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

@@ -59,10 +59,10 @@ extern "C" {
#include "BLI_threads.h" // for lock
/* Lock to solve animation thread issues.
* A spin lock is better than a mutex in case of short wait
* A spin lock is better than a mutex in case of short wait
* because spin lock stop the thread by a loop contrary to mutex
* which switch all memory, process.
*/
*/
static SpinLock BL_ActionLock;
BL_Action::BL_Action(class KX_GameObject* gameobj)
@@ -232,7 +232,7 @@ bool BL_Action::Play(const char* name,
m_obj->GetSGNode()->AddSGController(sg_contr);
sg_contr->SetObject(m_obj->GetSGNode());
}
m_ipo_flags = ipo_flags;
InitIPO();
@@ -246,7 +246,7 @@ bool BL_Action::Play(const char* name,
{
BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
if (shape_deformer && shape_deformer->GetKey())
{
obj->GetShape(m_blendinshape);
@@ -270,7 +270,7 @@ bool BL_Action::Play(const char* name,
m_blendstart = 0.f;
m_speed = playback_speed;
m_layer_weight = layer_weight;
m_done = false;
m_initializedTime = false;
@@ -314,7 +314,7 @@ const char *BL_Action::GetName()
return "";
}
}
void BL_Action::SetFrame(float frame)
@@ -324,7 +324,7 @@ void BL_Action::SetFrame(float frame)
frame = min(m_startframe, m_endframe);
else if (frame > max(m_startframe, m_endframe))
frame = max(m_startframe, m_endframe);
m_localframe = frame;
m_calc_localtime = false;
}
@@ -363,7 +363,7 @@ void BL_Action::IncrementBlending(float curtime)
// Setup m_blendstart if we need to
if (m_blendstart == 0.f)
m_blendstart = curtime;
// Bump the blend frame
m_blendframe = (curtime - m_blendstart)*(float)KX_KetsjiEngine::GetAnimFrameRate();
@@ -378,10 +378,10 @@ void BL_Action::BlendShape(Key* key, float srcweight, std::vector<float>& blends
vector<float>::const_iterator it;
float dstweight;
KeyBlock *kb;
dstweight = 1.0F - srcweight;
//printf("Dst: %f\tSrc: %f\n", srcweight, dstweight);
for (it=blendshape.begin(), kb = (KeyBlock *)key->block.first;
for (it=blendshape.begin(), kb = (KeyBlock *)key->block.first;
kb && it != blendshape.end();
kb = (KeyBlock *)kb->next, it++)
{