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.
---------------------------------------------------------------------------
*/
@@ -85,7 +85,7 @@ void MakeLeftHandedProcess::Execute( aiScene* pScene)
ai_assert(pScene->mRootNode != NULL);
DefaultLogger::get()->debug("MakeLeftHandedProcess begin");
// recursively convert all the nodes
// recursively convert all the nodes
ProcessNode( pScene->mRootNode, aiMatrix4x4());
// process the meshes accordingly
@@ -133,7 +133,7 @@ void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pPare
}
// ------------------------------------------------------------------------------------------------
// Converts a single mesh to left handed coordinates.
// Converts a single mesh to left handed coordinates.
void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
{
// mirror positions, normals and stuff along the Z axis
@@ -141,7 +141,7 @@ void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
{
pMesh->mVertices[a].z *= -1.0f;
if( pMesh->HasNormals())
pMesh->mNormals[a].z *= -1.0f;
pMesh->mNormals[a].z *= -1.0f;
if( pMesh->HasTangentsAndBitangents())
{
pMesh->mTangents[a].z *= -1.0f;
@@ -170,7 +170,7 @@ void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
}
// ------------------------------------------------------------------------------------------------
// Converts a single material to left handed coordinates.
// Converts a single material to left handed coordinates.
void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
{
aiMaterial* mat = (aiMaterial*)_mat;
@@ -179,7 +179,7 @@ void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
// Mapping axis for UV mappings?
if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
aiVector3D* pff = (aiVector3D*)prop->mData;
pff->z *= -1.f;
@@ -188,27 +188,27 @@ void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
}
// ------------------------------------------------------------------------------------------------
// Converts the given animation to LH coordinates.
void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim)
{
// position keys
for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
pAnim->mPositionKeys[a].mValue.z *= -1.0f;
// Converts the given animation to LH coordinates.
void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim)
{
// position keys
for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
pAnim->mPositionKeys[a].mValue.z *= -1.0f;
// rotation keys
for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
{
/* That's the safe version, but the float errors add up. So we try the short version instead
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
aiQuaternion rotquat( rotmat);
pAnim->mRotationKeys[a].mValue = rotquat;
*/
pAnim->mRotationKeys[a].mValue.x *= -1.0f;
pAnim->mRotationKeys[a].mValue.y *= -1.0f;
}
}
// rotation keys
for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
{
/* That's the safe version, but the float errors add up. So we try the short version instead
aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
aiQuaternion rotquat( rotmat);
pAnim->mRotationKeys[a].mValue = rotquat;
*/
pAnim->mRotationKeys[a].mValue.x *= -1.0f;
pAnim->mRotationKeys[a].mValue.y *= -1.0f;
}
}
#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
@@ -245,7 +245,7 @@ void FlipUVsProcess::Execute( aiScene* pScene)
}
// ------------------------------------------------------------------------------------------------
// Converts a single material
// Converts a single material
void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
{
aiMaterial* mat = (aiMaterial*)_mat;
@@ -269,7 +269,7 @@ void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
}
// ------------------------------------------------------------------------------------------------
// Converts a single mesh
// Converts a single mesh
void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
{
// mirror texture y coordinate
@@ -316,7 +316,7 @@ void FlipWindingOrderProcess::Execute( aiScene* pScene)
}
// ------------------------------------------------------------------------------------------------
// Converts a single mesh
// Converts a single mesh
void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh)
{
// invert the order of all faces in this mesh