored node info */
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@ -104,7 +104,7 @@ private:
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#endif
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#endif
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void create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
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void create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
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float parent_mat[][4], bArmature *arm);
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float parent_mat[][4], bArmature *arm);
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void create_unskinned_bone(COLLADAFW::Node *node, EditBone *parent, int totchild,
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void create_unskinned_bone(COLLADAFW::Node *node, EditBone *parent, int totchild,
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float parent_mat[][4], Object * ob_arm);
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float parent_mat[][4], Object * ob_arm);
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@ -479,10 +479,10 @@ static short new_key_needed(FCurve *fcu, float cFrame, float nValue)
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/* Frame in which to add a new-keyframe occurs after all other keys
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/* Frame in which to add a new-keyframe occurs after all other keys
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* -> If there are at least two existing keyframes, then if the values of the
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* -> If there are at least two existing keyframes, then if the values of the
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* last two keyframes and the new-keyframe match, the last existing keyframe
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* last two keyframes and the new-keyframe match, the last existing keyframe
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* gets deleted as it is no longer required.
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* gets deleted as it is no longer required.
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* -> Otherwise, a keyframe is just added. 1.0 is added so that fake-2nd-to-last
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* -> Otherwise, a keyframe is just added. 1.0 is added so that fake-2nd-to-last
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* keyframe is not equal to last keyframe.
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* keyframe is not equal to last keyframe.
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*/
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*/
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bezt = (fcu->bezt + (fcu->totvert - 1));
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bezt = (fcu->bezt + (fcu->totvert - 1));
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valA = bezt->vec[1][1];
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valA = bezt->vec[1][1];
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@ -1388,7 +1388,7 @@ static void node_shader_buts_glossy(uiLayout *layout, bContext *UNUSED(C), Point
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static void node_shader_set_butfunc(bNodeType *ntype)
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static void node_shader_set_butfunc(bNodeType *ntype)
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{
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{
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switch (ntype->type) {
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switch (ntype->type) {
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/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
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/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
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case SH_NODE_MATERIAL:
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case SH_NODE_MATERIAL:
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case SH_NODE_MATERIAL_EXT:
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case SH_NODE_MATERIAL_EXT:
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@ -2639,7 +2639,7 @@ static void node_composit_buts_trackpos(uiLayout *layout, bContext *C, PointerRN
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static void node_composit_set_butfunc(bNodeType *ntype)
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static void node_composit_set_butfunc(bNodeType *ntype)
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{
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{
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switch (ntype->type) {
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switch (ntype->type) {
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/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
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/* case NODE_GROUP: note, typeinfo for group is generated... see "XXX ugly hack" */
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case CMP_NODE_IMAGE:
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case CMP_NODE_IMAGE:
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ntype->uifunc = node_composit_buts_image;
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ntype->uifunc = node_composit_buts_image;
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@ -1225,7 +1225,7 @@ static void *display_buffer_apply_get_linear_buffer(DisplayBufferThread *handle)
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/* first convert byte buffer to float, keep in image space */
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/* first convert byte buffer to float, keep in image space */
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for (i = 0, fp = linear_buffer, cp = byte_buffer;
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for (i = 0, fp = linear_buffer, cp = byte_buffer;
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i < channels * width * height;
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i < channels * width * height;
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i++, fp++, cp++)
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i++, fp++, cp++)
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{
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{
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*fp = (float)(*cp) / 255.0f;
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*fp = (float)(*cp) / 255.0f;
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}
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}
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@ -697,11 +697,11 @@ static void build_emats_stack(BLI_Stack *stack, int *visited_e, EMat *emat,
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}
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}
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static EMat *build_edge_mats(const MVertSkin *vs,
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static EMat *build_edge_mats(const MVertSkin *vs,
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const MVert *mvert,
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const MVert *mvert,
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int totvert,
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int totvert,
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const MEdge *medge,
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const MEdge *medge,
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const MeshElemMap *emap,
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const MeshElemMap *emap,
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int totedge)
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int totedge)
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{
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{
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BLI_Stack *stack;
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BLI_Stack *stack;
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EMat *emat;
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EMat *emat;
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@ -83,7 +83,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, GPUNod
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}
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}
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}
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}
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return ret;
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return ret;
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}
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}
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/* node type definition */
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/* node type definition */
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@ -561,19 +561,21 @@ int start_qt(struct Scene *scene, struct RenderData *rd, int rectx, int recty, R
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/* specifying the codec attributes : try to retrieve them from render data first*/
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/* specifying the codec attributes : try to retrieve them from render data first*/
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if (rd->qtcodecsettings.codecType) {
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if (rd->qtcodecsettings.codecType) {
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qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:
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qtexport->frameAttributes = [
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stringWithCodecType(rd->qtcodecsettings.codecType),
