style cleanup: comment format
This commit is contained in:
@@ -155,9 +155,9 @@ SetViewPort(
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int x2, int y2
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) {
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/* x1 and y1 are the min pixel coordinate (e.g. 0)
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x2 and y2 are the max pixel coordinate
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the width,height is calculated including both pixels
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therefore: max - min + 1
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* x2 and y2 are the max pixel coordinate
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* the width,height is calculated including both pixels
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* therefore: max - min + 1
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*/
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int vp_width = (x2 - x1) + 1;
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int vp_height = (y2 - y1) + 1;
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@@ -58,8 +58,9 @@ struct wmWindow;
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class KX_BlenderCanvas : public RAS_ICanvas
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{
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private:
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/** Rect that defines the area used for rendering,
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relative to the context */
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/**
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* Rect that defines the area used for rendering,
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* relative to the context */
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RAS_Rect m_displayarea;
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int m_viewport[4];
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@@ -49,8 +49,8 @@ KX_BlenderKeyboardDevice::~KX_BlenderKeyboardDevice()
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}
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/**
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IsPressed gives boolean information about keyboard status, true if pressed, false if not
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*/
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* IsPressed gives boolean information about keyboard status, true if pressed, false if not
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*/
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bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
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{
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@@ -65,10 +65,10 @@ bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputco
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}
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*/
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/**
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NextFrame toggles currentTable with previousTable,
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and copy relevant event information from previous to current
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(pressed keys need to be remembered)
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*/
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* NextFrame toggles currentTable with previousTable,
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* and copy relevant event information from previous to current
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* (pressed keys need to be remembered)
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*/
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void KX_BlenderKeyboardDevice::NextFrame()
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{
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SCA_IInputDevice::NextFrame();
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@@ -88,12 +88,10 @@ void KX_BlenderKeyboardDevice::NextFrame()
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}
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/**
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ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
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extra event information is stored, like ramp-mode (just released/pressed)
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* ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
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* extra event information is stored, like ramp-mode (just released/pressed)
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*/
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bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode,short val)
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bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode, short val)
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{
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bool result = false;
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@@ -46,8 +46,8 @@ KX_BlenderMouseDevice::~KX_BlenderMouseDevice()
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}
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/**
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IsPressed gives boolean information about mouse status, true if pressed, false if not
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*/
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* IsPressed gives boolean information about mouse status, true if pressed, false if not
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*/
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bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
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{
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@@ -63,10 +63,10 @@ bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
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*/
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/**
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NextFrame toggles currentTable with previousTable,
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and copy relevant event information from previous to current
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(pressed keys need to be remembered)
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*/
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* NextFrame toggles currentTable with previousTable,
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* and copy relevant event information from previous to current
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* (pressed keys need to be remembered)
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*/
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void KX_BlenderMouseDevice::NextFrame()
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{
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SCA_IInputDevice::NextFrame();
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@@ -105,12 +105,10 @@ void KX_BlenderMouseDevice::NextFrame()
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/**
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ConvertBlenderEvent translates blender mouse events into ketsji kbd events
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extra event information is stored, like ramp-mode (just released/pressed)
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*/
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bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode,short val)
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* ConvertBlenderEvent translates blender mouse events into ketsji kbd events
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* extra event information is stored, like ramp-mode (just released/pressed)
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*/
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bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode, short val)
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{
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bool result = false;
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@@ -30,9 +30,9 @@
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CEmptyValue::CEmptyValue()
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/*
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pre:
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effect: constructs a new CEmptyValue
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*/
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* pre:
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* effect: constructs a new CEmptyValue
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*/
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{
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SetModified(false);
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}
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@@ -41,9 +41,9 @@ effect: constructs a new CEmptyValue
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CEmptyValue::~CEmptyValue()
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/*
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pre:
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effect: deletes the object
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*/
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* pre:
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* effect: deletes the object
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*/
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{
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}
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@@ -52,10 +52,10 @@ effect: deletes the object
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CValue * CEmptyValue::Calc(VALUE_OPERATOR op, CValue * val)
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/*
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pre:
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ret: a new object containing the result of applying operator op to this
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object and val
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*/
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* pre:
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* ret: a new object containing the result of applying operator op to this
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* object and val
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*/
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{
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return val->CalcFinal(VALUE_EMPTY_TYPE, op, this);
