remove some unused function args

This commit is contained in:
Campbell Barton
2009-07-30 21:42:29 +00:00
parent 94e06c9859
commit 7301f33b26
11 changed files with 17 additions and 31 deletions

View File

@@ -383,7 +383,6 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
{ {
// convert and add scene // convert and add scene
sceneconverter->ConvertScene( sceneconverter->ConvertScene(
startscenename,
startscene, startscene,
dictionaryobject, dictionaryobject,
keyboarddevice, keyboarddevice,
@@ -682,7 +681,6 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
{ {
// convert and add scene // convert and add scene
sceneconverter->ConvertScene( sceneconverter->ConvertScene(
startscenename,
startscene, startscene,
dictionaryobject, dictionaryobject,
keyboarddevice, keyboarddevice,

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@@ -326,7 +326,6 @@ bool ConvertMaterial(
MFace* mface, MFace* mface,
MCol* mmcol, MCol* mmcol,
int lightlayer, int lightlayer,
Object* blenderobj,
MTF_localLayer *layers, MTF_localLayer *layers,
bool glslmat) bool glslmat)
{ {
@@ -752,11 +751,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
// Determine if we need to make a skinned mesh // Determine if we need to make a skinned mesh
if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0) || BL_ModifierDeformer::HasCompatibleDeformer(blenderobj)) if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0) || BL_ModifierDeformer::HasCompatibleDeformer(blenderobj))
{ {
meshobj = new BL_SkinMeshObject(mesh, lightlayer); meshobj = new BL_SkinMeshObject(mesh);
skinMesh = true; skinMesh = true;
} }
else else
meshobj = new RAS_MeshObject(mesh, lightlayer); meshobj = new RAS_MeshObject(mesh);
// Extract avaiable layers // Extract avaiable layers
MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE]; MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE];
@@ -861,7 +860,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
if (!bl_mat) if (!bl_mat)
bl_mat = new BL_Material(); bl_mat = new BL_Material();
ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol, ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
lightlayer, blenderobj, layers, converter->GetGLSLMaterials()); lightlayer, layers, converter->GetGLSLMaterials());
visible = ((bl_mat->ras_mode & POLY_VIS)!=0); visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
collider = ((bl_mat->ras_mode & COLLIDER)!=0); collider = ((bl_mat->ras_mode & COLLIDER)!=0);
@@ -1699,8 +1698,7 @@ static KX_GameObject *gameobject_from_blenderobject(
Object *ob, Object *ob,
KX_Scene *kxscene, KX_Scene *kxscene,
RAS_IRenderTools *rendertools, RAS_IRenderTools *rendertools,
KX_BlenderSceneConverter *converter, KX_BlenderSceneConverter *converter)
Scene *blenderscene)
{ {
KX_GameObject *gameobj = NULL; KX_GameObject *gameobj = NULL;
@@ -1912,7 +1910,6 @@ KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){
// convert blender objects into ketsji gameobjects // convert blender objects into ketsji gameobjects
void BL_ConvertBlenderObjects(struct Main* maggie, void BL_ConvertBlenderObjects(struct Main* maggie,
const STR_String& scenename,
KX_Scene* kxscene, KX_Scene* kxscene,
KX_KetsjiEngine* ketsjiEngine, KX_KetsjiEngine* ketsjiEngine,
e_PhysicsEngine physics_engine, e_PhysicsEngine physics_engine,
@@ -1925,7 +1922,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
) )
{ {
Scene *blenderscene = converter->GetBlenderSceneForName(scenename); Scene *blenderscene = kxscene->GetBlenderScene();
// for SETLOOPER // for SETLOOPER
Scene *sce; Scene *sce;
Base *base; Base *base;
@@ -2021,8 +2018,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
base->object, base->object,
kxscene, kxscene,
rendertools, rendertools,
converter, converter);
blenderscene);
bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0; bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
bool addobj=true; bool addobj=true;
@@ -2211,8 +2207,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
blenderobject, blenderobject,
kxscene, kxscene,
rendertools, rendertools,
converter, converter);
blenderscene);
// this code is copied from above except that // this code is copied from above except that
// object from groups are never in active layer // object from groups are never in active layer

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@@ -37,7 +37,6 @@
class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class RAS_IRenderTools* rendertools,class KX_Scene* scene, class KX_BlenderSceneConverter *converter); class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class RAS_IRenderTools* rendertools,class KX_Scene* scene, class KX_BlenderSceneConverter *converter);
void BL_ConvertBlenderObjects(struct Main* maggie, void BL_ConvertBlenderObjects(struct Main* maggie,
const STR_String& scenename,
class KX_Scene* kxscene, class KX_Scene* kxscene,
class KX_KetsjiEngine* ketsjiEngine, class KX_KetsjiEngine* ketsjiEngine,
e_PhysicsEngine physics_engine, e_PhysicsEngine physics_engine,

