Refactor: Expand tabs to 4 spaces
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@@ -57,7 +57,7 @@ struct aiNodeAnim;
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struct aiNode;
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struct aiMaterial;
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namespace Assimp {
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namespace Assimp {
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// -----------------------------------------------------------------------------------
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/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
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@@ -74,43 +74,43 @@ class MakeLeftHandedProcess : public BaseProcess
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public:
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MakeLeftHandedProcess();
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~MakeLeftHandedProcess();
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MakeLeftHandedProcess();
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~MakeLeftHandedProcess();
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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// -------------------------------------------------------------------
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/** Recursively converts a node and all of its children
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*/
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void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
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// -------------------------------------------------------------------
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/** Recursively converts a node and all of its children
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*/
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void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
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// -------------------------------------------------------------------
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/** Converts a single mesh to left handed coordinates.
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* This means that positions, normals and tangents are mirrored at
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* the local Z axis and the order of all faces are inverted.
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* @param pMesh The mesh to convert.
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*/
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void ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Converts a single mesh to left handed coordinates.
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* This means that positions, normals and tangents are mirrored at
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* the local Z axis and the order of all faces are inverted.
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* @param pMesh The mesh to convert.
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*/
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void ProcessMesh( aiMesh* pMesh);
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// -------------------------------------------------------------------
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/** Converts a single material to left-handed coordinates
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* @param pMat Material to convert
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*/
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void ProcessMaterial( aiMaterial* pMat);
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// -------------------------------------------------------------------
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/** Converts a single material to left-handed coordinates
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* @param pMat Material to convert
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*/
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void ProcessMaterial( aiMaterial* pMat);
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// -------------------------------------------------------------------
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/** Converts the given animation to LH coordinates.
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* The rotation and translation keys are transformed, the scale keys
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* work in local space and can therefore be left untouched.
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* @param pAnim The bone animation to transform
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*/
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void ProcessAnimation( aiNodeAnim* pAnim);
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// -------------------------------------------------------------------
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/** Converts the given animation to LH coordinates.
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* The rotation and translation keys are transformed, the scale keys
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* work in local space and can therefore be left untouched.
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* @param pAnim The bone animation to transform
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*/
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void ProcessAnimation( aiNodeAnim* pAnim);
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};
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@@ -119,23 +119,23 @@ protected:
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*/
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class FlipWindingOrderProcess : public BaseProcess
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{
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friend class Importer;
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friend class Importer;
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public:
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/** Constructor to be privately used by Importer */
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FlipWindingOrderProcess();
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/** Constructor to be privately used by Importer */
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FlipWindingOrderProcess();
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/** Destructor, private as well */
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~FlipWindingOrderProcess();
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/** Destructor, private as well */
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~FlipWindingOrderProcess();
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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void ProcessMesh( aiMesh* pMesh);
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void ProcessMesh( aiMesh* pMesh);
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};
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// ---------------------------------------------------------------------------
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@@ -143,24 +143,24 @@ protected:
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*/
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class FlipUVsProcess : public BaseProcess
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{
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friend class Importer;
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friend class Importer;
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public:
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/** Constructor to be privately used by Importer */
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FlipUVsProcess();
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/** Constructor to be privately used by Importer */
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FlipUVsProcess();
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/** Destructor, private as well */
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~FlipUVsProcess();
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/** Destructor, private as well */
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~FlipUVsProcess();
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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protected:
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void ProcessMesh( aiMesh* pMesh);
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void ProcessMaterial( aiMaterial* mat);
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void ProcessMesh( aiMesh* pMesh);
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void ProcessMaterial( aiMaterial* mat);
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};
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} // end of namespace Assimp
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