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@@ -65,10 +65,10 @@ object and val
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CValue * CEmptyValue::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue * val)
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/*
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pre: the type of val is dtype
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ret: a new object containing the result of applying operator op to val and
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this object
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*/
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* pre: the type of val is dtype
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* ret: a new object containing the result of applying operator op to val and
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* this object
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*/
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{
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return val->AddRef();
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}
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@@ -43,7 +43,7 @@
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* Center for the Neural Basis of Cognition (CNBC)
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* http://www.python.org/doc/PyCPP.html
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*
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------------------------------*/
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* ----------------------------- */
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#include <stdlib.h>
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#include <stddef.h>
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@@ -103,7 +103,7 @@ void PyObjectPlus::InvalidateProxy() // check typename of each parent
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/*------------------------------
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* PyObjectPlus Type -- Every class, even the abstract one should have a Type
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------------------------------*/
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* ----------------------------- */
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PyTypeObject PyObjectPlus::Type = {
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@@ -269,7 +269,7 @@ public:
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KX_MAX_KEYS
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} ; // enum
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}; // enum
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protected:
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@@ -301,7 +301,8 @@ public:
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virtual void HookEscape();
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/* Next frame: we calculate the new key states. This goes as follows:
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/**
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* Next frame: we calculate the new key states. This goes as follows:
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*
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* KX_NO_INPUTSTATUS -> KX_NO_INPUTSTATUS
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* KX_JUSTACTIVATED -> KX_ACTIVE
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@@ -63,7 +63,7 @@ typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
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* clear triggering sensors
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* clear triggered controllers
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* (actuators may be active during a longer timeframe)
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*/
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*/
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#include "SCA_ILogicBrick.h"
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#include "SCA_IActuator.h"
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@@ -178,23 +178,15 @@ bool SCA_RandomActuator::Update()
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case KX_RANDOMACT_FLOAT_NORMAL: {
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/* normal (big numbers): para1 = mean, para2 = std dev */
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/*
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070301 - nzc - Changed the termination condition. I think I
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made a small mistake here, but it only affects distro's where
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the seed equals 0. In that case, the algorithm locks. Let's
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just guard that case separately.
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/* 070301 - nzc: Changed the termination condition. I think I
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* made a small mistake here, but it only affects distro's where
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* the seed equals 0. In that case, the algorithm locks. Let's
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* just guard that case separately.
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*/
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float x = 0.0, y = 0.0, s = 0.0, t = 0.0;
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if (m_base->GetSeed() == 0) {
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/*
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070301 - nzc
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Just taking the mean here seems reasonable.
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*/
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/* 070301 - nzc: Just taking the mean here seems reasonable. */
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tmpval = new CFloatValue(m_parameter1);
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}
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else {
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@@ -258,9 +258,9 @@ static void usage(const char* program, bool isBlenderPlayer)
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static void get_filename(int argc, char **argv, char *filename)
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{
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#ifdef __APPLE__
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/* On Mac we park the game file (called game.blend) in the application bundle.
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* The executable is located in the bundle as well.
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* Therefore, we can locate the game relative to the executable.
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/* On Mac we park the game file (called game.blend) in the application bundle.
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* The executable is located in the bundle as well.
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* Therefore, we can locate the game relative to the executable.
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*/
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int srclen = ::strlen(argv[0]);
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int len = 0;
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@@ -471,7 +471,7 @@ int main(int argc, char** argv)
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break;
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case SCREEN_SAVER_MODE_PASSWORD:
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/* This is W95 only, which we currently do not support.
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Fall-back to normal screen saver behavior in that case... */
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* Fall-back to normal screen saver behavior in that case... */
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case SCREEN_SAVER_MODE_SAVER:
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fullScreen = true;
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fullScreenParFound = true;
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@@ -675,8 +675,8 @@ CcdPhysicsController::~CcdPhysicsController()
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}
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/**
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SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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/**
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* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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*/
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bool CcdPhysicsController::SynchronizeMotionStates(float time)
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{
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@@ -760,7 +760,7 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
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}
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/**
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WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
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* WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
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*/
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void CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)
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@@ -503,11 +503,11 @@ protected:
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/**
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SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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*/
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virtual bool SynchronizeMotionStates(float time);
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/**
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WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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*/
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virtual void WriteMotionStateToDynamics(bool nondynaonly);
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@@ -41,10 +41,10 @@ class PHY_IPhysicsEnvironment;
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#endif
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/**
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PHY_IController is the abstract simplified Interface to objects
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controlled by the physics engine. This includes the physics objects
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and the graphics object for view frustrum and occlusion culling.
