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
@@ -25,22 +25,22 @@ 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.
---------------------------------------------------------------------------
*/
/** @file IRRLoader.cpp
* @brief Implementation of the Irr importer class
* @brief Implementation of the Irr importer class
*/
@@ -81,7 +81,7 @@ static const aiImporterDesc desc = {
0,
0,
0,
"irr xml"
"irr xml"
};
// ------------------------------------------------------------------------------------------------
@@ -90,12 +90,12 @@ IRRImporter::IRRImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
// Destructor, private as well
IRRImporter::~IRRImporter()
{}
// ------------------------------------------------------------------------------------------------
// 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 IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
/* NOTE: A simple check for the file extension is not enough
@@ -104,7 +104,7 @@ bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
* search for typical tokens.
*/
const std::string extension = GetExtension(pFile);
if (extension == "irr")return true;
else if (extension == "xml" || checkSig)
{
@@ -155,7 +155,7 @@ aiMesh* IRRImporter::BuildSingleQuadMesh(const SkyboxVertex& v1,
// build the face
out->mFaces = new aiFace[1];
aiFace& face = out->mFaces[0];
face.mNumIndices = 4;
face.mIndices = new unsigned int[4];
for (unsigned int i = 0; i < 4;++i)
@@ -208,7 +208,7 @@ void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMateri
const float l = 10.f; // the size used by Irrlicht
// FRONT SIDE
meshes.push_back( BuildSingleQuadMesh(
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex(-l,-l,-l, 0, 0, 1, 1.f,1.f),
SkyboxVertex( l,-l,-l, 0, 0, 1, 0.f,1.f),
SkyboxVertex( l, l,-l, 0, 0, 1, 0.f,0.f),
@@ -216,7 +216,7 @@ void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMateri
meshes.back()->mMaterialIndex = materials.size()-6u;
// LEFT SIDE
meshes.push_back( BuildSingleQuadMesh(
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex( l,-l,-l, -1, 0, 0, 1.f,1.f),
SkyboxVertex( l,-l, l, -1, 0, 0, 0.f,1.f),
SkyboxVertex( l, l, l, -1, 0, 0, 0.f,0.f),
@@ -224,7 +224,7 @@ void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMateri
meshes.back()->mMaterialIndex = materials.size()-5u;
// BACK SIDE
meshes.push_back( BuildSingleQuadMesh(
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex( l,-l, l, 0, 0, -1, 1.f,1.f),
SkyboxVertex(-l,-l, l, 0, 0, -1, 0.f,1.f),
SkyboxVertex(-l, l, l, 0, 0, -1, 0.f,0.f),
@@ -232,7 +232,7 @@ void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMateri
meshes.back()->mMaterialIndex = materials.size()-4u;
// RIGHT SIDE
meshes.push_back( BuildSingleQuadMesh(
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex(-l,-l, l, 1, 0, 0, 1.f,1.f),
SkyboxVertex(-l,-l,-l, 1, 0, 0, 0.f,1.f),
SkyboxVertex(-l, l,-l, 1, 0, 0, 0.f,0.f),
@@ -240,7 +240,7 @@ void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMateri
meshes.back()->mMaterialIndex = materials.size()-3u;
// TOP SIDE
meshes.push_back( BuildSingleQuadMesh(
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex( l, l,-l, 0, -1, 0, 1.f,1.f),
SkyboxVertex( l, l, l, 0, -1, 0, 0.f,1.f),
SkyboxVertex(-l, l, l, 0, -1, 0, 0.f,0.f),
@@ -248,7 +248,7 @@ void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMateri
meshes.back()->mMaterialIndex = materials.size()-2u;
// BOTTOM SIDE
meshes.push_back( BuildSingleQuadMesh(
meshes.push_back( BuildSingleQuadMesh(
SkyboxVertex( l,-l, l, 0, 1, 0, 0.f,0.f),
SkyboxVertex( l,-l,-l, 0, 1, 0, 1.f,0.f),
SkyboxVertex(-l,-l,-l, 0, 1, 0, 1.f,1.f),
@@ -375,8 +375,8 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
{
// -----------------------------------------------------
// find out how long a full rotation will take
// This is the least common multiple of 360.f and all
// three euler angles. Although we'll surely find a
// This is the least common multiple of 360.f and all
// three euler angles. Although we'll surely find a
// possible multiple (haha) it could be somewhat large
// for our purposes. So we need to modify the angles
// here in order to get good results.
@@ -454,8 +454,8 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
case Animator::FLY_CIRCLE:
{
// -----------------------------------------------------
// Find out how much time we'll need to perform a
// full circle.
// Find out how much time we'll need to perform a
// full circle.
// -----------------------------------------------------
const double seconds = (1. / in.speed) / 1000.;
const double tdelta = 1000. / fps;
@@ -546,8 +546,8 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
// get the 4 current points to evaluate the spline
const aiVector3D& p0 = in.splineKeys[ ClampSpline( idx - 1, size ) ].mValue;
const aiVector3D& p1 = in.splineKeys[ ClampSpline( idx + 0, size ) ].mValue;
const aiVector3D& p2 = in.splineKeys[ ClampSpline( idx + 1, size ) ].mValue;
const aiVector3D& p1 = in.splineKeys[ ClampSpline( idx + 0, size ) ].mValue;
const aiVector3D& p2 = in.splineKeys[ ClampSpline( idx + 1, size ) ].mValue;
const aiVector3D& p3 = in.splineKeys[ ClampSpline( idx + 2, size ) ].mValue;
// compute polynomials
@@ -657,7 +657,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
unsigned int oldMeshSize = (unsigned int)meshes.size();
//unsigned int meshTrafoAssign = 0;
// Now determine the type of the node
// Now determine the type of the node
switch (root->type)
{
case Node::ANIMMESH:
@@ -667,7 +667,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
break;
// Get the loaded mesh from the scene and add it to
// the list of all scenes to be attached to the
// the list of all scenes to be attached to the
// graph we're currently building
aiScene* scene = batch.GetImport(root->id);
if (!scene) {
@@ -699,11 +699,11 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
// but we do it in a separate loop if this behaviour changes
// in future.
