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.
----------------------------------------------------------------------
@@ -71,9 +71,9 @@ namespace MD3 {
#define AI_MD3_MAX_FRAMES 1024
#define AI_MD3_MAX_TAGS 16
#define AI_MD3_MAX_SURFACES 32
#define AI_MD3_MAX_SHADERS 256
#define AI_MD3_MAX_VERTS 4096
#define AI_MD3_MAX_TRIANGLES 8192
#define AI_MD3_MAX_SHADERS 256
#define AI_MD3_MAX_VERTS 4096
#define AI_MD3_MAX_TRIANGLES 8192
// master scale factor for all vertices in a MD3 model
#define AI_MD3_XYZ_SCALE (1.0f/64.0f)
@@ -186,7 +186,7 @@ struct Surface
uint32_t NUM_TRIANGLES;
//! offset to the triangle data
//! offset to the triangle data
uint32_t OFS_TRIANGLES;
//! offset to the shader data
@@ -278,23 +278,23 @@ inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
*
* @note This has been taken from q3 source (mathlib.c)
*/
inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
{
// check for singularities
if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
{
if ( p_vIn[2] > 0.0f )
if ( p_vIn[2] > 0.0f )
{
((unsigned char*)&p_iOut)[0] = 0;
((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
}
else
}
else
{
((unsigned char*)&p_iOut)[0] = 128;
((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
}
}
else
}
else
{
int a, b;