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UPBGE: Rename BL_Blender* to BL_*.
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"BL_" and "Blender" is redundant.
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panzergame committed Dec 27, 2017
1 parent 48ad207 commit 271407c
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Showing 34 changed files with 150 additions and 150 deletions.
4 changes: 2 additions & 2 deletions source/gameengine/Converter/BL_ArmatureObject.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -49,7 +49,7 @@ extern "C" {
#include "BL_ArmatureObject.h"
#include "BL_ActionActuator.h"
#include "BL_Action.h"
#include "BL_BlenderSceneConverter.h"
#include "BL_SceneConverter.h"
#include "KX_Globals.h"
#include "KX_KetsjiEngine.h"

Expand Down Expand Up @@ -239,7 +239,7 @@ BL_ArmatureObject::~BL_ArmatureObject()
}
}

void BL_ArmatureObject::LoadConstraints(BL_BlenderSceneConverter& converter)
void BL_ArmatureObject::LoadConstraints(BL_SceneConverter& converter)
{
// first delete any existing constraint (should not have any)
m_controlledConstraints->ReleaseAndRemoveAll();
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2 changes: 1 addition & 1 deletion source/gameengine/Converter/BL_ArmatureObject.h
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ class BL_ArmatureObject : public KX_GameObject
void DrawDebug(RAS_DebugDraw& debugDraw);

// for constraint python API
void LoadConstraints(BL_BlenderSceneConverter& converter);
void LoadConstraints(BL_SceneConverter& converter);
size_t GetConstraintNumber() const;
BL_ArmatureConstraint *GetConstraint(const std::string& posechannel, const std::string& constraint);
BL_ArmatureConstraint *GetConstraint(const std::string& posechannelconstraint);
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16 changes: 8 additions & 8 deletions source/gameengine/Converter/BL_BlenderDataConversion.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -105,7 +105,7 @@
#include "BL_SkinDeformer.h"
#include "BL_MeshDeformer.h"
#include "BL_Texture.h"
#include "BL_BlenderSceneConverter.h"
#include "BL_SceneConverter.h"
#include "BL_ConvertActuators.h"
#include "BL_ConvertControllers.h"
#include "BL_ConvertSensors.h"
Expand Down Expand Up @@ -382,7 +382,7 @@ static void BL_GetUvRgba(const RAS_Mesh::LayersInfo& layersInfo, std::vector<MLo
}
}

static RAS_MaterialBucket *BL_ConvertMaterial(Material *ma, int lightlayer, KX_Scene *scene, BL_BlenderSceneConverter& converter)
static RAS_MaterialBucket *BL_ConvertMaterial(Material *ma, int lightlayer, KX_Scene *scene, BL_SceneConverter& converter)
{
KX_BlenderMaterial *mat = converter.FindMaterial(ma);

Expand All @@ -408,7 +408,7 @@ static RAS_MaterialBucket *BL_ConvertMaterial(Material *ma, int lightlayer, KX_S
}

/* blenderobj can be nullptr, make sure its checked for */
KX_Mesh *BL_ConvertMesh(Mesh *me, Object *blenderobj, KX_Scene *scene, BL_BlenderSceneConverter& converter)
KX_Mesh *BL_ConvertMesh(Mesh *me, Object *blenderobj, KX_Scene *scene, BL_SceneConverter& converter)
{
KX_Mesh *meshobj;
const int lightlayer = blenderobj ? blenderobj->lay : (1 << 20) - 1; // all layers if no object.
Expand Down Expand Up @@ -641,7 +641,7 @@ static void BL_CreateGraphicObjectNew(KX_GameObject *gameobj, KX_Scene *kxscene,
}

static void BL_CreatePhysicsObjectNew(KX_GameObject *gameobj, Object *blenderobject, KX_Mesh *meshobj,
KX_Scene *kxscene, int activeLayerBitInfo, BL_BlenderSceneConverter& converter, bool processCompoundChildren)
KX_Scene *kxscene, int activeLayerBitInfo, BL_SceneConverter& converter, bool processCompoundChildren)

{
// Object has physics representation?
Expand Down Expand Up @@ -689,7 +689,7 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject *gameobj, Object *blenderobj
(isActor) ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC;
}

static KX_LodManager *BL_LodManagerFromBlenderObject(Object *ob, KX_Scene *scene, BL_BlenderSceneConverter& converter)
static KX_LodManager *BL_LodManagerFromBlenderObject(Object *ob, KX_Scene *scene, BL_SceneConverter& converter)
{
if (BLI_listbase_count_ex(&ob->lodlevels, 2) <= 1) {
return nullptr;
Expand Down Expand Up @@ -835,7 +835,7 @@ static KX_Camera *BL_GameCameraFromBlenderCamera(Object *ob, KX_Scene *kxscene,
}

static KX_GameObject *BL_GameObjectFromBlenderObject(Object *ob, KX_Scene *kxscene, RAS_Rasterizer *rendertools,
RAS_ICanvas *canvas, BL_BlenderSceneConverter &converter)
RAS_ICanvas *canvas, BL_SceneConverter &converter)
{
KX_GameObject *gameobj = nullptr;
Scene *blenderscene = kxscene->GetBlenderScene();
Expand Down Expand Up @@ -1079,7 +1079,7 @@ static void BL_ConvertComponentsObject(KX_GameObject *gameobj, Object *blenderob