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
// Process material flags
// Process material flags
aiMesh* mesh = scene->mMeshes[i];
// If "trans_vertex_alpha" mode is enabled, search all vertex colors
// If "trans_vertex_alpha" mode is enabled, search all vertex colors
// and check whether they have a common alpha value. This is quite
// often the case so we can simply extract it to a shared oacity
// value.
@@ -795,7 +795,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
// Now adjust this output material - if there is a first texture
// set, setup cubic UV mapping
// set, setup cubic UV mapping
SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_BOX );
}
break;
@@ -838,7 +838,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
break;
};
// Check whether we added a mesh (or more than one ...). In this case
// Check whether we added a mesh (or more than one ...). In this case
// we'll also need to attach it to the node
if (oldMeshSize != (unsigned int) meshes.size()) {
@@ -862,18 +862,18 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
// apply scaling
aiMatrix4x4& mat = rootOut->mTransformation;
mat.a1 *= root->scaling.x;
mat.b1 *= root->scaling.x;
mat.b1 *= root->scaling.x;
mat.c1 *= root->scaling.x;
mat.a2 *= root->scaling.y;
mat.b2 *= root->scaling.y;
mat.a2 *= root->scaling.y;
mat.b2 *= root->scaling.y;
mat.c2 *= root->scaling.y;
mat.a3 *= root->scaling.z;
mat.b3 *= root->scaling.z;
mat.b3 *= root->scaling.z;
mat.c3 *= root->scaling.z;
// apply translation
mat.a4 += root->position.x;
mat.b4 += root->position.y;
mat.a4 += root->position.x;
mat.b4 += root->position.y;
mat.c4 += root->position.z;
// now compute animations for the node
@@ -883,7 +883,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
// for them, then call us again
rootOut->mNumChildren = (unsigned int)root->children.size();
if (rootOut->mNumChildren) {
rootOut->mChildren = new aiNode*[rootOut->mNumChildren];
for (unsigned int i = 0; i < rootOut->mNumChildren;++i) {
@@ -896,8 +896,8 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void IRRImporter::InternReadFile( const std::string& pFile,
// Imports the given file into the given scene structure.
void IRRImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
@@ -930,7 +930,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
// Batch loader used to load external models
BatchLoader batch(pIOHandler);
// batch.SetBasePath(pFile);
cameras.reserve(5);
lights.reserve(5);
@@ -941,14 +941,14 @@ void IRRImporter::InternReadFile( const std::string& pFile,
while (reader->read()) {
switch (reader->getNodeType()) {
case EXN_ELEMENT:
if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
// ***********************************************************************
/* What we're going to do with the node depends
* on its type:
*
* "mesh" - Load a mesh from an external file
* "cube" - Generate a cube
* "cube" - Generate a cube
* "skybox" - Generate a skybox
* "light" - A light source
* "sphere" - Generate a sphere mesh
@@ -1016,7 +1016,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
/* We skip the contents of nodes we don't know.
* We parse the transformation and all animators
* We parse the transformation and all animators
* and skip the rest.
*/
nd = new Node(Node::DUMMY);
@@ -1070,7 +1070,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
++guessedAnimCnt;
}
/* Parse all elements in the attributes block
/* Parse all elements in the attributes block
* and process them.
*/
while (reader->read()) {
@@ -1172,7 +1172,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) {
curNode->framesPerSecond = prop.value;
}
else if (Node::CAMERA == curNode->type) {
else if (Node::CAMERA == curNode->type) {
/* This is the vertical, not the horizontal FOV.
* We need to compute the right FOV from the
* screen aspect which we don't know yet.
@@ -1190,7 +1190,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
cameras.back()->mClipPlaneFar = prop.value;
}
}
else if (Node::LIGHT == curNode->type) {
else if (Node::LIGHT == curNode->type) {
/* Additional light information
*/
if (prop.name == "Attenuation") {
@@ -1205,9 +1205,9 @@ void IRRImporter::InternReadFile( const std::string& pFile,
}
// radius of the sphere to be generated -
// or alternatively, size of the cube
else if ((Node::SPHERE == curNode->type && prop.name == "Radius")
else if ((Node::SPHERE == curNode->type && prop.name == "Radius")
|| (Node::CUBE == curNode->type && prop.name == "Size" )) {
curNode->sphereRadius = prop.value;
}
}
@@ -1339,7 +1339,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
break;
case EXN_ELEMENT_END:
// If we reached the end of a node, we need to continue processing its parent
if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
if (!curNode) {
@@ -1430,7 +1430,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
// ***********************************************************
// This is only the global animation channel of the scene.
// If there are animated models, they will have separate
// If there are animated models, they will have separate
// animation channels in the scene. To display IRR scenes
// correctly, users will need to combine the global anim
// channel with all the local animations they want to play
@@ -1476,7 +1476,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
/* Finished ... everything destructs automatically and all
/* Finished ... everything destructs automatically and all
* temporary scenes have already been deleted by MergeScenes()
*/
return;