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.
----------------------------------------------------------------------
@@ -79,7 +79,7 @@ bool DeboneProcess::IsActive( unsigned int pFlags) const
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void DeboneProcess::SetupProperties(const Importer* pImp)
{
{
// get the current value of the property
mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
@@ -95,12 +95,12 @@ void DeboneProcess::Execute( aiScene* pScene)
return;
}
std::vector<bool> splitList(pScene->mNumMeshes);
std::vector<bool> splitList(pScene->mNumMeshes);
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
splitList[a] = ConsiderMesh( pScene->mMeshes[a] );
}
int numSplits = 0;
int numSplits = 0;
if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
@@ -124,16 +124,16 @@ void DeboneProcess::Execute( aiScene* pScene)
std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
if(splitList[a]) {
if(splitList[a]) {
SplitMesh(srcMesh,newMeshes);
}
// mesh was split
if(!newMeshes.empty()) {
unsigned int out = 0, in = srcMesh->mNumBones;
if(!newMeshes.empty()) {
unsigned int out = 0, in = srcMesh->mNumBones;
// store new meshes and indices of the new meshes
for(unsigned int b=0;b<newMeshes.size();b++) {
for(unsigned int b=0;b<newMeshes.size();b++) {
const aiString *find = newMeshes[b].second?&newMeshes[b].second->mName:0;
aiNode *theNode = find?pScene->mRootNode->FindNode(*find):0;
@@ -144,7 +144,7 @@ void DeboneProcess::Execute( aiScene* pScene)
out+=newMeshes[b].first->mNumBones;
}
if(!DefaultLogger::isNullLogger()) {
char buffer[1024];
::sprintf(buffer,"Removed %u bones. Input bones: %u. Output bones: %u",in-out,in,out);
@@ -159,8 +159,8 @@ void DeboneProcess::Execute( aiScene* pScene)
mSubMeshIndices[a].push_back(std::pair<unsigned int,aiNode*>(meshes.size(),(aiNode*)0));
meshes.push_back(srcMesh);
}
}
}
// rebuild the scene's mesh array
pScene->mNumMeshes = meshes.size();
delete [] pScene->mMeshes;
@@ -207,14 +207,14 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
if(vertexBones[vid]!=cUnowned) {
if(vertexBones[vid]==i) //double entry
{
DefaultLogger::get()->warn("Encountered double entry in bone weights");
DefaultLogger::get()->warn("Encountered double entry in bone weights");
}
else //TODO: track attraction in order to break tie
{
vertexBones[vid] = cCoowned;
}
}
else vertexBones[vid] = i;
else vertexBones[vid] = i;
}
if(!isBoneNecessary[i]) {
@@ -235,8 +235,8 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
if(v!=w) {
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
}
}
}
@@ -244,10 +244,10 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
if(!isBoneNecessary[i]) {
mNumBonesCanDoWithout++;
mNumBonesCanDoWithout++;
split = true;
}
mNumBones++;
}
return split;
@@ -279,14 +279,14 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
if(vertexBones[vid]!=cUnowned) {
if(vertexBones[vid]==i) //double entry
{
//DefaultLogger::get()->warn("Encountered double entry in bone weights");
//DefaultLogger::get()->warn("Encountered double entry in bone weights");
}
else //TODO: track attraction in order to break tie
{
vertexBones[vid] = cCoowned;
}
}
else vertexBones[vid] = i;
else vertexBones[vid] = i;
}
if(!isBoneNecessary[i]) {
@@ -309,32 +309,32 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
if(v!=w) {
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
}
else nInterstitial++;
}
if(v<pMesh->mNumBones &&nInterstitial==pMesh->mFaces[i].mNumIndices) {
if(v<pMesh->mNumBones &&nInterstitial==pMesh->mFaces[i].mNumIndices) {
faceBones[i] = v; //primitive belongs to bone #v
facesPerBone[v]++;
}
else nFacesUnowned++;
else nFacesUnowned++;
}
// invalidate any "cojoined" faces
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
if(faceBones[i]<pMesh->mNumBones&&isBoneNecessary[faceBones[i]])
if(faceBones[i]<pMesh->mNumBones&&isBoneNecessary[faceBones[i]])
{
ai_assert(facesPerBone[faceBones[i]]>0);
facesPerBone[faceBones[i]]--;
nFacesUnowned++;
faceBones[i] = cUnowned;
facesPerBone[faceBones[i]]--;
nFacesUnowned++;
faceBones[i] = cUnowned;
}
}
if(nFacesUnowned) {
if(nFacesUnowned) {
std::vector<unsigned int> subFaces;
for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
@@ -349,9 +349,9 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
poNewMeshes.push_back(push_pair);
}
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
for(unsigned int i=0;i<pMesh->mNumBones;i++) {
if(!isBoneNecessary[i]&&facesPerBone[i]>0) {
if(!isBoneNecessary[i]&&facesPerBone[i]>0) {
std::vector<unsigned int> subFaces;
for(unsigned int j=0;j<pMesh->mNumFaces;j++) {
@@ -367,7 +367,7 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
ApplyTransform(subMesh,pMesh->mBones[i]->mOffsetMatrix);
std::pair<aiMesh*,const aiBone*> push_pair(subMesh,pMesh->mBones[i]);
poNewMeshes.push_back(push_pair);
poNewMeshes.push_back(push_pair);
}
}
}
@@ -377,13 +377,13 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
void DeboneProcess::UpdateNode(aiNode* pNode) const
{
// rebuild the node's mesh index list
std::vector<unsigned int> newMeshList;
// this will require two passes
unsigned int m = pNode->mNumMeshes, n = mSubMeshIndices.size();
// first pass, look for meshes which have not moved
for(unsigned int a=0;a<m;a++) {
@@ -399,7 +399,7 @@ void DeboneProcess::UpdateNode(aiNode* pNode) const
}
}
// second pass, collect deboned meshes
// second pass, collect deboned meshes
for(unsigned int a=0;a<n;a++)
{
@@ -436,7 +436,7 @@ void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
{
// Check whether we need to transform the coordinates at all
if (!mat.IsIdentity()) {
if (mesh->HasPositions()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mVertices[i] = mat * mesh->mVertices[i];