Commit: a706b9feda90cc98ee7fa7d7e0a6aaa352894a5c Author: Sergej Reich Date: Thu Dec 26 19:43:42 2013 +0100 https://developer.blender.org/rBa706b9feda90cc98ee7fa7d7e0a6aaa352894a5c
Rigidbody: Code cleanup Remove redundant extern keyword. =================================================================== M intern/rigidbody/RBI_api.h =================================================================== diff --git a/intern/rigidbody/RBI_api.h b/intern/rigidbody/RBI_api.h index 2e7a996..4bf5f70 100644 --- a/intern/rigidbody/RBI_api.h +++ b/intern/rigidbody/RBI_api.h @@ -73,26 +73,26 @@ typedef struct rbConstraint rbConstraint; /* Create a new dynamics world instance */ // TODO: add args to set the type of constraint solvers, etc. -extern rbDynamicsWorld *RB_dworld_new(const float gravity[3]); +rbDynamicsWorld *RB_dworld_new(const float gravity[3]); /* Delete the given dynamics world, and free any extra data it may require */ -extern void RB_dworld_delete(rbDynamicsWorld *world); +void RB_dworld_delete(rbDynamicsWorld *world); /* Settings ------------------------- */ /* Gravity */ -extern void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3]); -extern void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3]); +void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3]); +void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3]); /* Constraint Solver */ -extern void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations); +void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations); /* Split Impulse */ -extern void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse); +void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse); /* Simulation ----------------------- */ /* Step the simulation by the desired amount (in seconds) with extra controls on substep sizes and maximum substeps */ -extern void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep); +void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep); /* Export -------------------------- */ @@ -105,10 +105,10 @@ void RB_dworld_export(rbDynamicsWorld *world, const char *filename); /* Setup ---------------------------- */ /* Add RigidBody to dynamics world */ -extern void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups); +void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups); /* Remove RigidBody from dynamics world */ -extern void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *body); +void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *body); /* Collision detection */ @@ -119,84 +119,84 @@ void RB_world_convex_sweep_test(rbDynamicsWorld *world, rbRigidBody *object, /* ............ */ /* Create new RigidBody instance */ -extern rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4]); +rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4]); /* Delete the given RigidBody instance */ -extern void RB_body_delete(rbRigidBody *body); +void RB_body_delete(rbRigidBody *body); /* Settings ------------------------- */ /* 'Type' */ -extern void RB_body_set_type(rbRigidBody *body, int type, float mass); +void RB_body_set_type(rbRigidBody *body, int type, float mass); /* ............ */ /* Collision Shape */ -extern void RB_body_set_collision_shape(rbRigidBody *body, rbCollisionShape *shape); +void RB_body_set_collision_shape(rbRigidBody *body, rbCollisionShape *shape); /* ............ */ /* Mass */ -extern float RB_body_get_mass(rbRigidBody *body); -extern void RB_body_set_mass(rbRigidBody *body, float value); +float RB_body_get_mass(rbRigidBody *body); +void RB_body_set_mass(rbRigidBody *body, float value); /* Friction */ -extern float RB_body_get_friction(rbRigidBody *body); -extern void RB_body_set_friction(rbRigidBody *body, float value); +float RB_body_get_friction(rbRigidBody *body); +void RB_body_set_friction(rbRigidBody *body, float value); /* Restitution */ -extern float RB_body_get_restitution(rbRigidBody *body); -extern void RB_body_set_restitution(rbRigidBody *body, float value); +float RB_body_get_restitution(rbRigidBody *body); +void RB_body_set_restitution(rbRigidBody *body, float value); /* Damping */ -extern float RB_body_get_linear_damping(rbRigidBody *body); -extern void RB_body_set_linear_damping(rbRigidBody *body, float value); +float RB_body_get_linear_damping(rbRigidBody *body); +void RB_body_set_linear_damping(rbRigidBody *body, float value); -extern float RB_body_get_angular_damping(rbRigidBody *body); -extern void RB_body_set_angular_damping(rbRigidBody *body, float value); +float RB_body_get_angular_damping(rbRigidBody *body); +void RB_body_set_angular_damping(rbRigidBody *body, float value); -extern void RB_body_set_damping(rbRigidBody *object, float linear, float angular); +void RB_body_set_damping(rbRigidBody *object, float linear, float angular); /* Sleeping Thresholds */ -extern float RB_body_get_linear_sleep_thresh(rbRigidBody *body); -extern