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@@ -46,8 +46,8 @@
#include "BL_SkinMeshObject.h" #include "BL_SkinMeshObject.h"
#include "BL_DeformableGameObject.h" #include "BL_DeformableGameObject.h"
BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh, int lightlayer) BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh)
: RAS_MeshObject (mesh, lightlayer) : RAS_MeshObject (mesh)
{ {
m_bDeformed = true; m_bDeformed = true;

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@@ -46,7 +46,7 @@ protected:
vector<int> m_cacheWeightIndex; vector<int> m_cacheWeightIndex;
public: public:
BL_SkinMeshObject(Mesh* mesh, int lightlayer); BL_SkinMeshObject(Mesh* mesh);
~BL_SkinMeshObject(); ~BL_SkinMeshObject();
void UpdateBuckets(void* clientobj, double* oglmatrix, void UpdateBuckets(void* clientobj, double* oglmatrix,

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@@ -255,15 +255,14 @@ struct BlenderDebugDraw : public btIDebugDraw
#endif #endif
void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename, void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
class KX_Scene* destinationscene,
PyObject* dictobj, PyObject* dictobj,
class SCA_IInputDevice* keyinputdev, class SCA_IInputDevice* keyinputdev,
class RAS_IRenderTools* rendertools, class RAS_IRenderTools* rendertools,
class RAS_ICanvas* canvas) class RAS_ICanvas* canvas)
{ {
//find out which physics engine //find out which physics engine
Scene *blenderscene = GetBlenderSceneForName(scenename); Scene *blenderscene = destinationscene->GetBlenderScene();
e_PhysicsEngine physics_engine = UseBullet; e_PhysicsEngine physics_engine = UseBullet;
bool useDbvtCulling = false; bool useDbvtCulling = false;
@@ -357,7 +356,6 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
} }
BL_ConvertBlenderObjects(m_maggie, BL_ConvertBlenderObjects(m_maggie,
scenename,
destinationscene, destinationscene,
m_ketsjiEngine, m_ketsjiEngine,
physics_engine, physics_engine,

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@@ -92,7 +92,6 @@ public:
* dictobj: python dictionary (for pythoncontrollers) * dictobj: python dictionary (for pythoncontrollers)
*/ */
virtual void ConvertScene( virtual void ConvertScene(
const STR_String& scenename,
class KX_Scene* destinationscene, class KX_Scene* destinationscene,
PyObject* dictobj, PyObject* dictobj,
class SCA_IInputDevice* keyinputdev, class SCA_IInputDevice* keyinputdev,

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@@ -47,7 +47,7 @@ public:
destinationscene: pass an empty scene, everything goes into this destinationscene: pass an empty scene, everything goes into this
dictobj: python dictionary (for pythoncontrollers) dictobj: python dictionary (for pythoncontrollers)
*/ */
virtual void ConvertScene(const STR_String& scenename, virtual void ConvertScene(
class KX_Scene* destinationscene, class KX_Scene* destinationscene,
PyObject* dictobj, PyObject* dictobj,
class SCA_IInputDevice* keyinputdev, class SCA_IInputDevice* keyinputdev,

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@@ -1603,8 +1603,7 @@ KX_Scene* KX_KetsjiEngine::CreateScene(const STR_String& scenename)
scenename, scenename,
scene); scene);
m_sceneconverter->ConvertScene(scenename, m_sceneconverter->ConvertScene(tmpscene,
tmpscene,
m_pythondictionary, m_pythondictionary,
m_keyboarddevice, m_keyboarddevice,
m_rendertools, m_rendertools,

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@@ -90,9 +90,8 @@ struct RAS_MeshObject::fronttoback
STR_String RAS_MeshObject::s_emptyname = ""; STR_String RAS_MeshObject::s_emptyname = "";
RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer) RAS_MeshObject::RAS_MeshObject(Mesh* mesh)
: //m_lightlayer(lightlayer), : m_bModified(true),
m_bModified(true),
m_bMeshModified(true), m_bMeshModified(true),
m_mesh(mesh), m_mesh(mesh),
m_bDeformed(false) m_bDeformed(false)

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@@ -55,7 +55,6 @@ class RAS_MeshObject
{ {
private: private:
unsigned int m_debugcolor; unsigned int m_debugcolor;
//int m_lightlayer;
bool m_bModified; bool m_bModified;
bool m_bMeshModified; bool m_bMeshModified;
@@ -77,7 +76,7 @@ protected:
public: public:
// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime) // for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
RAS_MeshObject(Mesh* mesh, int lightlayer); RAS_MeshObject(Mesh* mesh);
virtual ~RAS_MeshObject(); virtual ~RAS_MeshObject();