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

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@@ -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.
---------------------------------------------------------------------------
*/
@@ -157,7 +157,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
if (!vertexFinder) {
// bad, need to compute it.
_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
vertexFinder = &_vertexFinder;
vertexFinder = &_vertexFinder;
// posEpsilonSqr = ComputePositionEpsilon(pMesh);
}
@@ -193,7 +193,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
// Position mismatch is impossible - the vertex finder already discarded all non-matching positions
// We just test the other attributes even if they're not present in the mesh.
// In this case they're initialized to 0 so the comparision succeeds.
// In this case they're initialized to 0 so the comparision succeeds.
// By this method the non-present attributes are effectively ignored in the comparision.
if( (uv.normal - v.normal).SquareLength() > squareEpsilon)
continue;
@@ -208,7 +208,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
// Actually this increases runtime performance slightly, at least if branch
// prediction is on our side.
if (complex){
// manually unrolled because continue wouldn't work as desired in an inner loop,
// manually unrolled because continue wouldn't work as desired in an inner loop,
// also because some compilers seem to fail the task. Colors and UV coords
// are interleaved since the higher entries are most likely to be
// zero and thus useless. By interleaving the arrays, vertices are,
@@ -248,7 +248,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
continue;
if( GetColorDifference( uv.colors[6], v.colors[6]) > squareEpsilon)
continue;
if( GetColorDifference( uv.colors[7], v.colors[7]) > squareEpsilon)
continue;
}
@@ -290,8 +290,8 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
// ----------------------------------------------------------------------------
// NOTE - we're *not* calling Vertex::SortBack() because it would check for
// presence of every single vertex component once PER VERTEX. And our CPU
// NOTE - we're *not* calling Vertex::SortBack() because it would check for
// presence of every single vertex component once PER VERTEX. And our CPU
// dislikes branches, even if they're easily predictable.
// ----------------------------------------------------------------------------
@@ -385,7 +385,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
}
else {
/* NOTE:
*
* In the algorithm above we're assuming that there are no vertices
@@ -394,7 +394,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
* for example generates such input data if two skeleton points
* share the same position. Again this doesn't make sense but is
* reality for some model formats (MD5 for example uses these special
* nodes as attachment tags for its weapons).
* nodes as attachment tags for its weapons).
*
* Then it is possible that a bone has no weights anymore .... as a quick
* workaround, we're just removing these bones. If they're animated,
@@ -406,7 +406,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
pMesh->mBones[n] = pMesh->mBones[n+1];
}
--a;
--a;
DefaultLogger::get()->warn("Removing bone -> no weights remaining");
}
}