Refactor: Trim trailing whitespace

This commit is contained in:
Richard
2015-05-18 21:52:10 -06:00
parent 4c1a0507fe
commit a96a595a7a
313 changed files with 7022 additions and 7022 deletions

View File

@@ -7,8 +7,8 @@ Copyright (c) 2006-2015, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -25,16 +25,16 @@ conditions are met:
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -59,7 +59,7 @@ using namespace Assimp;
// Setup final material indices, generae a default material if necessary
void Discreet3DSImporter::ReplaceDefaultMaterial()
{
// Try to find an existing material that matches the
// typical default material setting:
// - no textures
@@ -81,7 +81,7 @@ void Discreet3DSImporter::ReplaceDefaultMaterial()
mScene->mMaterials[i].mDiffuse.b)continue;
if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexBump.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexBump.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
@@ -159,7 +159,7 @@ void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh)
void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh)
{
// TODO: really necessary? I don't think. Just a waste of memory and time
// to do it now in a separate buffer.
// to do it now in a separate buffer.
// Allocate output storage
std::vector<aiVector3D> vNew (sMesh.mFaces.size() * 3);
@@ -202,7 +202,7 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
// Mirroring - double the scaling values
// Mirroring - double the scaling values
// FIXME: this is not really correct ...
if (texture.mMapMode == aiTextureMapMode_Mirror)
{
@@ -211,7 +211,7 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
texture.mOffsetU /= 2.f;
texture.mOffsetV /= 2.f;
}
// Setup texture UV transformations
mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
}
@@ -249,7 +249,7 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
// Phong shininess and shininess strength
if (D3DS::Discreet3DS::Phong == oldMat.mShading ||
if (D3DS::Discreet3DS::Phong == oldMat.mShading ||
D3DS::Discreet3DS::Metal == oldMat.mShading)
{
if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
@@ -456,7 +456,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
}
if (!iArray.empty())
{
// The matrix should be identical for all meshes with the
// The matrix should be identical for all meshes with the
// same name. It HAS to be identical for all meshes .....
D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]);
@@ -537,7 +537,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() );
}
else if (pcIn->aCameraRollKeys.size())
else if (pcIn->aCameraRollKeys.size())
{
aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue),
pcOut->mTransformation);
@@ -684,7 +684,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
}
}
// Allocate storage for children
// Allocate storage for children
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
@@ -735,12 +735,12 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
// ROOT_NODE
// |
// ----------------------------------------
// | | | | |
// | | | | |
// MESH_0 MESH_1 MESH_2 ... MESH_N CAMERA_0 ....
//
DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
mScene->mCameras.size() + mScene->mLights.size();
pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ];
@@ -757,7 +757,7 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
pcNode->mNumMeshes = 1;
// Build a name for the node
pcNode->mName.length = sprintf(pcNode->mName.data,"3DSMesh_%u",i);
pcNode->mName.length = sprintf(pcNode->mName.data,"3DSMesh_%u",i);
}
// Build dummy nodes for all cameras
@@ -796,7 +796,7 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
anim->mName.Set("3DSMasterAnim");
// Allocate enough storage for all node animation channels,
// Allocate enough storage for all node animation channels,
// but don't set the mNumChannels member - we'll use it to
// index into the array
anim->mChannels = new aiNodeAnim*[numChannel];