forked from bartvdbraak/blender
code cleanup: remove unused defines
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ceffa6e1fa
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b9a2741f68
@ -136,7 +136,6 @@ Mat4 *b_bone_spline_setup(struct bPoseChannel *pchan, int rest);
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/* like EBONE_VISIBLE */
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#define PBONE_VISIBLE(arm, bone) (((bone)->layer & (arm)->layer) && !((bone)->flag & BONE_HIDDEN_P))
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#define _BONE_VISIBLE(arm, bone) (((bone)->layer & (arm)->layer) && !((bone)->flag & BONE_HIDDEN_P))
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#ifdef __cplusplus
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}
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@ -362,8 +362,11 @@ int imb_get_anim_type(const char * name)
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if (isredcode(name)) return (ANIM_REDCODE);
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#endif
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type = IMB_ispic(name);
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if (type) return(ANIM_SEQUENCE);
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return(0);
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if (type) {
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return ANIM_SEQUENCE;
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}
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return ANIM_NONE;
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}
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int IMB_isanim(const char *filename)
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@ -640,10 +640,6 @@ typedef struct GameData {
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/* physicsEngine */
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#define WOPHY_NONE 0
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#define WOPHY_ENJI 1
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#define WOPHY_SUMO 2
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#define WOPHY_DYNAMO 3
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#define WOPHY_ODE 4
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#define WOPHY_BULLET 5
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/* obstacleSimulation */
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@ -1839,10 +1839,6 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
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break;
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#endif
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case UseDynamo:
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//KX_ConvertDynamoObject(gameobj,meshobj,kxscene,shapeprops, smmaterial, &objprop);
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break;
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case UseNone:
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default:
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break;
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@ -308,25 +308,11 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
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useDbvtCulling = (blenderscene->gm.mode & WO_DBVT_CULLING) != 0;
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break;
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}
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case WOPHY_ODE:
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{
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physics_engine = UseODE;
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break;
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}
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case WOPHY_DYNAMO:
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{
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physics_engine = UseDynamo;
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break;
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}
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case WOPHY_SUMO:
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{
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physics_engine = UseSumo;
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break;
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}
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default:
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case WOPHY_NONE:
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{
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physics_engine = UseNone;
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break;
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}
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}
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}
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@ -352,11 +338,7 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
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destinationscene->SetPhysicsEnvironment(ccdPhysEnv);
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break;
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}
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#endif
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case UseDynamo:
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{
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}
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#endif
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default:
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case UseNone:
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physics_engine = UseNone;
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@ -36,11 +36,7 @@ enum e_PhysicsEngine
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{
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NoSelection = -1,
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UseNone = 0,
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UseEnji = 1,
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UseSumo = 2,
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UseDynamo = 3,
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UseODE = 4,
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UseBullet = 5,
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UseBullet = 5,
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};
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#endif //__KX_PHYSICSENGINEENUMS_H__
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