Cleanup: indentation
This commit is contained in:
@@ -72,14 +72,15 @@
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BMO_vert_flag_test(pc->bm_bmoflag, v, VERT_EXCLUDE) == 0)
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BMO_vert_flag_test(pc->bm_bmoflag, v, VERT_EXCLUDE) == 0)
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#if 0
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#if 0
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#define ELE_TOUCH_TEST(e) \
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#define ELE_TOUCH_TEST(e) ( \
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(CHECK_TYPE_ANY(e, BMVert *, BMEdge *, BMElem *, BMElemF *), \
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CHECK_TYPE_ANY(e, BMVert *, BMEdge *, BMElem *, BMElemF *), \
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BMO_elem_flag_test(pc->bm_bmoflag, (BMElemF *)e, ELE_TOUCHED))
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BMO_elem_flag_test(pc->bm_bmoflag, (BMElemF *)e, ELE_TOUCHED) \
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)
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#endif
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#endif
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#define ELE_TOUCH_MARK(e) \
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#define ELE_TOUCH_MARK(e) { \
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{ CHECK_TYPE_ANY(e, BMVert *, BMEdge *, BMElem *, BMElemF *); \
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CHECK_TYPE_ANY(e, BMVert *, BMEdge *, BMElem *, BMElemF *); \
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BMO_elem_flag_enable(pc->bm_bmoflag, (BMElemF *)e, ELE_TOUCHED); } ((void)0)
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BMO_elem_flag_enable(pc->bm_bmoflag, (BMElemF *)e, ELE_TOUCHED); \
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} ((void)0)
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#define ELE_TOUCH_TEST_VERT(v) BMO_vert_flag_test(pc->bm_bmoflag, v, ELE_TOUCHED)
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#define ELE_TOUCH_TEST_VERT(v) BMO_vert_flag_test(pc->bm_bmoflag, v, ELE_TOUCHED)
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// #define ELE_TOUCH_MARK_VERT(v) BMO_vert_flag_enable(pc->bm_bmoflag, (BMElemF *)v, ELE_TOUCHED)
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// #define ELE_TOUCH_MARK_VERT(v) BMO_vert_flag_enable(pc->bm_bmoflag, (BMElemF *)v, ELE_TOUCHED)
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@@ -816,10 +816,11 @@ void AnimationImporter::apply_matrix_curves(Object *ob, std::vector<FCurve *>& a
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float rot[4], loc[3], scale[3];
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float rot[4], loc[3], scale[3];
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mat4_to_quat(rot, mat);
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mat4_to_quat(rot, mat);
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/*for ( int i = 0 ; i < 4 ; i ++ )
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#if 0
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{
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for (int i = 0 ; i < 4; i++) {
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rot[i] = RAD2DEGF(rot[i]);
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rot[i] = RAD2DEGF(rot[i]);
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}*/
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}
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#endif
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copy_v3_v3(loc, mat[3]);
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copy_v3_v3(loc, mat[3]);
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mat4_to_size(scale, mat);
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mat4_to_size(scale, mat);
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@@ -926,10 +926,8 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write)
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col_pack_prev = vos->col.pack;
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col_pack_prev = vos->col.pack;
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}
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}
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((vos->flag & V3D_CACHE_TEXT_ASCII) ?
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((vos->flag & V3D_CACHE_TEXT_ASCII) ? BLF_draw_default_ascii : BLF_draw_default)(
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BLF_draw_default_ascii :
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(float)(vos->sco[0] + vos->xoffs),
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BLF_draw_default
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)((float)(vos->sco[0] + vos->xoffs),
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(float)(vos->sco[1]),
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(float)(vos->sco[1]),
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(depth_write) ? 0.0f : 2.0f,
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(depth_write) ? 0.0f : 2.0f,
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vos->str,
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vos->str,
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@@ -954,8 +954,8 @@ void texco_orco(vec3 attorco, out vec3 orco)
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void texco_uv(vec2 attuv, out vec3 uv)
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void texco_uv(vec2 attuv, out vec3 uv)
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{
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{
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/* disabled for now, works together with leaving out mtex_2d_mapping
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/* disabled for now, works together with leaving out mtex_2d_mapping */
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uv = vec3(attuv*2.0 - vec2(1.0, 1.0), 0.0); */
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// uv = vec3(attuv*2.0 - vec2(1.0, 1.0), 0.0); */
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uv = vec3(attuv, 0.0);
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uv = vec3(attuv, 0.0);
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}
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}
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@@ -3794,11 +3794,12 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
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copy_v3_v3(vec, ob->obmat[2]);
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copy_v3_v3(vec, ob->obmat[2]);
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normalize_v3(vec);
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normalize_v3(vec);
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InitSunSky(lar->sunsky, la->atm_turbidity, vec, la->horizon_brightness,
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InitSunSky(
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lar->sunsky, la->atm_turbidity, vec, la->horizon_brightness,
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la->spread, la->sun_brightness, la->sun_size, la->backscattered_light,
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la->spread, la->sun_brightness, la->sun_size, la->backscattered_light,
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la->skyblendfac, la->skyblendtype, la->sky_exposure, la->sky_colorspace);
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la->skyblendfac, la->skyblendtype, la->sky_exposure, la->sky_colorspace);
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InitAtmosphere(
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InitAtmosphere(lar->sunsky, la->sun_intensity, 1.0, 1.0, la->atm_inscattering_factor, la->atm_extinction_factor,
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lar->sunsky, la->sun_intensity, 1.0, 1.0, la->atm_inscattering_factor, la->atm_extinction_factor,
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la->atm_distance_factor);
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la->atm_distance_factor);
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}
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}
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}
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}
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