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NSDictionary dictionaryWithObjectsAndKeys:
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QTAddImageCodecType,
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stringWithCodecType(rd->qtcodecsettings.codecType),
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[NSNumber numberWithLong:((rd->qtcodecsettings.codecSpatialQuality)*codecLosslessQuality)/100],
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QTAddImageCodecType,
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QTAddImageCodecQuality,
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[NSNumber numberWithLong:((rd->qtcodecsettings.codecSpatialQuality)*codecLosslessQuality)/100],
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nil];
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QTAddImageCodecQuality,
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nil];
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}
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}
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else {
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else {
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qtexport->frameAttributes = [NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
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qtexport->frameAttributes = [
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QTAddImageCodecType,
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NSDictionary dictionaryWithObjectsAndKeys:@"jpeg",
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[NSNumber numberWithLong:codecHighQuality],
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QTAddImageCodecType,
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QTAddImageCodecQuality,
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[NSNumber numberWithLong:codecHighQuality],
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nil];
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QTAddImageCodecQuality,
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nil];
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}
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}
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[qtexport->frameAttributes retain];
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[qtexport->frameAttributes retain];
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@ -1881,14 +1881,14 @@ static int wm_handlers_do(bContext *C, wmEvent *event, ListBase *handlers)
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{
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{
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int action = wm_handlers_do_intern(C, event, handlers);
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int action = wm_handlers_do_intern(C, event, handlers);
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if (!ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE) && !ISTIMER(event->type)) {
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if (!ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE) && !ISTIMER(event->type)) {
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/* test for CLICK events */
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/* test for CLICK events */
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if (wm_action_not_handled(action)) {
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if (wm_action_not_handled(action)) {
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wmWindow *win = CTX_wm_window(C);
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wmWindow *win = CTX_wm_window(C);
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/* eventstate stores if previous event was a KM_PRESS, in case that
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/* eventstate stores if previous event was a KM_PRESS, in case that
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wasn't handled, the KM_RELEASE will become a KM_CLICK */
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* wasn't handled, the KM_RELEASE will become a KM_CLICK */
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if (win && event->val == KM_PRESS) {
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if (win && event->val == KM_PRESS) {
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win->eventstate->check_click = TRUE;
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win->eventstate->check_click = TRUE;
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@ -632,9 +632,9 @@ void BL_ConvertSensors(struct Object* blenderobject,
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uniqueval->Release();
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uniqueval->Release();
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/* Conversion succeeded, so we can set the generic props here. */
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/* Conversion succeeded, so we can set the generic props here. */
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gamesensor->SetPulseMode(pos_pulsemode,
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gamesensor->SetPulseMode(pos_pulsemode,
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neg_pulsemode,
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neg_pulsemode,
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frequency);
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frequency);
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gamesensor->SetInvert(invert);
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gamesensor->SetInvert(invert);
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gamesensor->SetLevel(level);
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gamesensor->SetLevel(level);
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gamesensor->SetTap(tap);
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gamesensor->SetTap(tap);
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@ -48,13 +48,13 @@
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/* ------------------------------------------------------------------------- */
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/* ------------------------------------------------------------------------- */
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SCA_RandomActuator::SCA_RandomActuator(SCA_IObject *gameobj,
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SCA_RandomActuator::SCA_RandomActuator(SCA_IObject *gameobj,
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long seed,
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long seed,
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SCA_RandomActuator::KX_RANDOMACT_MODE mode,
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SCA_RandomActuator::KX_RANDOMACT_MODE mode,
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float para1,
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float para1,
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float para2,
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float para2,
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const STR_String &propName)
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const STR_String &propName)
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: SCA_IActuator(gameobj, KX_ACT_RANDOM),
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: SCA_IActuator(gameobj, KX_ACT_RANDOM),
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m_propname(propName),
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m_propname(propName),
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m_parameter1(para1),
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m_parameter1(para1),
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m_parameter2(para2),
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m_parameter2(para2),
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m_distribution(mode)
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m_distribution(mode)
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@ -196,33 +196,30 @@ bool SCA_RandomActuator::Update()
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*/
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*/
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tmpval = new CFloatValue(m_parameter1);
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tmpval = new CFloatValue(m_parameter1);
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} else {
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}
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/*
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else {
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/* 070301 - nzc
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070301 - nzc
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* Now, with seed != 0, we will most assuredly get some
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Now, with seed != 0, we will most assuredly get some
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* sensible values. The termination condition states two
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sensible values. The termination condition states two
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* things:
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things:
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* 1. s >= 0 is not allowed: to prevent the distro from
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1. s >= 0 is not allowed: to prevent the distro from
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* getting a bias towards high values. This is a small
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getting a bias towards high values. This is a small
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* correction, really, and might also be left out.
