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
@@ -25,24 +25,24 @@ 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 MD3Loader.cpp
* @brief Implementation of the MD3 importer class
*
* Sources:
* @brief Implementation of the MD3 importer class
*
* Sources:
* http://www.gamers.org/dEngine/quake3/UQ3S
* http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
* http://www.heppler.com/shader/shader/
@@ -78,7 +78,7 @@ static const aiImporterDesc desc = {
0,
0,
0,
"md3"
"md3"
};
// ------------------------------------------------------------------------------------------------
@@ -129,7 +129,7 @@ bool Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* i
// read line per line
for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
if (*buff == '{') {
++buff;
@@ -151,9 +151,9 @@ bool Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* i
// 'map' - Specifies texture file name
if (TokenMatchI(buff,"map",3) || TokenMatchI(buff,"clampmap",8)) {
curMap->name = GetNextToken(buff);
}
}
// 'blendfunc' - Alpha blending mode
else if (TokenMatchI(buff,"blendfunc",9)) {
else if (TokenMatchI(buff,"blendfunc",9)) {
const std::string blend_src = GetNextToken(buff);
if (blend_src == "add") {
curMap->blend_src = Q3Shader::BLEND_GL_ONE;
@@ -173,7 +173,7 @@ bool Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* i
}
}
// 'alphafunc' - Alpha testing mode
else if (TokenMatchI(buff,"alphafunc",9)) {
else if (TokenMatchI(buff,"alphafunc",9)) {
const std::string at = GetNextToken(buff);
if (at == "GT0") {
curMap->alpha_test = Q3Shader::AT_GT0;
@@ -196,7 +196,7 @@ bool Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* i
}
else if (*buff == '}') {
++buff;
curData = NULL;
curData = NULL;
break;
}
@@ -254,7 +254,7 @@ bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
// get first identifier
std::string ss = GetNextToken(buff);
// ignore tokens starting with tag_
if (!::strncmp(&ss[0],"tag_",std::min((size_t)4, ss.length())))
continue;
@@ -277,9 +277,9 @@ void Q3Shader::ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& s
/* IMPORTANT: This is not a real conversion. Actually we're just guessing and
* hacking around to build an aiMaterial that looks nearly equal to the
* original Quake 3 shader. We're missing some important features like
* animatable material properties in our material system, but at least
* animatable material properties in our material system, but at least
* multiple textures should be handled correctly.
*/
*/
// Two-sided material?
if (shader.cull == Q3Shader::CULL_NONE) {
@@ -291,7 +291,7 @@ void Q3Shader::ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& s
// Iterate through all textures
for (std::list< Q3Shader::ShaderMapBlock >::const_iterator it = shader.maps.begin(); it != shader.maps.end();++it) {
// CONVERSION BEHAVIOUR:
//
//
@@ -315,7 +315,7 @@ void Q3Shader::ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& s
if (it == shader.maps.begin()) {
const int additive = aiBlendMode_Additive;
out->AddProperty(&additive,1,AI_MATKEY_BLEND_FUNC);
index = cur_diffuse++;
type = aiTextureType_DIFFUSE;
}
@@ -331,7 +331,7 @@ void Q3Shader::ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& s
else {
const int blend = aiBlendMode_Default;
out->AddProperty(&blend,1,AI_MATKEY_BLEND_FUNC);
index = cur_diffuse++;
type = aiTextureType_DIFFUSE;
}
@@ -359,21 +359,21 @@ MD3Importer::MD3Importer()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
// Destructor, private as well
MD3Importer::~MD3Importer()
{}
// ------------------------------------------------------------------------------------------------
// 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 MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string extension = GetExtension(pFile);
if (extension == "md3")
return true;
// if check for extension is not enough, check for the magic tokens
// if check for extension is not enough, check for the magic tokens
if (!extension.length() || checkSig) {
uint32_t tokens[1];
uint32_t tokens[1];
tokens[0] = AI_MD3_MAGIC_NUMBER_LE;
return CheckMagicToken(pIOHandler,pFile,tokens,1);
}
@@ -396,7 +396,7 @@ void MD3Importer::ValidateHeaderOffsets()
if (!pcHeader->NUM_SURFACES)
throw DeadlyImportError( "Invalid md3 file: NUM_SURFACES is 0");
if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize ||
if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize ||
pcHeader->OFS_EOF > fileSize) {
throw DeadlyImportError("Invalid MD3 header: some offsets are outside the file");
}
@@ -449,7 +449,7 @@ const aiImporterDesc* MD3Importer::GetInfo () const
// Setup configuration properties
void MD3Importer::SetupProperties(const Importer* pImp)
{
// The
// The
// AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME,-1);
@@ -507,7 +507,7 @@ void MD3Importer::ReadShader(Q3Shader::ShaderData& fill) const
// Otherwise it's a directory.
const std::string::size_type st = configShaderFile.find_last_of('.');
if (st == std::string::npos) {
if(!Q3Shader::LoadShader(fill,configShaderFile + model_file + ".shader",mIOHandler)) {
Q3Shader::LoadShader(fill,configShaderFile + filename + ".shader",mIOHandler);
}
@@ -525,7 +525,7 @@ void RemoveSingleNodeFromList(aiNode* nd)
if (!nd || nd->mNumChildren || !nd->mParent)return;
aiNode* par = nd->mParent;
for (unsigned int i = 0; i < par->mNumChildren;++i) {
if (par->mChildren[i] == nd) {
if (par->mChildren[i] == nd) {
--par->mNumChildren;
for (;i < par->mNumChildren;++i) {
par->mChildren[i] = par->mChildren[i+1];
@@ -706,8 +706,8 @@ void MD3Importer::ConvertPath(const char* texture_name, const char* header_name,
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD3Importer::InternReadFile( const std::string& pFile,
// Imports the given file into the given scene structure.
void MD3Importer::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
mFile = pFile;
@@ -863,7 +863,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
const char* texture_name = NULL;
// Check whether we have a texture record for this surface in the .skin file
std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME );
if (it != skins.textures.end()) {
@@ -1005,7 +1005,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
}
pcTriangles++;
}
// Go to the next surface
pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
}