void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value); +float RB_body_get_linear_sleep_thresh(rbRigidBody *body); +void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value); -extern float RB_body_get_angular_sleep_thresh(rbRigidBody *body); -extern void RB_body_set_angular_sleep_thresh(rbRigidBody *body, float value); +float RB_body_get_angular_sleep_thresh(rbRigidBody *body); +void RB_body_set_angular_sleep_thresh(rbRigidBody *body, float value); -extern void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular); +void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular); /* Linear Velocity */ -extern void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3]); -extern void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3]); +void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3]); +void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3]); /* Angular Velocity */ -extern void RB_body_get_angular_velocity(rbRigidBody *body, float v_out[3]); -extern void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3]); +void RB_body_get_angular_velocity(rbRigidBody *body, float v_out[3]); +void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3]); /* Linear/Angular Factor, used to lock translation/roation axes */ -extern void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z); -extern void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z); +void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z); +void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z); /* Kinematic State */ -extern void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic); +void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic); /* RigidBody Interface - Rigid Body Activation States */ -extern int RB_body_get_activation_state(rbRigidBody *body); -extern void RB_body_set_activation_state(rbRigidBody *body, int use_deactivation); -extern void RB_body_activate(rbRigidBody *body); -extern void RB_body_deactivate(rbRigidBody *body); +int RB_body_get_activation_state(rbRigidBody *body); +void RB_body_set_activation_state(rbRigidBody *body, int use_deactivation); +void RB_body_activate(rbRigidBody *body); +void RB_body_deactivate(rbRigidBody *body); /* Simulation ----------------------- */ /* Get current transform matrix of RigidBody to use in Blender (OpenGL format) */ -extern void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4]); +void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4]); /* Set RigidBody's location and rotation */ -extern void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4]); +void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4]); /* Set RigidBody's local scaling */ -extern void RB_body_set_scale(rbRigidBody *body, const float scale[3]); +void RB_body_set_scale(rbRigidBody *body, const float scale[3]); /* ............ */ @@ -207,47 +207,47 @@ void RB_body_get_orientation(rbRigidBody *body, float v_out[4]); /* ............ */ -extern void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3]); +void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3]); /* ********************************** */ /* Collision Shape Methods */ /* Setup (Standard Shapes) ----------- */ -extern rbCollisionShape *RB_shape_new_box(float x, float y, float z); -extern rbCollisionShape *RB_shape_new_sphere(float radius); -extern rbCollisionShape *RB_shape_new_capsule(float radius, float height); -extern rbCollisionShape *RB_shape_new_cone(float radius, float height); -extern rbCollisionShape *RB_shape_new_cylinder(float radius, float height); +rbCollisionShape *RB_shape_new_box(float x, float y, float z); +rbCollisionShape *RB_shape_new_sphere(float radius); +rbCollisionShape *RB_shape_new_capsule(float radius, float height); +rbCollisionShape *RB_shape_new_cone(float radius, float height); +rbCollisionShape *RB_shape_new_cylinder(float radius, float height); /* Setup (Convex Hull) ------------ */ -extern rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count, float margin, bool *can_embed); +rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count, float margin, bool *can_embed); /* Setup (Triangle Mesh) ---------- */ /* 1 */ -extern rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts); -extern void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride); -extern void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2); -extern void RB_trimesh_finish(rbMeshData *mesh); +rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts); +void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride); +void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2); +void RB_trimesh_finish(rbMeshData *mesh); /* 2a - Triangle Meshes */ -extern rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh); +rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh); /* 2b - GImpact Meshes */ -extern rbCollisionShape @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-blender-cvs
