Commit: 51810ed3a3148166d22ce704e38615dd5a34ee43
Author: Ines Almeida
Date:   Sat Jul 19 01:41:22 2014 +0100
https://developer.blender.org/rB51810ed3a3148166d22ce704e38615dd5a34ee43

gameengine scenegraph: whitespace and comment cleanup - KX_BoneParentRelation

===================================================================

M       source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
M       source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.h

===================================================================

diff --git a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp 
b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
index 19b9d13..d7487a4 100644
--- a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
+++ b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
@@ -38,44 +38,24 @@
 #include "BL_ArmatureObject.h"
 
 
-/**
- * Implementation of classes defined in KX_SG_BoneParentNodeRelationship.h
- */
-
-/** 
- * first of all KX_SG_BoneParentRelation
- */
-
-       KX_BoneParentRelation *
-KX_BoneParentRelation::
-New(Bone* bone
-) {
+KX_BoneParentRelation* KX_BoneParentRelation::New(Bone* bone)
+{
        return new KX_BoneParentRelation(bone);
 }
 
-       bool
-KX_BoneParentRelation::
-UpdateChildCoordinates(
-       SG_Spatial * child,
-       const SG_Spatial * parent,
-       bool& parentUpdated
-) {
+bool KX_BoneParentRelation::UpdateChildCoordinates(SG_Spatial * child, const 
SG_Spatial * parent, bool& parentUpdated)
+{
        MT_assert(child != NULL);
-       
+
        // This way of accessing child coordinates is a bit cumbersome
        // be nice to have non constant reference access to these values.
+       const MT_Vector3 & child_l_scale = child->GetLocalScale();
+       const MT_Point3 & child_l_pos = child->GetLocalPosition();
+       const MT_Matrix3x3 & child_l_orientation = child->GetLocalOrientation();
 
-       const MT_Vector3 & child_scale = child->GetLocalScale();
-       const MT_Point3 & child_pos = child->GetLocalPosition();
-       const MT_Matrix3x3 & child_rotation = child->GetLocalOrientation();
-       // we don't know if the armature has been updated or not, assume yes
-       parentUpdated = true;
-
-       // the childs world locations which we will update.
-       
        MT_Vector3 child_w_scale;
        MT_Point3 child_w_pos;
-       MT_Matrix3x3 child_w_rotation;
+       MT_Matrix3x3 child_w_orientation;
        
        bool valid_parent_transform = false;
        
@@ -88,68 +68,62 @@ UpdateChildCoordinates(
                        if (armature->GetBoneMatrix(m_bone, parent_matrix))
                        {
                                // Get the child's transform, and the bone 
matrix.
-                               MT_Matrix4x4 child_transform ( 
-                                       MT_Transform(child_pos + 
MT_Vector3(0.0, armature->GetBoneLength(m_bone), 0.0), 
-                                               child_rotation.scaled(
-                                                       child_scale[0], 
-                                                       child_scale[1], 
-                                                       child_scale[2])));
-                               
-                               // The child's world transform is parent * child
-                               parent_matrix = parent->GetWorldTransform() * 
parent_matrix;
-                               child_transform = parent_matrix * 
child_transform;
+                               MT_Matrix4x4 child_transform (
+                                       MT_Transform(
+                                               child_l_pos + MT_Vector3(0.0, 
armature->GetBoneLength(m_bone), 0.0),
+                                               
child_l_orientation.scaled(child_l_scale[0], child_l_scale[1], 
child_l_scale[2])));
+
+                               parent_matrix = parent->GetWorldTransform() * 
parent_matrix; //the bone is relative to the armature
+                               child_transform = parent_matrix * 
child_transform; // The child's world transform is parent * child
                                