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*/
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* PHY_IController is the abstract simplified Interface to objects
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* controlled by the physics engine. This includes the physics objects
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* and the graphics object for view frustrum and occlusion culling.
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*/
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class PHY_IController
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{
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public:
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@@ -36,15 +36,15 @@
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/**
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PHY_IPhysicsController is the abstract simplified Interface to a physical object.
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It contains the IMotionState and IDeformableMesh Interfaces.
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*/
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* PHY_IPhysicsController is the abstract simplified Interface to a physical object.
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* It contains the IMotionState and IDeformableMesh Interfaces.
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*/
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class PHY_IGraphicController : public PHY_IController
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{
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public:
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virtual ~PHY_IGraphicController();
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/**
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SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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*/
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virtual bool SetGraphicTransform()=0;
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virtual void Activate(bool active=true)=0;
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@@ -37,9 +37,9 @@
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#endif
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/**
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PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
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Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
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*/
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* PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
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* Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
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*/
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class PHY_IMotionState
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{
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@@ -38,20 +38,20 @@ class PHY_IMotionState;
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class PHY_IPhysicsEnvironment;
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/**
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PHY_IPhysicsController is the abstract simplified Interface to a physical object.
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It contains the IMotionState and IDeformableMesh Interfaces.
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*/
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* PHY_IPhysicsController is the abstract simplified Interface to a physical object.
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* It contains the IMotionState and IDeformableMesh Interfaces.
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*/
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class PHY_IPhysicsController : public PHY_IController
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{
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public:
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virtual ~PHY_IPhysicsController();
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/**
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SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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*/
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virtual bool SynchronizeMotionStates(float time)=0;
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/**
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WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
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*/
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virtual void WriteMotionStateToDynamics(bool nondynaonly)=0;
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@@ -33,9 +33,10 @@
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#include "PHY_IPhysicsEnvironment.h"
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/**
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* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
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* A derived class may be able to 'construct' entities by loading and/or converting
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*/
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* Physics Environment takes care of stepping the simulation and is a container for physics entities
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* (rigidbodies,constraints, materials etc.)
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* A derived class may be able to 'construct' entities by loading and/or converting
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*/
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@@ -96,9 +96,10 @@ public:
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};
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/**
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* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
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* A derived class may be able to 'construct' entities by loading and/or converting
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*/
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* Physics Environment takes care of stepping the simulation and is a container for physics entities
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* (rigidbodies,constraints, materials etc.)
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* A derived class may be able to 'construct' entities by loading and/or converting
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*/
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class PHY_IPhysicsEnvironment
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{
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public:
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@@ -117,8 +117,9 @@ protected:
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/** Stores the caching information for the last material activated. */
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RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
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/** Making use of a Strategy desing pattern for storage behavior.
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Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
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/**
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* Making use of a Strategy desing pattern for storage behavior.
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* Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
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int m_storage_type;
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RAS_IStorage* m_storage;
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RAS_IStorage* m_failsafe_storage; //So derived mesh can use immediate mode
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@@ -29,7 +29,7 @@
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/** \file SG_ParentRelation.h
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* \ingroup bgesg
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* \page SG_ParentRelationPage SG_ParentRelation
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*
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* \section SG_ParentRelationSection SG_ParentRelation
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*
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* This is an abstract interface class to the Scene Graph library.
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|
@@ -1022,7 +1022,7 @@ AVFrame *VideoFFmpeg::grabFrame(long position)
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AVFrame * input = m_frame;
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/* This means the data wasnt read properly,
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this check stops crashing */
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* this check stops crashing */
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if ( input->data[0]==0 && input->data[1]==0
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&& input->data[2]==0 && input->data[3]==0)
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{
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