Refactor: Trim trailing whitespace
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@@ -5,8 +5,8 @@ Open Asset Import Library (ASSIMP)
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Copyright (c) 2006-2010, ASSIMP Development 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 Development 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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@@ -75,8 +75,8 @@ namespace MD4
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#define AI_MD4_MAX_FRAMES 2028
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#define AI_MD4_MAX_SURFACES 32
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#define AI_MD4_MAX_BONES 256
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#define AI_MD4_MAX_VERTS 4096
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#define AI_MD4_MAX_TRIANGLES 8192
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#define AI_MD4_MAX_VERTS 4096
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#define AI_MD4_MAX_TRIANGLES 8192
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// ---------------------------------------------------------------------------
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/** \brief Data structure for the MD4 main header
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@@ -120,8 +120,8 @@ struct Header
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*/
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// ---------------------------------------------------------------------------
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struct BoneFrame
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{
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float matrix[3][4];
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{
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float matrix[3][4];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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@@ -129,8 +129,8 @@ struct BoneFrame
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*/
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// ---------------------------------------------------------------------------
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struct BoneName
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{
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char name[32] ;
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{
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char name[32] ;
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int parent ;
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int flags ;
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} PACK_STRUCT;
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@@ -140,7 +140,7 @@ struct BoneName
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*/
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// ---------------------------------------------------------------------------
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struct Surface
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{
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{
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int32_t ident;
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char name[64];
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char shader[64];
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@@ -164,32 +164,32 @@ struct Surface
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*/
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// ---------------------------------------------------------------------------
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struct Weight
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{
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int32_t boneIndex;
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float boneWeight;
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float offset[3];
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} PACK_STRUCT;
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{
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int32_t boneIndex;
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float boneWeight;
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float offset[3];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a vertex in a MD4 file
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*/
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// ---------------------------------------------------------------------------
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struct Vertex
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{
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{
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float vertex[3];
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float normal[3];
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float texCoords[2];
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int32_t numWeights;
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Weight weights[1];
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} PACK_STRUCT;
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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/** \brief Data structure for a triangle in a MD4 file
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*/
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// ---------------------------------------------------------------------------
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struct Triangle
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{
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int32_t indexes[3];
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struct Triangle
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{
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int32_t indexes[3];
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} PACK_STRUCT;
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// ---------------------------------------------------------------------------
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@@ -197,12 +197,12 @@ struct Triangle
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*/
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// ---------------------------------------------------------------------------
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struct Frame
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{
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{
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float bounds[3][2];
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float localOrigin[3];
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float localOrigin[3];
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float radius;
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BoneFrame bones[1];
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} PACK_STRUCT;
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BoneFrame bones[1];
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} PACK_STRUCT;
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// reset packing to the original value
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