Refactor: Expand tabs to 4 spaces

This commit is contained in:
Richard
2015-05-18 21:57:13 -06:00
parent a96a595a7a
commit 83de707587
324 changed files with 78951 additions and 78956 deletions

View File

@@ -57,7 +57,7 @@ struct aiNodeAnim;
struct aiNode;
struct aiMaterial;
namespace Assimp {
namespace Assimp {
// -----------------------------------------------------------------------------------
/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
@@ -74,43 +74,43 @@ class MakeLeftHandedProcess : public BaseProcess
public:
MakeLeftHandedProcess();
~MakeLeftHandedProcess();
MakeLeftHandedProcess();
~MakeLeftHandedProcess();
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
// -------------------------------------------------------------------
/** Recursively converts a node and all of its children
*/
void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
// -------------------------------------------------------------------
/** Recursively converts a node and all of its children
*/
void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
// -------------------------------------------------------------------
/** Converts a single mesh to left handed coordinates.
* This means that positions, normals and tangents are mirrored at
* the local Z axis and the order of all faces are inverted.
* @param pMesh The mesh to convert.
*/
void ProcessMesh( aiMesh* pMesh);
// -------------------------------------------------------------------
/** Converts a single mesh to left handed coordinates.
* This means that positions, normals and tangents are mirrored at
* the local Z axis and the order of all faces are inverted.
* @param pMesh The mesh to convert.
*/
void ProcessMesh( aiMesh* pMesh);
// -------------------------------------------------------------------
/** Converts a single material to left-handed coordinates
* @param pMat Material to convert
*/
void ProcessMaterial( aiMaterial* pMat);
// -------------------------------------------------------------------
/** Converts a single material to left-handed coordinates
* @param pMat Material to convert
*/
void ProcessMaterial( aiMaterial* pMat);
// -------------------------------------------------------------------
/** Converts the given animation to LH coordinates.
* The rotation and translation keys are transformed, the scale keys
* work in local space and can therefore be left untouched.
* @param pAnim The bone animation to transform
*/
void ProcessAnimation( aiNodeAnim* pAnim);
// -------------------------------------------------------------------
/** Converts the given animation to LH coordinates.
* The rotation and translation keys are transformed, the scale keys
* work in local space and can therefore be left untouched.
* @param pAnim The bone animation to transform
*/
void ProcessAnimation( aiNodeAnim* pAnim);
};
@@ -119,23 +119,23 @@ protected:
*/
class FlipWindingOrderProcess : public BaseProcess
{
friend class Importer;
friend class Importer;
public:
/** Constructor to be privately used by Importer */
FlipWindingOrderProcess();
/** Constructor to be privately used by Importer */
FlipWindingOrderProcess();
/** Destructor, private as well */
~FlipWindingOrderProcess();
/** Destructor, private as well */
~FlipWindingOrderProcess();
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
void ProcessMesh( aiMesh* pMesh);
void ProcessMesh( aiMesh* pMesh);
};
// ---------------------------------------------------------------------------
@@ -143,24 +143,24 @@ protected:
*/
class FlipUVsProcess : public BaseProcess
{
friend class Importer;
friend class Importer;
public:
/** Constructor to be privately used by Importer */
FlipUVsProcess();
/** Constructor to be privately used by Importer */
FlipUVsProcess();
/** Destructor, private as well */
~FlipUVsProcess();
/** Destructor, private as well */
~FlipUVsProcess();
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
// -------------------------------------------------------------------
void Execute( aiScene* pScene);
protected:
void ProcessMesh( aiMesh* pMesh);
void ProcessMaterial( aiMaterial* mat);
void ProcessMesh( aiMesh* pMesh);
void ProcessMaterial( aiMaterial* mat);
};
} // end of namespace Assimp