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.
---------------------------------------------------------------------------
*/
@@ -68,10 +68,10 @@ static const aiImporterDesc desc = {
0,
0,
0,
"3ds prj"
"3ds prj"
};
// ------------------------------------------------------------------------------------------------
// Begins a new parsing block
// - Reads the current chunk and validates it
@@ -88,7 +88,7 @@ static const aiImporterDesc desc = {
continue; \
const int oldReadLimit = stream->GetReadLimit(); \
stream->SetReadLimit(stream->GetCurrentPos() + chunkSize); \
// ------------------------------------------------------------------------------------------------
// End a parsing block
@@ -106,12 +106,12 @@ Discreet3DSImporter::Discreet3DSImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
// Destructor, private as well
Discreet3DSImporter::~Discreet3DSImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
// Returns whether the class can handle the format of the given file.
bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
std::string extension = GetExtension(pFile);
@@ -143,8 +143,8 @@ void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void Discreet3DSImporter::InternReadFile( const std::string& pFile,
// Imports the given file into the given scene structure.
void Discreet3DSImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
@@ -174,7 +174,7 @@ void Discreet3DSImporter::InternReadFile( const std::string& pFile,
ParseMainChunk();
// Process all meshes in the file. First check whether all
// face indices haev valid values. The generate our
// face indices haev valid values. The generate our
// internal verbose representation. Finally compute normal
// vectors from the smoothing groups we read from the
// file.
@@ -225,7 +225,7 @@ void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
else mMasterScale = 1.0f / mMasterScale;
// Construct an uniform scaling matrix and multiply with it
pScene->mRootNode->mTransformation *= aiMatrix4x4(
pScene->mRootNode->mTransformation *= aiMatrix4x4(
mMasterScale,0.0f, 0.0f, 0.0f,
0.0f, mMasterScale,0.0f, 0.0f,
0.0f, 0.0f, mMasterScale,0.0f,
@@ -245,7 +245,7 @@ void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut)
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize())
throw DeadlyImportError("Chunk is too large");
if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit())
DefaultLogger::get()->error("3DS: Chunk overflow");
}
@@ -256,7 +256,7 @@ void Discreet3DSImporter::SkipChunk()
{
Discreet3DS::Chunk psChunk;
ReadChunk(&psChunk);
stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk));
return;
}
@@ -270,7 +270,7 @@ void Discreet3DSImporter::ParseMainChunk()
// get chunk type
switch (chunk.Flag)
{
case Discreet3DS::CHUNK_PRJ:
bIsPrj = true;
case Discreet3DS::CHUNK_MAIN:
@@ -356,7 +356,7 @@ void Discreet3DSImporter::ParseObjectChunk()
case Discreet3DS::CHUNK_BIT_MAP:
{
// Specifies the background image. The string should already be
// Specifies the background image. The string should already be
// properly 0 terminated but we need to be sure
unsigned int cnt = 0;
const char* sz = (const char*)stream->GetPtr();
@@ -404,7 +404,7 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
}
break;
case Discreet3DS::CHUNK_LIGHT:
case Discreet3DS::CHUNK_LIGHT:
{
// This starts a new light
aiLight* light = new aiLight();
@@ -453,7 +453,7 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
float len = camera->mLookAt.Length();
if (len < 1e-5f) {
// There are some files with lookat == position. Don't know why or whether it's ok or not.
DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector");
camera->mLookAt = aiVector3D(0.f,1.f,0.f);
@@ -461,7 +461,7 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
}
else camera->mLookAt /= len;
// And finally - the camera rotation angle, in counter clockwise direction
// And finally - the camera rotation angle, in counter clockwise direction
const float angle = AI_DEG_TO_RAD( stream->GetF4() );
aiQuaternion quat(camera->mLookAt,angle);
camera->mUp = quat.GetMatrix() * aiVector3D(0.f,1.f,0.f);
@@ -472,7 +472,7 @@ void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f);
}
// Now check for further subchunks
// Now check for further subchunks
if (!bIsPrj) /* fixme */ {
ParseCameraChunk();
}}
@@ -505,7 +505,7 @@ void Discreet3DSImporter::ParseLightChunk()
// FIX: the falloff angle is just an offset
light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() );
break;
break;
// intensity multiplier
case Discreet3DS::CHUNK_DL_MULTIPLIER:
@@ -521,7 +521,7 @@ void Discreet3DSImporter::ParseLightChunk()
break;
// light attenuation
case Discreet3DS::CHUNK_DL_ATTENUATE:
case Discreet3DS::CHUNK_DL_ATTENUATE:
light->mAttenuationLinear = stream->GetF4();
break;
};
@@ -665,7 +665,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
while (stream->GetI1())++cnt;
std::string name = std::string(sz,cnt);
// Now find out whether we have this node already (target animation channels
// Now find out whether we have this node already (target animation channels
// are stored with a separate object ID)
D3DS::Node* pcNode = FindNode(mRootNode,name);
int instanceNumber = 1;
@@ -698,7 +698,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
// add to the parent of the last touched node
mCurrentNode->mParent->push_back(pcNode);
mLastNodeIndex++;
mLastNodeIndex++;
}
else if(hierarchy >= mLastNodeIndex) {
@@ -709,7 +709,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
else {
// need to go back to the specified position in the hierarchy.
InverseNodeSearch(pcNode,mCurrentNode);
mLastNodeIndex++;
mLastNodeIndex++;
}
// Make this node the current node
mCurrentNode = pcNode;
@@ -734,7 +734,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
case Discreet3DS::CHUNK_TRACKPIVOT:
if ( Discreet3DS::CHUNK_TRACKINFO != parent)
if ( Discreet3DS::CHUNK_TRACKINFO != parent)
{
DefaultLogger::get()->warn("3DS: Skipping pivot subchunk for non usual object");
break;
@@ -814,7 +814,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
aiFloatKey v;
v.mTime = (double)fidx;
// This is just a single float
// This is just a single float
SkipTCBInfo();
v.mValue = stream->GetF4();
@@ -917,7 +917,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
// check whether we'll need to sort the keys
if (!l->empty() && v.mTime <= l->back().mTime)
sortKeys = true;
// Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files
if (!v.mValue.x) v.mValue.x = 1.f;
if (!v.mValue.y) v.mValue.y = 1.f;
@@ -950,7 +950,7 @@ void Discreet3DSImporter::ParseFaceChunk()
{
case Discreet3DS::CHUNK_SMOOLIST:
{
// This is the list of smoothing groups - a bitfield for every face.
// This is the list of smoothing groups - a bitfield for every face.
// Up to 32 smoothing groups assigned to a single face.
unsigned int num = chunkSize/4, m = 0;
if (num > mMesh.mFaces.size()) {
@@ -1071,7 +1071,7 @@ void Discreet3DSImporter::ParseMeshChunk()
stream->IncPtr(2); // skip edge visibility flag
}
// Resize the material array (0xcdcdcdcd marks the default material; so if a face is
// Resize the material array (0xcdcdcdcd marks the default material; so if a face is
// not referenced by a material, $$DEFAULT will be assigned to it)
mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
@@ -1314,10 +1314,10 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
// Get the mapping mode (for both axes)
if (iFlags & 0x2u)
pcOut->mMapMode = aiTextureMapMode_Mirror;
else if (iFlags & 0x10u)
pcOut->mMapMode = aiTextureMapMode_Decal;
// wrapping in all remaining cases
else pcOut->mMapMode = aiTextureMapMode_Wrap;
}