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

@@ -52,35 +52,35 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ByteSwapper.h"
using namespace Assimp;
namespace Assimp {
namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to Stereolithograpy. Prototyped and registered in Exporter.cpp
void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
// invoke the exporter
STLExporter exporter(pFile, pScene);
// invoke the exporter
STLExporter exporter(pFile, pScene);
// we're still here - export successfully completed. Write the file.
boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output .stl file: " + std::string(pFile));
}
// we're still here - export successfully completed. Write the file.
boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output .stl file: " + std::string(pFile));
}
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
}
void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
// invoke the exporter
STLExporter exporter(pFile, pScene, true);
// invoke the exporter
STLExporter exporter(pFile, pScene, true);
// we're still here - export successfully completed. Write the file.
boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wb"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output .stl file: " + std::string(pFile));
}
// we're still here - export successfully completed. Write the file.
boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wb"));
if(outfile == NULL) {
throw DeadlyExportError("could not open output .stl file: " + std::string(pFile));
}
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
}
} // end of namespace Assimp
@@ -91,88 +91,88 @@ STLExporter :: STLExporter(const char* _filename, const aiScene* pScene, bool bi
: filename(_filename)
, endl("\n")
{
// make sure that all formatting happens using the standard, C locale and not the user's current locale
const std::locale& l = std::locale("C");
mOutput.imbue(l);
if (binary) {
char buf[80] = {0} ;
buf[0] = 'A'; buf[1] = 's'; buf[2] = 's'; buf[3] = 'i'; buf[4] = 'm'; buf[5] = 'p';
buf[6] = 'S'; buf[7] = 'c'; buf[8] = 'e'; buf[9] = 'n'; buf[10] = 'e';
mOutput.write(buf, 80);
unsigned int meshnum = 0;
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
for (unsigned int j = 0; j < pScene->mMeshes[i]->mNumFaces; ++j) {
meshnum++;
}
}
AI_SWAP4(meshnum);
mOutput.write((char *)&meshnum, 4);
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
WriteMeshBinary(pScene->mMeshes[i]);
}
} else {
const std::string& name = "AssimpScene";
// make sure that all formatting happens using the standard, C locale and not the user's current locale
const std::locale& l = std::locale("C");
mOutput.imbue(l);
if (binary) {
char buf[80] = {0} ;
buf[0] = 'A'; buf[1] = 's'; buf[2] = 's'; buf[3] = 'i'; buf[4] = 'm'; buf[5] = 'p';
buf[6] = 'S'; buf[7] = 'c'; buf[8] = 'e'; buf[9] = 'n'; buf[10] = 'e';
mOutput.write(buf, 80);
unsigned int meshnum = 0;
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
for (unsigned int j = 0; j < pScene->mMeshes[i]->mNumFaces; ++j) {
meshnum++;
}
}
AI_SWAP4(meshnum);
mOutput.write((char *)&meshnum, 4);
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
WriteMeshBinary(pScene->mMeshes[i]);
}
} else {
const std::string& name = "AssimpScene";
mOutput << "solid " << name << endl;
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
WriteMesh(pScene->mMeshes[i]);
}
mOutput << "endsolid " << name << endl;
}
mOutput << "solid " << name << endl;
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
WriteMesh(pScene->mMeshes[i]);
}
mOutput << "endsolid " << name << endl;
}
}
// ------------------------------------------------------------------------------------------------
void STLExporter :: WriteMesh(const aiMesh* m)
{
for (unsigned int i = 0; i < m->mNumFaces; ++i) {
const aiFace& f = m->mFaces[i];
for (unsigned int i = 0; i < m->mNumFaces; ++i) {
const aiFace& f = m->mFaces[i];
// we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
// but nonetheless we have to expect per-vertex normals.
aiVector3D nor;
if (m->mNormals) {
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
nor += m->mNormals[f.mIndices[a]];
}
nor.Normalize();
}
mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
mOutput << " outer loop" << endl;
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
const aiVector3D& v = m->mVertices[f.mIndices[a]];
mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
}
// we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
// but nonetheless we have to expect per-vertex normals.
aiVector3D nor;
if (m->mNormals) {
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
nor += m->mNormals[f.mIndices[a]];
}
nor.Normalize();
}
mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
mOutput << " outer loop" << endl;
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
const aiVector3D& v = m->mVertices[f.mIndices[a]];
mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
}
mOutput << " endloop" << endl;
mOutput << " endfacet" << endl << endl;
}
mOutput << " endloop" << endl;
mOutput << " endfacet" << endl << endl;
}
}
void STLExporter :: WriteMeshBinary(const aiMesh* m)
{
for (unsigned int i = 0; i < m->mNumFaces; ++i) {
const aiFace& f = m->mFaces[i];
// we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
// but nonetheless we have to expect per-vertex normals.
aiVector3D nor;
if (m->mNormals) {
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
nor += m->mNormals[f.mIndices[a]];
}
nor.Normalize();
}
float nx = nor.x, ny = nor.y, nz = nor.z;
AI_SWAP4(nx); AI_SWAP4(ny); AI_SWAP4(nz);
mOutput.write((char *)&nx, 4); mOutput.write((char *)&ny, 4); mOutput.write((char *)&nz, 4);
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
const aiVector3D& v = m->mVertices[f.mIndices[a]];
float vx = v.x, vy = v.y, vz = v.z;
AI_SWAP4(vx); AI_SWAP4(vy); AI_SWAP4(vz);
mOutput.write((char *)&vx, 4); mOutput.write((char *)&vy, 4); mOutput.write((char *)&vz, 4);
}
char dummy[2] = {0};
mOutput.write(dummy, 2);
}
for (unsigned int i = 0; i < m->mNumFaces; ++i) {
const aiFace& f = m->mFaces[i];
// we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
// but nonetheless we have to expect per-vertex normals.
aiVector3D nor;
if (m->mNormals) {
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
nor += m->mNormals[f.mIndices[a]];
}
nor.Normalize();
}
float nx = nor.x, ny = nor.y, nz = nor.z;
AI_SWAP4(nx); AI_SWAP4(ny); AI_SWAP4(nz);
mOutput.write((char *)&nx, 4); mOutput.write((char *)&ny, 4); mOutput.write((char *)&nz, 4);
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
const aiVector3D& v = m->mVertices[f.mIndices[a]];
float vx = v.x, vy = v.y, vz = v.z;
AI_SWAP4(vx); AI_SWAP4(vy); AI_SWAP4(vz);
mOutput.write((char *)&vx, 4); mOutput.write((char *)&vy, 4); mOutput.write((char *)&vz, 4);
}
char dummy[2] = {0};
mOutput.write(dummy, 2);
}
}
#endif