removed trailing spaces and tabs from source and text

This commit ignores the “contrib” folder in order to prevent merge conflicts in dependencies, should these be updated via git.
This commit is contained in:
Krishty
2021-07-29 13:28:51 +02:00
parent fc22d6cdae
commit 758116b083
185 changed files with 1158 additions and 1158 deletions

View File

@@ -75,7 +75,7 @@ void ScaleProcess::SetupProperties( const Importer* pImp ) {
// File scaling * Application Scaling
float importerScale = pImp->GetPropertyFloat( AI_CONFIG_APP_SCALE_KEY, 1.0f );
// apply scale to the scale
// apply scale to the scale
// helps prevent bugs with backward compatibility for anyone using normal scaling.
mScale *= importerScale;
}
@@ -84,7 +84,7 @@ void ScaleProcess::Execute( aiScene* pScene ) {
if(mScale == 1.0f) {
return; // nothing to scale
}
ai_assert( mScale != 0 );
ai_assert( nullptr != pScene );
ai_assert( nullptr != pScene->mRootNode );
@@ -96,7 +96,7 @@ void ScaleProcess::Execute( aiScene* pScene ) {
if ( nullptr == pScene->mRootNode ) {
return;
}
// Process animations and update position transform to new unit system
for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
{
@@ -105,7 +105,7 @@ void ScaleProcess::Execute( aiScene* pScene ) {
for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
{
aiNodeAnim* anim = animation->mChannels[animationChannel];
for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
{
aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
@@ -116,8 +116,8 @@ void ScaleProcess::Execute( aiScene* pScene ) {
for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
{
aiMesh *mesh = pScene->mMeshes[meshID];
aiMesh *mesh = pScene->mMeshes[meshID];
// Reconstruct mesh vertexes to the new unit system
for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
{
@@ -129,9 +129,9 @@ void ScaleProcess::Execute( aiScene* pScene ) {
// bone placement / scaling
for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
{
// Reconstruct matrix by transform rather than by scale
// Reconstruct matrix by transform rather than by scale
// This prevent scale values being changed which can
// be meaningful in some cases
// be meaningful in some cases
// like when you want the modeller to see 1:1 compatibility.
aiBone* bone = mesh->mBones[boneID];
@@ -139,10 +139,10 @@ void ScaleProcess::Execute( aiScene* pScene ) {
aiQuaternion rotation;
bone->mOffsetMatrix.Decompose( scale, rotation, pos);
aiMatrix4x4 translation;
aiMatrix4x4::Translation( pos * mScale, translation );
aiMatrix4x4 scaling;
aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
@@ -157,7 +157,7 @@ void ScaleProcess::Execute( aiScene* pScene ) {
for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
{
aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
{
aiVector3D& vertex = animMesh->mVertices[vertexID];
@@ -169,31 +169,31 @@ void ScaleProcess::Execute( aiScene* pScene ) {
traverseNodes( pScene->mRootNode );
}
void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
applyScaling( node );
for( size_t i = 0; i < node->mNumChildren; i++)
{
// recurse into the tree until we are done!
traverseNodes( node->mChildren[i], nested_node_id+1 );
traverseNodes( node->mChildren[i], nested_node_id+1 );
}
}
void ScaleProcess::applyScaling( aiNode *currentNode ) {
if ( nullptr != currentNode ) {
// Reconstruct matrix by transform rather than by scale
// Reconstruct matrix by transform rather than by scale
// This prevent scale values being changed which can
// be meaningful in some cases
// like when you want the modeller to
// be meaningful in some cases
// like when you want the modeller to
// see 1:1 compatibility.
aiVector3D pos, scale;
aiQuaternion rotation;
currentNode->mTransformation.Decompose( scale, rotation, pos);
aiMatrix4x4 translation;
aiMatrix4x4::Translation( pos * mScale, translation );
aiMatrix4x4 scaling;
// note: we do not use mScale here, this is on purpose.