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correction, really, and might also be left out.
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* 2. s == 0 is not allowed: to prevent a division by zero
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2. s == 0 is not allowed: to prevent a division by zero
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* when renormalising the drawn value to the desired
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when renormalising the drawn value to the desired
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* distribution shape. As a side effect, the distro will
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distribution shape. As a side effect, the distro will
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* never yield the exact mean.
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never yield the exact mean.
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* I am not sure whether this is consistent, since the error
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I am not sure whether this is consistent, since the error
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* cause by #2 is of the same magnitude as the one
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cause by #2 is of the same magnitude as the one
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* prevented by #1. The error introduced into the SD will be
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prevented by #1. The error introduced into the SD will be
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* improved, though. By how much? Hard to say... If you like
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improved, though. By how much? Hard to say... If you like
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* the maths, feel free to analyse. Be aware that this is
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the maths, feel free to analyse. Be aware that this is
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* one of the really old standard algorithms. I think the
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one of the really old standard algorithms. I think the
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* original came in Fortran, was translated to Pascal, and
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original came in Fortran, was translated to Pascal, and
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* then someone came up with the C code. My guess it that
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then someone came up with the C code. My guess it that
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* this will be quite sufficient here.
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this will be quite sufficient here.
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*/
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*/
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do
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do {
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{
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x = 2.0 * m_base->DrawFloat() - 1.0;
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x = 2.0 * m_base->DrawFloat() - 1.0;
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y = 2.0 * m_base->DrawFloat() - 1.0;
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y = 2.0 * m_base->DrawFloat() - 1.0;
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s = x*x + y*y;
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s = x*x + y*y;
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@ -165,11 +165,11 @@ void KX_BlenderMaterial::InitTextures()
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continue;
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continue;
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}
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}
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if (!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
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if (!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
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spit("unable to initialize image("<<i<<") in "<<
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spit("unable to initialize image("<<i<<") in "<<
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mMaterial->matname<< ", image will not be available");
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mMaterial->matname<< ", image will not be available");
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}
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}
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// If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
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/* If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
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// However, if we're using a custom shader, then we still need to load the textures ourselves.
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* However, if we're using a custom shader, then we still need to load the textures ourselves. */
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else if (!mMaterial->glslmat || mShader) {
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else if (!mMaterial->glslmat || mShader) {
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if ( mMaterial->img[i] ) {
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if ( mMaterial->img[i] ) {
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if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
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if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
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@ -38,19 +38,19 @@
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#include "KX_Python.h"
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#include "KX_Python.h"
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#include "KX_PyMath.h"
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#include "KX_PyMath.h"
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KX_Camera::KX_Camera(void* sgReplicationInfo,
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KX_Camera::KX_Camera(void* sgReplicationInfo,
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SG_Callbacks callbacks,
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SG_Callbacks callbacks,
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const RAS_CameraData& camdata,
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const RAS_CameraData& camdata,
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bool frustum_culling,
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bool frustum_culling,
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bool delete_node)
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bool delete_node)
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:
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:
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KX_GameObject(sgReplicationInfo,callbacks),
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KX_GameObject(sgReplicationInfo,callbacks),
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m_camdata(camdata),
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m_camdata(camdata),
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m_dirty(true),
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m_dirty(true),
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m_normalized(false),
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m_normalized(false),
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m_frustum_culling(frustum_culling),
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m_frustum_culling(frustum_culling),
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m_set_projection_matrix(false),
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m_set_projection_matrix(false),
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m_set_frustum_center(false),
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m_set_frustum_center(false),
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m_delete_node(delete_node)
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m_delete_node(delete_node)
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{
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{
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// setting a name would be nice...
