forked from bartvdbraak/blender
code cleanup: remove unused var for windows and style edit (remove spaces between 'var[num]')
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@ -94,12 +94,12 @@ typedef struct Cloth
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typedef struct ClothVertex
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{
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int flags; /* General flags per vertex. */
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float v [3]; /* The velocity of the point. */
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float xconst [3]; /* constrained position */
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float x [3]; /* The current position of this vertex. */
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float xold [3]; /* The previous position of this vertex.*/
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float tx [3]; /* temporary position */
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float txold [3]; /* temporary old position */
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float v[3]; /* The velocity of the point. */
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float xconst[3]; /* constrained position */
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float x[3]; /* The current position of this vertex. */
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float xold[3]; /* The previous position of this vertex.*/
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float tx[3]; /* temporary position */
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float txold[3]; /* temporary old position */
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float tv[3]; /* temporary "velocity", mostly used as tv = tx-txold */
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float mass; /* mass / weight of the vertex */
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float goal; /* goal, from SB */
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@ -114,9 +114,9 @@ static void cloth_apply_vgroup ( ClothModifierData *clmd, DerivedMesh *dm );
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void cloth_init ( ClothModifierData *clmd )
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{
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/* Initialize our new data structure to reasonable values. */
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clmd->sim_parms->gravity [0] = 0.0;
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clmd->sim_parms->gravity [1] = 0.0;
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clmd->sim_parms->gravity [2] = -9.81;
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clmd->sim_parms->gravity[0] = 0.0;
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clmd->sim_parms->gravity[1] = 0.0;
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clmd->sim_parms->gravity[2] = -9.81;
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clmd->sim_parms->structural = 15.0;
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clmd->sim_parms->shear = 15.0;
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clmd->sim_parms->bending = 0.5;
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@ -599,13 +599,13 @@ static void verify_tree(BVHTree *tree)
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//This code can be easily reduced (basicly this is only method to calculate pow(k, n) in O(1).. and stuff like that)
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typedef struct BVHBuildHelper
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{
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int tree_type; //
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int totleafs; //
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int tree_type; /* */
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int totleafs; /* */
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int leafs_per_child [32]; //Min number of leafs that are archievable from a node at depth N
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int branches_on_level[32]; //Number of nodes at depth N (tree_type^N)
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int leafs_per_child[32]; /* Min number of leafs that are archievable from a node at depth N */
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int branches_on_level[32]; /* Number of nodes at depth N (tree_type^N) */
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int remain_leafs; //Number of leafs that are placed on the level that is not 100% filled
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int remain_leafs; /* Number of leafs that are placed on the level that is not 100% filled */
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} BVHBuildHelper;
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@ -202,7 +202,7 @@ int BLI_file_touch(const char *file)
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#ifdef WIN32
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static char str[MAXPATHLEN+12];
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static char str[MAXPATHLEN + 12];
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FILE *BLI_fopen(const char *filename, const char *mode)
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{
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@ -212,33 +212,32 @@ FILE *BLI_fopen(const char *filename, const char *mode)
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gzFile BLI_gzopen(const char *filename, const char *mode)
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{
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gzFile gzfile;
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int fi;
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if (!filename || !mode) {return 0;}
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else
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{
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wchar_t short_name_16 [256];
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char short_name [256];
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int i=0;
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if (!filename || !mode) {
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return 0;
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}
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else {
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wchar_t short_name_16[256];
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char short_name[256];
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int i = 0;
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/* xxx Creates file before transcribing the path */
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if(mode[0]=='w')
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if(mode[0] == 'w')
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fclose(ufopen(filename,"a"));
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UTF16_ENCODE(filename);
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GetShortPathNameW(filename_16,short_name_16,256);
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for (i=0;i<256;i++) {short_name[i]=short_name_16[i];};
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GetShortPathNameW(filename_16,short_name_16, 256);
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for (i = 0; i < 256; i++) {
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short_name[i] = short_name_16[i];
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}
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gzfile = gzopen(short_name,mode);
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UTF16_UN_ENCODE(filename);
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}
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return gzfile;
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}
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@ -307,7 +307,7 @@ int BL_ArmatureChannel::py_attr_set_joint_rotation(void *self_v, const struct KX
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float quat[4];
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if (!PySequence_Check(value) || PySequence_Size(value) != 3) {
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PyErr_SetString(PyExc_AttributeError, "expected a sequence of [3] floats");
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PyErr_SetString(PyExc_AttributeError, "expected a sequence of 3 floats");
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return PY_SET_ATTR_FAIL;
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}
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for (int i=0; i<3; i++) {
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@ -315,7 +315,7 @@ int BL_ArmatureChannel::py_attr_set_joint_rotation(void *self_v, const struct KX
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joints[i] = PyFloat_AsDouble(item);
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Py_DECREF(item);
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if (joints[i] == -1.0f && PyErr_Occurred()) {
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PyErr_SetString(PyExc_AttributeError, "expected a sequence of [3] floats");
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PyErr_SetString(PyExc_AttributeError, "expected a sequence of 3 floats");
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return PY_SET_ATTR_FAIL;
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}
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}
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@ -174,7 +174,7 @@ protected:
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MT_Matrix4x4 m_projmat;
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MT_Matrix3x3 m_locRot [6];// the rotation matrix
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MT_Matrix3x3 m_locRot[6]; // the rotation matrix
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/// rendered scene
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KX_Scene * m_scene;
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