correct indentation and some whitespace edits (no functional changes)
This commit is contained in:
@@ -177,8 +177,9 @@ void BL_ShapeActionActuator::BlendShape(Key* key, float srcweight)
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dstweight = 1.0F - srcweight;
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for (it=m_blendshape.begin(), kb = (KeyBlock*)key->block.first;
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kb && it != m_blendshape.end();
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kb = (KeyBlock*)kb->next, it++) {
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kb && it != m_blendshape.end();
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kb = (KeyBlock*)kb->next, it++)
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{
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kb->curval = kb->curval * dstweight + (*it) * srcweight;
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}
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}
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@@ -36,8 +36,8 @@ public:
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CIntValue();
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CIntValue(cInt innie);
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CIntValue(cInt innie,
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const char *name,
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AllocationTYPE alloctype=CValue::HEAPVALUE);
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const char *name,
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AllocationTYPE alloctype=CValue::HEAPVALUE);
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virtual CValue* Calc(VALUE_OPERATOR op,
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CValue *val);
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@@ -88,9 +88,9 @@ class SCA_MouseSensor : public SCA_ISensor
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bool isValid(KX_MOUSESENSORMODE);
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SCA_MouseSensor(class SCA_MouseManager* keybdmgr,
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int startx,int starty,
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short int mousemode,
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SCA_IObject* gameobj);
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int startx,int starty,
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short int mousemode,
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SCA_IObject* gameobj);
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virtual ~SCA_MouseSensor();
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virtual CValue* GetReplica();
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@@ -451,14 +451,14 @@ MakeScreenShot(
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// png image settings
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png_set_IHDR(png_ptr,
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info_ptr,
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GetWidth(),
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GetHeight(),
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8,
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color_type,
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PNG_INTERLACE_NONE,
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PNG_COMPRESSION_TYPE_DEFAULT,
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PNG_FILTER_TYPE_DEFAULT);
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info_ptr,
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GetWidth(),
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GetHeight(),
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8,
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color_type,
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PNG_INTERLACE_NONE,
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PNG_COMPRESSION_TYPE_DEFAULT,
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PNG_FILTER_TYPE_DEFAULT);
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// write the file header information
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png_write_info(png_ptr, info_ptr);
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@@ -309,8 +309,9 @@ void BL_Action::BlendShape(Key* key, float srcweight, std::vector<float>& blends
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dstweight = 1.0F - srcweight;
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//printf("Dst: %f\tSrc: %f\n", srcweight, dstweight);
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for (it=blendshape.begin(), kb = (KeyBlock*)key->block.first;
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kb && it != blendshape.end();
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kb = (KeyBlock*)kb->next, it++) {
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kb && it != blendshape.end();
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kb = (KeyBlock*)kb->next, it++)
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{
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//printf("OirgKeys: %f\t%f\n", kb->curval, (*it));
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kb->curval = kb->curval * dstweight + (*it) * srcweight;
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//printf("NewKey: %f\n", kb->curval);
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@@ -451,7 +451,7 @@ void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
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const MT_Matrix4x4& view = rasty->GetViewMatrix();
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if(mAttr==SHD_TANGENT)
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ms.m_mesh->SetMeshModified(true);
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ms.m_mesh->SetMeshModified(true);
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BL_UniformVecDef::iterator it;
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for(it = mPreDef.begin(); it!= mPreDef.end(); it++)
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@@ -425,21 +425,21 @@ void KX_Dome::GLDrawWarpQuads(void)
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if (warp.nodes[i][j].i < 0 || warp.nodes[i2][j].i < 0 || warp.nodes[i2][j+1].i < 0 || warp.nodes[i][j+1].i < 0)
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continue;
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glColor3f(warp.nodes[i][j].i,warp.nodes[i][j].i,warp.nodes[i][j].i);
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glTexCoord2f((warp.nodes[i][j].u * uv_width), (warp.nodes[i][j].v * uv_height));
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glVertex3f(warp.nodes[i][j].x,warp.nodes[i][j].y,0.0);
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glColor3f(warp.nodes[i][j].i,warp.nodes[i][j].i,warp.nodes[i][j].i);
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glTexCoord2f((warp.nodes[i][j].u * uv_width), (warp.nodes[i][j].v * uv_height));
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glVertex3f(warp.nodes[i][j].x,warp.nodes[i][j].y,0.0);
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glColor3f(warp.nodes[i2][j].i,warp.nodes[i2][j].i,warp.nodes[i2][j].i);
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glTexCoord2f((warp.nodes[i2][j].u * uv_width), (warp.nodes[i2][j].v * uv_height));
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glVertex3f(warp.nodes[i2][j].x,warp.nodes[i2][j].y,0.0);
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glColor3f(warp.nodes[i2][j].i,warp.nodes[i2][j].i,warp.nodes[i2][j].i);
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glTexCoord2f((warp.nodes[i2][j].u * uv_width), (warp.nodes[i2][j].v * uv_height));
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glVertex3f(warp.nodes[i2][j].x,warp.nodes[i2][j].y,0.0);
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glColor3f(warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i);
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glTexCoord2f((warp.nodes[i2][j+1].u * uv_width), (warp.nodes[i2][j+1].v * uv_height));
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glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0);
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glColor3f(warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i);
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glTexCoord2f((warp.nodes[i2][j+1].u * uv_width), (warp.nodes[i2][j+1].v * uv_height));
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glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0);
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glColor3f(warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i);
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glTexCoord2f((warp.nodes[i2][j+1].u * uv_width), (warp.nodes[i2][j+1].v * uv_height));