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// setting a name would be nice...
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m_name = "cam";
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m_name = "cam";
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@ -120,7 +120,7 @@ protected:
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/**
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/**
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* whether the camera should delete the node itself (only for shadow camera)
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* whether the camera should delete the node itself (only for shadow camera)
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*/
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*/
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bool m_delete_node;
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bool m_delete_node;
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/**
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/**
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* Extracts the camera clip frames from the projection and world-to-camera matrices.
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* Extracts the camera clip frames from the projection and world-to-camera matrices.
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@ -48,8 +48,8 @@ public:
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MT_Transform GetTransform() const {
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MT_Transform GetTransform() const {
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return MT_Transform(m_position + m_deltaPosition,
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return MT_Transform(m_position + m_deltaPosition,
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MT_Matrix3x3(m_eulerAngles + m_deltaEulerAngles,
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MT_Matrix3x3(m_eulerAngles + m_deltaEulerAngles,
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m_scaling + m_deltaScaling));
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m_scaling + m_deltaScaling));
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}
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}
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MT_Point3& GetPosition() { return m_position; }
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MT_Point3& GetPosition() { return m_position; }
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@ -151,27 +151,27 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
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/**
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/**
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* (in game world coordinates) the place where the object was hit.
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* (in game world coordinates) the place where the object was hit.
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*/
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*/
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MT_Point3 m_hitPosition;
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MT_Point3 m_hitPosition;
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/**
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/**
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* (in game world coordinates) the position to which to shoot the ray.
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* (in game world coordinates) the position to which to shoot the ray.
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*/
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*/
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MT_Point3 m_prevTargetPoint;
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MT_Point3 m_prevTargetPoint;
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/**
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/**
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* (in game world coordinates) the position from which to shoot the ray.
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* (in game world coordinates) the position from which to shoot the ray.
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*/
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*/
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MT_Point3 m_prevSourcePoint;
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MT_Point3 m_prevSourcePoint;
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/**
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/**
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* (in game world coordinates) the face normal of the vertex where
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* (in game world coordinates) the face normal of the vertex where
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* the object was hit. */
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* the object was hit. */
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MT_Vector3 m_hitNormal;
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MT_Vector3 m_hitNormal;
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/**
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/**
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* UV texture coordinate of the hit point if any, (0,0) otherwise
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* UV texture coordinate of the hit point if any, (0,0) otherwise
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*/
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*/
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MT_Vector2 m_hitUV;
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MT_Vector2 m_hitUV;
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/**
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/**
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* The KX scene that holds the camera. The camera position
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* The KX scene that holds the camera. The camera position
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@ -180,8 +180,8 @@ void KX_RasterizerDrawDebugLine(const MT_Vector3& from,const MT_Vector3& to,cons
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gp_Rasterizer->DrawDebugLine(from,to,color);
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gp_Rasterizer->DrawDebugLine(from,to,color);
|
||||||
}
|
}
|
||||||
|
|
||||||
void KX_RasterizerDrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
|
void KX_RasterizerDrawDebugCircle(const MT_Vector3& center, const MT_Scalar radius, const MT_Vector3& color,
|
||||||
const MT_Vector3& normal, int nsector)
|
const MT_Vector3& normal, int nsector)
|
||||||
{
|
{
|
||||||
if (gp_Rasterizer)
|
if (gp_Rasterizer)
|
||||||
gp_Rasterizer->DrawDebugCircle(center, radius, color, normal, nsector);
|
gp_Rasterizer->DrawDebugCircle(center, radius, color, normal, nsector);
|
||||||
|
Loading…
Reference in New Issue
Block a user