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