Commit: c974a359531733e02adcd7366d684291b257affa
Author: Campbell Barton
Date:   Thu Jul 5 16:59:52 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBc974a359531733e02adcd7366d684291b257affa

Cleanup: indentation

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

M       source/blender/editors/space_view3d/view3d_edit.c

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

diff --git a/source/blender/editors/space_view3d/view3d_edit.c 
b/source/blender/editors/space_view3d/view3d_edit.c
index 24cd6da314c..88edf32d154 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -3715,7 +3715,7 @@ static int view_axis_exec(bContext *C, wmOperator *op)
        ARegion *ar;
        RegionView3D *rv3d;
        static int perspo = RV3D_PERSP;
-       int viewnum, nextperspo;
+       int viewnum;
        bool align_active;
        const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
 
@@ -3729,19 +3729,10 @@ static int view_axis_exec(bContext *C, wmOperator *op)
        align_active = RNA_boolean_get(op->ptr, "align_active");
 
        /* Use this to test if we started out with a camera */
-
-       if (rv3d->persp == RV3D_CAMOB) {
-               nextperspo = rv3d->lpersp;
-       }
-       else {
-               nextperspo = perspo;
-       }
-
-       {
-               float quat[4];
-               ED_view3d_quat_from_axis_view(viewnum, quat);
-               axis_set_view(C, v3d, ar, quat, viewnum, nextperspo, 
align_active, smooth_viewtx);
-       }
+       const int nextperspo = (rv3d->persp == RV3D_CAMOB) ? rv3d->lpersp : 
perspo;
+       float quat[4];
+       ED_view3d_quat_from_axis_view(viewnum, quat);
+       axis_set_view(C, v3d, ar, quat, viewnum, nextperspo, align_active, 
smooth_viewtx);
 
        perspo = rv3d->persp;
 
@@ -3790,75 +3781,70 @@ static int view_camera_exec(bContext *C, wmOperator *op)
 
        ED_view3d_smooth_view_force_finish(C, v3d, ar);
 
-       {
-               if ((rv3d->viewlock & RV3D_LOCKED) == 0) {
-                       /* lastview -  */
+       if ((rv3d->viewlock & RV3D_LOCKED) == 0) {
+               /* lastview -  */
 
-                       ViewLayer *view_layer = CTX_data_view_layer(C);
-                       Scene *scene = CTX_data_scene(C);
+               ViewLayer *view_layer = CTX_data_view_layer(C);
+               Scene *scene = CTX_data_scene(C);
 
-                       if (rv3d->persp != RV3D_CAMOB) {
-                               Object *ob = OBACT(view_layer);
+               if (rv3d->persp != RV3D_CAMOB) {
+                       Object *ob = OBACT(view_layer);
 
-                               if (!rv3d->smooth_timer) {
-                                       /* store settings of current view 
before allowing overwriting with camera view
-                                        * only if we're not currently in a 
view transition */
+                       if (!rv3d->smooth_timer) {
+                               /* store settings of current view before 
allowing overwriting with camera view
+                                * only if we're not currently in a view 
transition */
 
-                                       ED_view3d_lastview_store(rv3d);
-                               }
+                               ED_view3d_lastview_store(rv3d);
+                       }
 
 #if 0
-                               if (G.qual == LR_ALTKEY) {
-                                       if (oldcamera && 
is_an_active_object(oldcamera)) {
-                                               v3d->camera = oldcamera;
-                                       }
-                                       handle_view3d_lock();
+                       if (G.qual == LR_ALTKEY) {
+                               if (oldcamera && 
is_an_active_object(oldcamera)) {
+                                       v3d->camera = oldcamera;
                                }
+                               handle_view3d_lock();
+                       }
 #endif
 
-                               /* first get the default camera for the view 
lock type */
-                               if (v3d->scenelock) {
-                                       /* sets the camera view if available */
+                       /* first get the default camera for the view lock type 
*/
+                       if (v3d->scenelock) {
+                               /* sets the camera view if available */
+                               v3d->camera = scene->camera;
+                       }
+                       else {
+                               /* use scene camera if one is not set (even 
though we're unlocked) */
+                               if (v3d->camera == NULL) {
                                        v3d->camera = scene->camera;
                                }
-                               else {
-                                       /* use scene camera if one is not set 
(even though we're unlocked) */
-                                       if (v3d->camera == NULL) {
-                                               v3d->camera = scene->camera;
-                                       }
-                               }
+                       }
 
-                               /* if the camera isn't found, check a number of 
options */
-                               if (v3d->camera == NULL && ob && ob->type == 
OB_CAMERA)
-                                       v3d->camera = ob;
+                       /* if the camera isn't found, check a number of options 
*/
+                       if (v3d->camera == NULL && ob && ob->type == OB_CAMERA)
+                               v3d->camera = ob;
 
-                               if (v3d->camera == NULL)
-                                       v3d->camera = 
BKE_view_layer_camera_find(view_layer);
+                       if (v3d->camera == NULL)
+                               v3d->camera = 
BKE_view_layer_camera_find(view_layer);
 
-                               /* couldnt find any useful camera, bail out */
-                               if (v3d->camera == NULL)
-                                       return OPERATOR_CANCELLED;
+                       /* couldnt find any useful camera, bail out */
+                       if (v3d->camera == NULL)
+                               return OPERATOR_CANCELLED;
 
-                               /* important these don't get out of sync for 
locked scenes */
-                               if (v3d->scenelock)
-                                       scene->camera = v3d->camera;
+                       /* important these don't get out of sync for locked 
scenes */
+                       if (v3d->scenelock)
+                               scene->camera = v3d->camera;
 
-                               /* finally do snazzy view zooming */
-                               rv3d->persp = RV3D_CAMOB;
-                               ED_view3d_smooth_view(
-                                       C, v3d, ar, smooth_viewtx,
-                                       &(const V3D_SmoothParams) {
-                                           .camera = v3d->camera, .ofs = 
rv3d->ofs, .quat = rv3d->viewquat,
-                                           .dist = &rv3d->dist, .lens = 
&v3d->lens});
-                       }
-                       else {
-                               /* return to settings of last view */
-                               /* does view3d_smooth_view too */
-                               axis_set_view(C, v3d, ar,
-                                             rv3d->lviewquat,
-                                             rv3d->lview, rv3d->lpersp, 0,
-                                             smooth_viewtx);
-                       }
+                       /* finally do snazzy view zooming */
+                       rv3d->persp = RV3D_CAMOB;
+                       ED_view3d_smooth_view(
+                               C, v3d, ar, smooth_viewtx,
+                               &(const V3D_SmoothParams) {
+                                   .camera = v3d->camera, .ofs = rv3d->ofs, 
.quat = rv3d->viewquat,
+                                   .dist = &rv3d->dist, .lens = &v3d->lens});
+               }
+               else {
+                       /* return to settings of last view */
+                       /* does view3d_smooth_view too */
+                       axis_set_view(C, v3d, ar, rv3d->lviewquat, rv3d->lview, 
rv3d->lpersp, 0, smooth_viewtx);
                }
        }

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