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

@@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
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
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
@@ -23,16 +23,16 @@ following 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.
----------------------------------------------------------------------
@@ -96,7 +96,7 @@ inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
{
for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
if (!mesh->mTextureCoords[m])return m;
DefaultLogger::get()->error("Unable to compute UV coordinates, no free UV slot found");
return UINT_MAX;
}
@@ -106,8 +106,8 @@ inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
{
// TODO: just a very rough algorithm. I think it could be done
// much easier, but I don't know how and am currently too tired to
// to think about a better solution.
// much easier, but I don't know how and am currently too tired to
// to think about a better solution.
const static float LOWER_LIMIT = 0.1f;
const static float UPPER_LIMIT = 0.9f;
@@ -125,7 +125,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
// Check whether this face lies on a UV seam. We can just guess,
// but the assumption that a face with at least one very small
// on the one side and one very large U coord on the other side
// on the one side and one very large U coord on the other side
// lies on a UV seam should work for most cases.
for (unsigned int n = 0; n < face.mNumIndices;++n)
{
@@ -153,12 +153,12 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
{
for (unsigned int n = 0; n < face.mNumIndices;++n)
{
// If the u value is over the upper limit and no other u
// If the u value is over the upper limit and no other u
// value of that face is 0, round it to 0
if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
out[face.mIndices[n]].x = 0.f;
// If the u value is below the lower limit and no other u
// If the u value is below the lower limit and no other u
// value of that face is 1, round it to 1
else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
out[face.mIndices[n]].x = 1.f;
@@ -166,7 +166,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
// The face contains both 0 and 1 as UV coords. This can occur
// for faces which have an edge that lies directly on the seam.
// Due to numerical inaccuracies one U coord becomes 0, the
// other 1. But we do still have a third UV coord to determine
// other 1. But we do still have a third UV coord to determine
// to which side we must round to.
else if (one && zero)
{
@@ -188,7 +188,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
@@ -200,7 +200,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
// x = cos(lon)*cos(lat)
// y = sin(lon)*cos(lat)
// z = sin(lat)
//
//
// Thus we can derive:
// lat = arcsin (z)
// lon = arctan (y/x)
@@ -238,8 +238,8 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
}
}
// Now find and remove UV seams. A seam occurs if a face has a tcoord
// close to zero on the one side, and a tcoord close to one on the
// other side.
@@ -253,13 +253,13 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
const float diff = max.x - min.x;
// If the main axis is 'z', the z coordinate of a point 'p' is mapped
// If the main axis is 'z', the z coordinate of a point 'p' is mapped
// directly to the texture V axis. The other axis is derived from
// the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
// 'c' is the center point of the mesh.
@@ -328,7 +328,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
@@ -386,7 +386,7 @@ void ComputeUVMappingProcess::ComputeBoxMapping( aiMesh*, aiVector3D* )
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::Execute( aiScene* pScene)
void ComputeUVMappingProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("GenUVCoordsProcess begin");
char buffer[1024];