Refactor: Trim trailing whitespace
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+21
-21
@@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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@@ -23,16 +23,16 @@ following conditions are met:
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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@@ -71,8 +71,8 @@ public:
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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*/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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@@ -85,13 +85,13 @@ protected:
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const aiImporterDesc* GetInfo () const;
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// -------------------------------------------------------------------
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/**
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/**
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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/**
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/**
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*/
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void SetupProperties(const Importer* pImp);
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@@ -124,7 +124,7 @@ private:
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{
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}
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// common parameters
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float speed;
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aiVector3D direction;
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@@ -171,7 +171,7 @@ private:
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, spherePolyCountX (100)
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, spherePolyCountY (100)
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{
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// Generate a default name for the node
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char buffer[128];
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static int cnt;
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@@ -228,7 +228,7 @@ private:
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//! Construction from single vertex components
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SkyboxVertex(float px, float py, float pz,
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float nx, float ny, float nz,
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float nx, float ny, float nz,
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float uvx, float uvy)
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: position (px,py,pz)
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@@ -262,18 +262,18 @@ private:
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// -------------------------------------------------------------------
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/** Build a skybox
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/** Build a skybox
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*
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* @param meshes Receives 6 output meshes
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* @param materials The last 6 materials are assigned to the newly
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* created meshes. The names of the materials are adjusted.
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*/
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void BuildSkybox(std::vector<aiMesh*>& meshes,
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void BuildSkybox(std::vector<aiMesh*>& meshes,
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std::vector<aiMaterial*> materials);
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// -------------------------------------------------------------------
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/** Copy a material for a mesh to the output material list
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/** Copy a material for a mesh to the output material list
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*
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* @param materials Receives an output material
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* @param inmaterials List of input materials
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@@ -292,7 +292,7 @@ private:
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* @param root Node to be processed
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* @param anims The list of output animations
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*/
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void ComputeAnimations(Node* root, aiNode* real,
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void ComputeAnimations(Node* root, aiNode* real,
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std::vector<aiNodeAnim*>& anims);
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