/* helper for BL_ConvertBlenderObjects, avoids code duplication
* note: all var names match args are passed from the caller */
static void bl_ConvertBlenderObject_Single(BL_BlenderSceneConverter& converter,
static void bl_ConvertBlenderObject_Single(BL_SceneConverter& converter,
Object *blenderobject,
std::vector<BL_ParentChildLink> &vec_parent_child,
EXP_ListValue<KX_GameObject> *logicbrick_conversionlist,
Expand Down Expand Up @@ -1172,7 +1172,7 @@ void BL_ConvertBlenderObjects(struct Main *maggie,
e_PhysicsEngine physics_engine,
RAS_Rasterizer *rendertools,
RAS_ICanvas *canvas,
BL_BlenderSceneConverter& converter,
BL_SceneConverter& converter,
bool alwaysUseExpandFraming,
bool libloading)
{
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6 changes: 3 additions & 3 deletions source/gameengine/Converter/BL_BlenderDataConversion.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ class RAS_Rasterizer;
class RAS_ICanvas;
class KX_KetsjiEngine;
class KX_Scene;
class BL_BlenderSceneConverter;
class BL_SceneConverter;
struct Mesh;
struct DerivedMesh;
struct Object;
Expand All @@ -55,12 +55,12 @@ struct BL_MeshMaterial {
bool wire;
};

KX_Mesh *BL_ConvertMesh(Mesh *mesh, Object *lightobj, KX_Scene *scene, BL_BlenderSceneConverter& converter);
KX_Mesh *BL_ConvertMesh(Mesh *mesh, Object *lightobj, KX_Scene *scene, BL_SceneConverter& converter);
void BL_ConvertDerivedMeshToArray(DerivedMesh *dm, Mesh *me, const std::vector<BL_MeshMaterial>& mats,
const RAS_Mesh::LayersInfo& layersInfo);

void BL_ConvertBlenderObjects(Main *maggie, KX_Scene *kxscene, KX_KetsjiEngine *ketsjiEngine, e_PhysicsEngine physics_engine,
RAS_Rasterizer *rendertools, RAS_ICanvas *canvas, BL_BlenderSceneConverter& sceneconverter,
RAS_Rasterizer *rendertools, RAS_ICanvas *canvas, BL_SceneConverter& sceneconverter,
bool alwaysUseExpandFraming, bool libloading);

SCA_IInputDevice::SCA_EnumInputs BL_ConvertKeyCode(int key_code);
Expand Down
4 changes: 2 additions & 2 deletions source/gameengine/Converter/BL_ConvertActuators.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@

#include "MEM_guardedalloc.h"

#include "BL_BlenderSceneConverter.h"
#include "BL_SceneConverter.h"
#include "BL_ConvertActuators.h"

#ifdef WITH_AUDASPACE
Expand Down Expand Up @@ -124,7 +124,7 @@ void BL_ConvertActuators(const char* maggiename,
KX_KetsjiEngine* ketsjiEngine,
int activeLayerBitInfo,
bool isInActiveLayer,
BL_BlenderSceneConverter& converter
BL_SceneConverter& converter
)
{

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2 changes: 1 addition & 1 deletion source/gameengine/Converter/BL_ConvertActuators.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,6 @@ void BL_ConvertActuators(const char* maggiename,
class KX_KetsjiEngine* ketsjiEngine,
int activeLayerBitInfo,
bool isInActiveLayer,
class BL_BlenderSceneConverter& converter);
class BL_SceneConverter& converter);

#endif /* __KX_CONVERTACTUATORS_H__ */
6 changes: 3 additions & 3 deletions source/gameengine/Converter/BL_ConvertControllers.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@

#include "MEM_guardedalloc.h"

#include "BL_BlenderSceneConverter.h"
#include "BL_SceneConverter.h"
#include "BL_ConvertControllers.h"
#include "EXP_Python.h"

Expand Down Expand Up @@ -73,7 +73,7 @@ LinkControllerToActuators(
SCA_IController *game_controller,
bController* bcontr,
SCA_LogicManager* logicmgr,
BL_BlenderSceneConverter& converter
BL_SceneConverter& converter
) {
// Iterate through the actuators of the game blender
// controller and find the corresponding ketsji actuator.
Expand All @@ -95,7 +95,7 @@ void BL_ConvertControllers(
SCA_LogicManager* logicmgr,
int activeLayerBitInfo,
bool isInActiveLayer,
BL_BlenderSceneConverter& converter,
BL_SceneConverter& converter,
bool libloading
) {
int uniqueint=0;
Expand Down
2 changes: 1 addition & 1 deletion source/gameengine/Converter/BL_ConvertControllers.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ void BL_ConvertControllers(
class SCA_LogicManager* logicmgr,
int activeLayerBitInfo,
bool isInActiveLayer,
class BL_BlenderSceneConverter& converter,
class BL_SceneConverter& converter,
bool libloading
);

Expand Down
4 changes: 2 additions & 2 deletions source/gameengine/Converter/BL_ConvertSensors.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@
#endif

#include "wm_event_types.h"
#include "BL_BlenderSceneConverter.h"
#include "BL_SceneConverter.h"
#include "BL_ConvertSensors.h"

/* This little block needed for linking to Blender... */
Expand Down Expand Up @@ -95,7 +95,7 @@ void BL_ConvertSensors(struct Object* blenderobject,
int activeLayerBitInfo,
bool isInActiveLayer,
RAS_ICanvas* canvas,
BL_BlenderSceneConverter& converter
BL_SceneConverter& converter
)
{

Expand Down
2 changes: 1 addition & 1 deletion source/gameengine/Converter/BL_ConvertSensors.h
Original file line number Diff line number Diff line change
Expand Up @@ -40,6 +40,6 @@ void BL_ConvertSensors(struct Object* blenderobject,
int activeLayerBitInfo,
bool isInActiveLayer,
class RAS_ICanvas* canvas,
class BL_BlenderSceneConverter& converter);
class BL_SceneConverter& converter);

#endif /* __KX_CONVERTSENSORS_H__ */
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