Cleanup: trailing space in source/gameengine/
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@@ -59,10 +59,10 @@ extern "C" {
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#include "BLI_threads.h" // for lock
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/* Lock to solve animation thread issues.
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* A spin lock is better than a mutex in case of short wait
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* A spin lock is better than a mutex in case of short wait
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* because spin lock stop the thread by a loop contrary to mutex
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* which switch all memory, process.
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*/
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*/
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static SpinLock BL_ActionLock;
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BL_Action::BL_Action(class KX_GameObject* gameobj)
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@@ -232,7 +232,7 @@ bool BL_Action::Play(const char* name,
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m_obj->GetSGNode()->AddSGController(sg_contr);
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sg_contr->SetObject(m_obj->GetSGNode());
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}
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m_ipo_flags = ipo_flags;
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InitIPO();
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@@ -246,7 +246,7 @@ bool BL_Action::Play(const char* name,
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{
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BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
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BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
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if (shape_deformer && shape_deformer->GetKey())
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{
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obj->GetShape(m_blendinshape);
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@@ -270,7 +270,7 @@ bool BL_Action::Play(const char* name,
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m_blendstart = 0.f;
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m_speed = playback_speed;
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m_layer_weight = layer_weight;
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m_done = false;
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m_initializedTime = false;
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@@ -314,7 +314,7 @@ const char *BL_Action::GetName()
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return "";
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}
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}
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void BL_Action::SetFrame(float frame)
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@@ -324,7 +324,7 @@ void BL_Action::SetFrame(float frame)
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frame = min(m_startframe, m_endframe);
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else if (frame > max(m_startframe, m_endframe))
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frame = max(m_startframe, m_endframe);
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m_localframe = frame;
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m_calc_localtime = false;
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}
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@@ -363,7 +363,7 @@ void BL_Action::IncrementBlending(float curtime)
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// Setup m_blendstart if we need to
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if (m_blendstart == 0.f)
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m_blendstart = curtime;
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// Bump the blend frame
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m_blendframe = (curtime - m_blendstart)*(float)KX_KetsjiEngine::GetAnimFrameRate();
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@@ -378,10 +378,10 @@ void BL_Action::BlendShape(Key* key, float srcweight, std::vector<float>& blends
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vector<float>::const_iterator it;
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float dstweight;
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KeyBlock *kb;
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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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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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{
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