Refactor: Expand tabs to 4 spaces
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118
code/Version.cpp
118
code/Version.cpp
@@ -22,45 +22,45 @@ static const char* LEGAL_INFORMATION =
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// ------------------------------------------------------------------------------------------------
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// Get legal string
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ASSIMP_API const char* aiGetLegalString () {
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return LEGAL_INFORMATION;
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ASSIMP_API const char* aiGetLegalString () {
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return LEGAL_INFORMATION;
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}
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// ------------------------------------------------------------------------------------------------
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// Get Assimp minor version
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ASSIMP_API unsigned int aiGetVersionMinor () {
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ASSIMP_API unsigned int aiGetVersionMinor () {
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return MinorVersion;
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}
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// ------------------------------------------------------------------------------------------------
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// Get Assimp major version
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ASSIMP_API unsigned int aiGetVersionMajor () {
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ASSIMP_API unsigned int aiGetVersionMajor () {
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return MajorVersion;
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}
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// ------------------------------------------------------------------------------------------------
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// Get flags used for compilation
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ASSIMP_API unsigned int aiGetCompileFlags () {
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ASSIMP_API unsigned int aiGetCompileFlags () {
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unsigned int flags = 0;
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unsigned int flags = 0;
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#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
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flags |= ASSIMP_CFLAGS_NOBOOST;
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flags |= ASSIMP_CFLAGS_NOBOOST;
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#endif
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#ifdef ASSIMP_BUILD_SINGLETHREADED
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flags |= ASSIMP_CFLAGS_SINGLETHREADED;
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flags |= ASSIMP_CFLAGS_SINGLETHREADED;
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#endif
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#ifdef ASSIMP_BUILD_DEBUG
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flags |= ASSIMP_CFLAGS_DEBUG;
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flags |= ASSIMP_CFLAGS_DEBUG;
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#endif
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#ifdef ASSIMP_BUILD_DLL_EXPORT
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flags |= ASSIMP_CFLAGS_SHARED;
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flags |= ASSIMP_CFLAGS_SHARED;
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#endif
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#ifdef _STLPORT_VERSION
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flags |= ASSIMP_CFLAGS_STLPORT;
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flags |= ASSIMP_CFLAGS_STLPORT;
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#endif
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return flags;
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return flags;
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}
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// include current build revision, which is even updated from time to time -- :-)
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@@ -74,63 +74,63 @@ ASSIMP_API unsigned int aiGetVersionRevision ()
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API aiScene::aiScene()
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: mFlags(0)
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, mRootNode(NULL)
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, mNumMeshes(0)
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, mMeshes(NULL)
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, mNumMaterials(0)
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, mMaterials(NULL)
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, mNumAnimations(0)
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, mAnimations(NULL)
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, mNumTextures(0)
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, mTextures(NULL)
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, mNumLights(0)
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, mLights(NULL)
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, mNumCameras(0)
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, mCameras(NULL)
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, mPrivate(new Assimp::ScenePrivateData())
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{
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}
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: mFlags(0)
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, mRootNode(NULL)
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, mNumMeshes(0)
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, mMeshes(NULL)
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, mNumMaterials(0)
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, mMaterials(NULL)
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, mNumAnimations(0)
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, mAnimations(NULL)
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, mNumTextures(0)
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, mTextures(NULL)
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, mNumLights(0)
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, mLights(NULL)
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, mNumCameras(0)
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, mCameras(NULL)
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, mPrivate(new Assimp::ScenePrivateData())
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{
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API aiScene::~aiScene()
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{
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// delete all sub-objects recursively
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delete mRootNode;
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// delete all sub-objects recursively
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delete mRootNode;
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// To make sure we won't crash if the data is invalid it's
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// much better to check whether both mNumXXX and mXXX are
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// valid instead of relying on just one of them.
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if (mNumMeshes && mMeshes)
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for( unsigned int a = 0; a < mNumMeshes; a++)
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delete mMeshes[a];
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delete [] mMeshes;
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// To make sure we won't crash if the data is invalid it's
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// much better to check whether both mNumXXX and mXXX are
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// valid instead of relying on just one of them.
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if (mNumMeshes && mMeshes)
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for( unsigned int a = 0; a < mNumMeshes; a++)
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delete mMeshes[a];
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delete [] mMeshes;
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if (mNumMaterials && mMaterials)
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for( unsigned int a = 0; a < mNumMaterials; a++)
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delete mMaterials[a];
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delete [] mMaterials;
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if (mNumMaterials && mMaterials)
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for( unsigned int a = 0; a < mNumMaterials; a++)
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delete mMaterials[a];
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delete [] mMaterials;
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if (mNumAnimations && mAnimations)
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for( unsigned int a = 0; a < mNumAnimations; a++)
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delete mAnimations[a];
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delete [] mAnimations;
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if (mNumAnimations && mAnimations)
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for( unsigned int a = 0; a < mNumAnimations; a++)
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delete mAnimations[a];
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delete [] mAnimations;
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if (mNumTextures && mTextures)
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for( unsigned int a = 0; a < mNumTextures; a++)
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delete mTextures[a];
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delete [] mTextures;
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if (mNumTextures && mTextures)
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for( unsigned int a = 0; a < mNumTextures; a++)
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delete mTextures[a];
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delete [] mTextures;
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if (mNumLights && mLights)
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for( unsigned int a = 0; a < mNumLights; a++)
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delete mLights[a];
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delete [] mLights;
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if (mNumLights && mLights)
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for( unsigned int a = 0; a < mNumLights; a++)
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delete mLights[a];
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delete [] mLights;
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if (mNumCameras && mCameras)
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for( unsigned int a = 0; a < mNumCameras; a++)
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delete mCameras[a];
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delete [] mCameras;
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if (mNumCameras && mCameras)
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for( unsigned int a = 0; a < mNumCameras; a++)
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delete mCameras[a];
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delete [] mCameras;
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delete static_cast<Assimp::ScenePrivateData*>( mPrivate );
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delete static_cast<Assimp::ScenePrivateData*>( mPrivate );
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}
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