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

@@ -8,8 +8,8 @@ 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
@@ -26,16 +26,16 @@ contributors may be used to endorse or promote products
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.
---------------------------------------------------------------------------
*/
@@ -79,12 +79,12 @@ BVHLoader::~BVHLoader()
{}
// ------------------------------------------------------------------------------------------------
// 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 BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
{
// check file extension
// check file extension
const std::string extension = GetExtension(pFile);
if( extension == "bvh")
return true;
@@ -109,7 +109,7 @@ const aiImporterDesc* BVHLoader::GetInfo () const
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
// Imports the given file into the given scene structure.
void BVHLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
mFileName = pFile;
@@ -207,7 +207,7 @@ aiNode* BVHLoader::ReadNode()
aiNode* child = ReadNode();
child->mParent = node;
childNodes.push_back( child);
}
}
else if( token == "End")
{
// The real symbol is "End Site". Second part comes in a separate token
@@ -218,7 +218,7 @@ aiNode* BVHLoader::ReadNode()
aiNode* child = ReadEndSite( nodeName);
child->mParent = node;
childNodes.push_back( child);
}
}
else if( token == "}")
{
// we're done with that part of the hierarchy
@@ -263,7 +263,7 @@ aiNode* BVHLoader::ReadEndSite( const std::string& pParentName)
if( token == "OFFSET")
{
ReadNodeOffset( node);
}
}
else if( token == "}")
{
// we're done with the end node
@@ -468,7 +468,7 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
for( unsigned int channel = 0; channel < 3; ++channel)
{
switch( node.mChannels[channel])
{
{
case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
@@ -494,7 +494,7 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
{
// Offset all further calculations
rotOffset = 3;
}
}
// Then create the number of rotation keys
nodeAnim->mNumRotationKeys = mAnimNumFrames;
@@ -511,7 +511,7 @@ void BVHLoader::CreateAnimation( aiScene* pScene)
const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
// Compute rotation transformations in the right order
switch (node.mChannels[rotOffset+channel])
switch (node.mChannels[rotOffset+channel])
{
case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;