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glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0);
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glColor3f(warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i,warp.nodes[i2][j+1].i);
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glTexCoord2f((warp.nodes[i2][j+1].u * uv_width), (warp.nodes[i2][j+1].v * uv_height));
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glVertex3f(warp.nodes[i2][j+1].x,warp.nodes[i2][j+1].y,0.0);
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}
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}
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@@ -123,15 +123,15 @@ public:
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int m_type;
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KX_IpoActuator(SCA_IObject* gameobj,
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const STR_String& propname,
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const STR_String& framePropname,
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float starttime,
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float endtime,
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bool recurse,
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int acttype,
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bool ipo_as_force,
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bool ipo_add,
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bool ipo_local);
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const STR_String& propname,
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const STR_String& framePropname,
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float starttime,
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float endtime,
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bool recurse,
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int acttype,
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bool ipo_as_force,
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bool ipo_add,
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bool ipo_local);
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virtual ~KX_IpoActuator() {};
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virtual CValue* GetReplica() {
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@@ -121,7 +121,7 @@ class KX_MouseFocusSensor : public SCA_MouseSensor
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/**
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* The focus mode. 1 for handling focus, 0 for not handling, 2 for focus on any object
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*/
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int m_focusmode;
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int m_focusmode;
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/**
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* Flags whether the previous test showed a mouse-over.
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@@ -49,12 +49,12 @@ protected:
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KX_ClientObjectInfo* m_client_info;
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public:
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KX_NearSensor(class SCA_EventManager* eventmgr,
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class KX_GameObject* gameobj,
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float margin,
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float resetmargin,
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bool bFindMaterial,
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const STR_String& touchedpropname,
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PHY_IPhysicsController* ctrl);
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class KX_GameObject* gameobj,
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float margin,
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float resetmargin,
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bool bFindMaterial,
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const STR_String& touchedpropname,
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PHY_IPhysicsController* ctrl);
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/*
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public:
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KX_NearSensor(class SCA_EventManager* eventmgr,
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@@ -1247,9 +1247,10 @@ KX_Camera* KX_Scene::FindCamera(KX_Camera* cam)
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{
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list<KX_Camera*>::iterator it = m_cameras.begin();
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while ( (it != m_cameras.end())
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&& ((*it) != cam) ) {
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it++;
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while ( (it != m_cameras.end())
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&& ((*it) != cam) )
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{
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it++;
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}
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return ((it == m_cameras.end()) ? NULL : (*it));
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@@ -1260,9 +1261,10 @@ KX_Camera* KX_Scene::FindCamera(STR_String& name)
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{
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list<KX_Camera*>::iterator it = m_cameras.begin();
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while ( (it != m_cameras.end())
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&& ((*it)->GetName() != name) ) {
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it++;
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while ( (it != m_cameras.end())
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&& ((*it)->GetName() != name) )
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{
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it++;
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}
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return ((it == m_cameras.end()) ? NULL : (*it));
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@@ -2130,8 +2130,8 @@ btCollisionShape* CcdShapeConstructionInfo::CreateBulletShape(btScalar margin, b
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{
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compoundShape = new btCompoundShape();
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for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
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sit != m_shapeArray.end();
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sit++)
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sit != m_shapeArray.end();
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sit++)
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{
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collisionShape = (*sit)->CreateBulletShape(margin, useGimpact, useBvh);
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if (collisionShape)
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@@ -2156,8 +2156,8 @@ void CcdShapeConstructionInfo::AddShape(CcdShapeConstructionInfo* shapeInfo)
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CcdShapeConstructionInfo::~CcdShapeConstructionInfo()
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{
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for (std::vector<CcdShapeConstructionInfo*>::iterator sit = m_shapeArray.begin();
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sit != m_shapeArray.end();
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sit++)
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sit != m_shapeArray.end();
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sit++)
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{
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(*sit)->Release();
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}
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@@ -79,7 +79,7 @@ extern PyTypeObject TextureType;
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// load texture
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void loadTexture (unsigned int texId, unsigned int * texture, short * size,
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bool mipmap = false);
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bool mipmap = false);
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// get material
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RAS_IPolyMaterial * getMaterial (PyObject *obj, short matID);
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