Cleanup: trailing space in source/gameengine/

This commit is contained in:
Campbell Barton
2018-06-17 17:01:43 +02:00
parent 5513da65b2
commit 4be752a93c
353 changed files with 3730 additions and 3730 deletions

View File

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