                                // Recompute the child transform components 
from the transform.
                                child_w_scale.setValue( 
                                        MT_Vector3(child_transform[0][0], 
child_transform[0][1], child_transform[0][2]).length(),
                                        MT_Vector3(child_transform[1][0], 
child_transform[1][1], child_transform[1][2]).length(),
                                        MT_Vector3(child_transform[2][0], 
child_transform[2][1], child_transform[2][2]).length());
-                               
child_w_rotation.setValue(child_transform[0][0], child_transform[0][1], 
child_transform[0][2], 
+                               child_w_orientation.setValue(
+                                       child_transform[0][0], 
child_transform[0][1], child_transform[0][2],
                                        child_transform[1][0], 
child_transform[1][1], child_transform[1][2], 
                                        child_transform[2][0], 
child_transform[2][1], child_transform[2][2]);
-                               child_w_rotation.scale(1.0/child_w_scale[0], 
1.0/child_w_scale[1], 1.0/child_w_scale[2]);
-                                       
+                               child_w_orientation.scale(1.0/child_w_scale[0], 
1.0/child_w_scale[1], 1.0/child_w_scale[2]);
                                child_w_pos = MT_Point3(child_transform[0][3], 
child_transform[1][3], child_transform[2][3]);
-                                       
+
                                valid_parent_transform = true;
                        }
                }
-       } 
-       
+       }
+
        if (valid_parent_transform)
        {
                child->SetWorldScale(child_w_scale);
                child->SetWorldPosition(child_w_pos);
-               child->SetWorldOrientation(child_w_rotation);
+               child->SetWorldOrientation(child_w_orientation);
        }
        else {
+               /* the parent is null or not an armature */
                child->SetWorldFromLocalTransform();
        }
+
+       parentUpdated = true;  //this variable is going to be used to update 
the children of this child
        child->ClearModified();
        // this node must always be updated, so reschedule it for next time
        child->ActivateRecheduleUpdateCallback();
        return valid_parent_transform;
 }
 
-       SG_ParentRelation *
-KX_BoneParentRelation::
-NewCopy(
-) {
-       KX_BoneParentRelation* bone_parent = new KX_BoneParentRelation(m_bone);
-       return bone_parent;
+SG_ParentRelation* KX_BoneParentRelation::NewCopy()
+{
+       return new KX_BoneParentRelation(m_bone);
 }
 
-KX_BoneParentRelation::
-~KX_BoneParentRelation(
-) {
+KX_BoneParentRelation::~KX_BoneParentRelation()
+{
        //nothing to do
 }
 
 
-KX_BoneParentRelation::
-KX_BoneParentRelation(Bone* bone
-)
-: m_bone(bone)
+KX_BoneParentRelation::KX_BoneParentRelation(Bone* bone)
+       : m_bone(bone)
 {
        // nothing to do
 }
diff --git a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.h 
b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.h
index 6f4fd48..9c983e6 100644
--- a/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.h
+++ b/source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.h
@@ -39,53 +39,33 @@
 struct Bone;
 
 /**
- *  Bone parent relationship parents a child SG_Spatial frame to a 
- *  bone in an armature object.
+ *  Bone parent relationship parents a child SG_Spatial frame to a bone in an 
armature object.
  */
 class KX_BoneParentRelation : public SG_ParentRelation
 {
 
 public :
        /**
-        * Allocate and construct a new KX_SG_BoneParentRelation
-        * on the heap.
-        *
-        * bone is the bone id to use.  Currently it is a pointer
-        * to a Blender struct Bone - this should be fixed if
+        * Allocate and construct a new KX_SG_BoneParentRelation on the heap.
         */
-
-       static 
-               KX_BoneParentRelation *
-       New(Bone* bone
-       );
+       static KX_BoneParentRelation* New(Bone* bone);
 
        /**
-        *  Updates the childs world coordinates relative to the parent's
-        *  world coordinates.
-        *
+        *  Updates the child's world coordinates based upon the local ones and 
relative to the parent's world coordinates.
         *  Parent should be a BL_ArmatureObject.
         */
-               bool
-       UpdateChildCoordinates(
-               SG_Spatial * child,
-               const SG_Spatial * parent,
-               bool& parentUpdated
-       );
+       bool UpdateChildCoordinates(SG_Spatial *child, const SG_Spatial 
*parent, bool &parentUpdated);
 
        /**
         *  Create a copy of this relationship
         */
-               SG_ParentRelation *
-       NewCopy(
-       );
+       SG_ParentRelation* NewCopy();
 
-       ~KX_BoneParentRelation(
-       );
+       ~KX_BoneParentRelation();
 
 private :
        Bone* m_bone;
-       KX_BoneParentRelation(Bone* bone
-       );
+       KX_BoneParentRelation(Bone* bone);
 
 
 #ifdef WITH_CXX_GUARDEDALLOC
@@ -93,4 +73,4 @@ private :
 #endif
 };
 
-#endif
+#endif /* __KX_SG_BONEPARENTNODERELATIONSHIP_H__ */

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