Cleanup: trailing space in source/gameengine/
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@@ -49,7 +49,7 @@ struct RAS_MeshObject::polygonSlot
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{
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float m_z;
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int m_index[4];
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polygonSlot() {}
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/* pnorm is the normal from the plane equation that the distance from is
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@@ -79,7 +79,7 @@ struct RAS_MeshObject::polygonSlot
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indexarray[offset+i] = m_index[i];
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}
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};
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struct RAS_MeshObject::backtofront
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{
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bool operator()(const polygonSlot &a, const polygonSlot &b) const
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@@ -147,12 +147,12 @@ int RAS_MeshObject::NumMaterials()
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}
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const STR_String& RAS_MeshObject::GetMaterialName(unsigned int matid)
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{
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{
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RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
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if (mmat)
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return mmat->m_bucket->GetPolyMaterial()->GetMaterialName();
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return s_emptyname;
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}
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@@ -182,8 +182,8 @@ RAS_Polygon* RAS_MeshObject::GetPolygon(int num) const
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return m_Polygons[num];
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}
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list<RAS_MeshMaterial>::iterator GetFirstMaterial();
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list<RAS_MeshMaterial>::iterator GetLastMaterial();
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@@ -216,9 +216,9 @@ STR_String& RAS_MeshObject::GetName()
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const STR_String& RAS_MeshObject::GetTextureName(unsigned int matid)
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{
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{
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RAS_MeshMaterial* mmat = GetMeshMaterial(matid);
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if (mmat)
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return mmat->m_bucket->GetPolyMaterial()->GetTextureName();
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@@ -321,7 +321,7 @@ void RAS_MeshObject::AddVertex(RAS_Polygon *poly, int i,
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RAS_DisplayArray *darray;
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RAS_MeshSlot *slot;
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int offset;
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mmat = GetMeshMaterial(poly->GetMaterial()->GetPolyMaterial());
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slot = mmat->m_baseslot;
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darray = slot->CurrentDisplayArray();
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@@ -373,7 +373,7 @@ int RAS_MeshObject::NumVertices(RAS_IPolyMaterial* mat)
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slot = mmat->m_baseslot;
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for (slot->begin(it); !slot->end(it); slot->next(it))
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len += it.endvertex - it.startvertex;
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return len;
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}
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@@ -390,7 +390,7 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
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if (!mmat)
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return NULL;
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slot = mmat->m_baseslot;
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len = 0;
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for (slot->begin(it); !slot->end(it); slot->next(it)) {
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@@ -399,7 +399,7 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
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else
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return &it.vertex[index - len];
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}
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return NULL;
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}
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@@ -416,22 +416,22 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer*
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list<RAS_MeshMaterial>::iterator mit;
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for (it = m_materials.begin();it!=m_materials.end();++it) {
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/* always copy from the base slot, which is never removed
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/* always copy from the base slot, which is never removed
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* since new objects can be created with the same mesh data */
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if (deformer && !deformer->UseVertexArray())
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{
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// HACK!
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// HACK!
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// this deformer doesn't use vertex array => derive mesh
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// we must keep only the mesh slots that have unique material id
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// this is to match the derived mesh drawing function
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// Need a better solution in the future: scan the derive mesh and create vertex array
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RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial();
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if (curmat->GetFlag() & RAS_BLENDERGLSL)
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if (curmat->GetFlag() & RAS_BLENDERGLSL)
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{
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for (mit = m_materials.begin(); mit != it; ++mit)
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{
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RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial();
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if ((mat->GetFlag() & RAS_BLENDERGLSL) &&
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if ((mat->GetFlag() & RAS_BLENDERGLSL) &&
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mat->GetMaterialIndex() == curmat->GetMaterialIndex())
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// no need to convert current mesh slot
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break;
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@@ -451,7 +451,7 @@ void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer*
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void RAS_MeshObject::RemoveFromBuckets(void *clientobj)
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{
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list<RAS_MeshMaterial>::iterator it;
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for (it = m_materials.begin();it!=m_materials.end();++it) {
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RAS_MeshSlot **msp = it->m_slots[clientobj];
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@@ -485,7 +485,7 @@ void RAS_MeshObject::EndConversion()
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//void RAS_MeshObject::Transform(const MT_Transform& trans)
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//{
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//m_trans.translate(MT_Vector3(0,0,1));//.operator *=(trans);
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// for (int i=0;i<m_Polygons.size();i++)
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// {
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// m_Polygons[i]->Transform(trans);
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@@ -508,7 +508,7 @@ void RAS_MeshObject::SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transfor
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// Limitations: sorting is quite simple, and handles many
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// cases wrong, partially due to polygons being sorted per
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// bucket.
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//
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//
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// a) mixed triangles/quads are sorted wrong
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// b) mixed materials are sorted wrong
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// c) more than 65k faces are sorted wrong
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@@ -569,5 +569,5 @@ void RAS_MeshObject::SchedulePolygons(int drawingmode)
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{
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m_bModified = false;
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m_bMeshModified = true;
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}
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}
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}
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