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.
---------------------------------------------------------------------------
*/
@@ -73,7 +73,7 @@ static const aiImporterDesc desc = {
0,
0,
0,
"ase ask"
"ase ask"
};
// ------------------------------------------------------------------------------------------------
@@ -83,17 +83,17 @@ ASEImporter::ASEImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
// Destructor, private as well
ASEImporter::~ASEImporter()
{}
// ------------------------------------------------------------------------------------------------
// 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 ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
{
// check file extension
// check file extension
const std::string extension = GetExtension(pFile);
if( extension == "ase" || extension == "ask")
return true;
@@ -122,8 +122,8 @@ void ASEImporter::SetupProperties(const Importer* pImp)
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void ASEImporter::InternReadFile( const std::string& pFile,
// Imports the given file into the given scene structure.
void ASEImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
@@ -164,7 +164,7 @@ void ASEImporter::InternReadFile( const std::string& pFile,
//------------------------------------------------------------------
// Check whether we god at least one mesh. If we did - generate
// materials and copy meshes.
// materials and copy meshes.
// ------------------------------------------------------------------
if ( !mParser->m_vMeshes.empty()) {
@@ -221,10 +221,10 @@ void ASEImporter::InternReadFile( const std::string& pFile,
+ mParser->m_vCameras.size() + mParser->m_vDummies.size());
// Lights
for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
end = mParser->m_vLights.end();it != end; ++it)nodes.push_back(&(*it));
// Cameras
for (std::vector<ASE::Camera>::iterator it = mParser->m_vCameras.begin(),
for (std::vector<ASE::Camera>::iterator it = mParser->m_vCameras.begin(),
end = mParser->m_vCameras.end();it != end; ++it)nodes.push_back(&(*it));
// Meshes
for (std::vector<ASE::Mesh>::iterator it = mParser->m_vMeshes.begin(),
@@ -325,7 +325,7 @@ void ASEImporter::BuildAnimations(const std::vector<BaseNode*>& nodes)
pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
iNum = 0;
// Now iterate through all meshes and collect all data we can find
for (i = nodes.begin();i != nodes.end();++i) {
@@ -349,7 +349,7 @@ void ASEImporter::BuildAnimations(const std::vector<BaseNode*>& nodes)
}
else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions);
helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions);
helper.Process(&me->mTargetAnim.akeyPositions);*/
// Allocate the key array and fill it
@@ -383,7 +383,7 @@ void ASEImporter::BuildAnimations(const std::vector<BaseNode*>& nodes)
// --------------------------------------------------------------------
// Rotation keys are offsets to the previous keys.
// We have the quaternion representations of all
// We have the quaternion representations of all
// of them, so we just need to concatenate all
// (unit-length) quaternions to get the absolute
// rotations.
@@ -398,7 +398,7 @@ void ASEImporter::BuildAnimations(const std::vector<BaseNode*>& nodes)
cur = (a ? cur*q.mValue : q.mValue);
q.mValue = cur.Normalize();
}
nd->mRotationKeys[a] = q;
nd->mRotationKeys[a] = q;
// need this to get to Assimp quaternion conventions
nd->mRotationKeys[a].mValue.w *= -1.f;
@@ -432,7 +432,7 @@ void ASEImporter::BuildCameras()
// copy members
out->mClipPlaneFar = in.mFar;
out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
out->mHorizontalFOV = in.mFOV;
out->mName.Set(in.mName);
@@ -452,9 +452,9 @@ void ASEImporter::BuildLights()
aiLight* out = pcScene->mLights[i] = new aiLight();
ASE::Light& in = mParser->m_vLights[i];
// The direction is encoded in the transformation matrix of the node.
// In 3DS MAX the light source points into negative Z direction if
// the node transformation is the identity.
// The direction is encoded in the transformation matrix of the node.
// In 3DS MAX the light source points into negative Z direction if
// the node transformation is the identity.
out->mDirection = aiVector3D(0.f,0.f,-1.f);
out->mName.Set(in.mName);
@@ -511,7 +511,7 @@ void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node)
if (mesh == snode) {
node->mMeshes[p++] = i;
// Transform all vertices of the mesh back into their local space ->
// Transform all vertices of the mesh back into their local space ->
// at the moment they are pretransformed
aiMatrix4x4 m = mesh->mTransform;
m.Inverse();
@@ -612,10 +612,10 @@ void ASEImporter::AddNodes (const std::vector<BaseNode*>& nodes,
nd->mParent = node;
// The .Target node is always the first child node
// The .Target node is always the first child node
for (unsigned int m = 0; m < node->mNumChildren;++m)
node->mChildren[m+1] = node->mChildren[m];
node->mChildren[m+1] = node->mChildren[m];
node->mChildren[0] = nd;
node->mNumChildren++;
@@ -671,7 +671,7 @@ void ASEImporter::BuildNodes(std::vector<BaseNode*>& nodes) {
// check whether our parent is known
bool bKnowParent = false;
// search the list another time, starting *here* and try to find out whether
// there is a node that references *us* as a parent
for (std::vector<BaseNode*>::const_iterator it2 = nodes.begin();it2 != end; ++it2) {
@@ -701,7 +701,7 @@ void ASEImporter::BuildNodes(std::vector<BaseNode*>& nodes) {
for (std::vector<const BaseNode*>::/*const_*/iterator i = aiList.begin();i != aiList.end();++i) {
const ASE::BaseNode* src = *i;
// The parent is not known, so we can assume that we must add
// The parent is not known, so we can assume that we must add
// this node to the root node of the whole scene
aiNode* pcNode = new aiNode();
pcNode->mParent = pcScene->mRootNode;
@@ -727,7 +727,7 @@ void ASEImporter::BuildNodes(std::vector<BaseNode*>& nodes) {
if (!pcScene->mRootNode->mNumChildren) {
throw DeadlyImportError("ASE: No nodes loaded. The file is either empty or corrupt");
}
// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
@@ -994,7 +994,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMesh
if (!mesh.mBones.empty()) {
avOutputBones = new std::vector<std::pair<unsigned int, float> >[mesh.mBones.size()];
}
// allocate enough storage for faces
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
@@ -1102,7 +1102,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMesh
{
// Otherwise we can simply copy the data to one output mesh
// This codepath needs less memory and uses fast memcpy()s
// to do the actual copying. So I think it is worth the
// to do the actual copying. So I think it is worth the
// effort here.
aiMesh* p_pcOut = new aiMesh();
@@ -1167,7 +1167,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMesh
p_pcOut->mFaces[iFace].mNumIndices = 3;
p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
// copy indices
// copy indices
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];