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

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