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
@@ -25,16 +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.
---------------------------------------------------------------------------
*/
@@ -171,7 +171,7 @@ void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData)
// ------------------------------------------------------------------------------------------------
// Read a texture from a MDL4 file
void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip)
{
@@ -224,7 +224,7 @@ void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
// ------------------------------------------------------------------------------------------------
// Load color data of a texture and convert it to our output format
void MDLImporter::ParseTextureColorData(const unsigned char* szData,
void MDLImporter::ParseTextureColorData(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip,
aiTexture* pcNew)
@@ -244,19 +244,19 @@ void MDLImporter::ParseTextureColorData(const unsigned char* szData,
// copy texture data
unsigned int i;
if (do_read)
if (do_read)
{
for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
{
MDL::RGB565 val = ((MDL::RGB565*)szData)[i];
AI_SWAP2(val);
AI_SWAP2(val);
pcNew->pcData[i].a = 0xFF;
pcNew->pcData[i].r = (unsigned char)val.b << 3;
pcNew->pcData[i].g = (unsigned char)val.g << 2;
pcNew->pcData[i].b = (unsigned char)val.r << 3;
}
}
}
else i = pcNew->mWidth*pcNew->mHeight;
*piSkip = i * 2;
@@ -275,12 +275,12 @@ void MDLImporter::ParseTextureColorData(const unsigned char* szData,
// copy texture data
unsigned int i;
if (do_read)
if (do_read)
{
for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
{
MDL::ARGB4 val = ((MDL::ARGB4*)szData)[i];
AI_SWAP2(val);
AI_SWAP2(val);
pcNew->pcData[i].a = (unsigned char)val.a << 4;
pcNew->pcData[i].r = (unsigned char)val.r << 4;
@@ -317,7 +317,7 @@ void MDLImporter::ParseTextureColorData(const unsigned char* szData,
pcNew->pcData[i].g = *_szData++;
pcNew->pcData[i].r = *_szData;
}
}
}
else i = pcNew->mWidth*pcNew->mHeight;
@@ -348,7 +348,7 @@ void MDLImporter::ParseTextureColorData(const unsigned char* szData,
pcNew->pcData[i].r = *_szData++;
pcNew->pcData[i].a = *_szData;
}
}
}
else i = pcNew->mWidth*pcNew->mHeight;
// apply MIP maps
@@ -366,7 +366,7 @@ void MDLImporter::ParseTextureColorData(const unsigned char* szData,
// copy texture data
unsigned int i;
if (do_read)
if (do_read)
{
const unsigned char* szColorMap;
@@ -384,7 +384,7 @@ void MDLImporter::ParseTextureColorData(const unsigned char* szData,
}
this->FreePalette(szColorMap);
}
}
else i = pcNew->mWidth*pcNew->mHeight;
*piSkip = i;
@@ -394,7 +394,7 @@ void MDLImporter::ParseTextureColorData(const unsigned char* szData,
// ------------------------------------------------------------------------------------------------
// Get a texture from a MDL5 file
void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData,
void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData,
unsigned int iType,
unsigned int* piSkip)
{
@@ -408,11 +408,11 @@ void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData,
// first read the size of the texture
pcNew->mWidth = *((uint32_t*)szData);
AI_SWAP4(pcNew->mWidth);
AI_SWAP4(pcNew->mWidth);
szData += sizeof(uint32_t);
pcNew->mHeight = *((uint32_t*)szData);
AI_SWAP4(pcNew->mHeight);
AI_SWAP4(pcNew->mHeight);
szData += sizeof(uint32_t);
if (bNoRead) {
@@ -560,7 +560,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
{
const bool bSet = ((0 == x % 2 && 0 != y % 2) ||
(0 != x % 2 && 0 == y % 2));
aiTexel* pc = &pcNew->pcData[y * 8 + x];
pc->r = pc->b = pc->g = (bSet?0xFF:0);
pc->a = 0xFF;
@@ -589,7 +589,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
aiColor4D clrTexture;
if (pcNew)clrTexture = ReplaceTextureWithColor(pcNew);
else clrTexture.r = get_qnan();
// check whether a material definition is contained in the skin
if (iType & AI_MDL7_SKINTYPE_MATERIAL)
{
@@ -609,41 +609,41 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
// read diffuse color
clrTemp.r = pcMatIn->Diffuse.r;
AI_SWAP4(clrTemp.r);
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Diffuse.g;
AI_SWAP4(clrTemp.g);
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Diffuse.b;
AI_SWAP4(clrTemp.b);
AI_SWAP4(clrTemp.b);
COLOR_MULTIPLY_RGB();
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_DIFFUSE);
// read specular color
clrTemp.r = pcMatIn->Specular.r;
AI_SWAP4(clrTemp.r);
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Specular.g;
AI_SWAP4(clrTemp.g);
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Specular.b;
AI_SWAP4(clrTemp.b);
AI_SWAP4(clrTemp.b);
COLOR_MULTIPLY_RGB();
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_SPECULAR);
// read ambient color
clrTemp.r = pcMatIn->Ambient.r;
AI_SWAP4(clrTemp.r);
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Ambient.g;
AI_SWAP4(clrTemp.g);
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Ambient.b;
AI_SWAP4(clrTemp.b);
AI_SWAP4(clrTemp.b);
COLOR_MULTIPLY_RGB();
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_AMBIENT);
// read emissive color
clrTemp.r = pcMatIn->Emissive.r;
AI_SWAP4(clrTemp.r);
AI_SWAP4(clrTemp.r);
clrTemp.g = pcMatIn->Emissive.g;
AI_SWAP4(clrTemp.g);
AI_SWAP4(clrTemp.g);
clrTemp.b = pcMatIn->Emissive.b;
AI_SWAP4(clrTemp.b);
AI_SWAP4(clrTemp.b);
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_EMISSIVE);
#undef COLOR_MULITPLY_RGB
@@ -652,7 +652,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
// The doc say something else, but it is fact that MED exports the
// opacity like this .... oh well.
clrTemp.r = pcMatIn->Ambient.a;
AI_SWAP4(clrTemp.r);
AI_SWAP4(clrTemp.r);
if (is_not_qnan(clrTexture.r)) {
clrTemp.r *= clrTexture.a;
}
@@ -660,7 +660,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
// read phong power
int iShadingMode = (int)aiShadingMode_Gouraud;
AI_SWAP4(pcMatIn->Power);
AI_SWAP4(pcMatIn->Power);
if (0.0f != pcMatIn->Power)
{
iShadingMode = (int)aiShadingMode_Phong;
@@ -687,7 +687,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
{
VALIDATE_FILE_SIZE(szCurrent);
int32_t iMe = *((int32_t*)szCurrent);
AI_SWAP4(iMe);
AI_SWAP4(iMe);
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
VALIDATE_FILE_SIZE(szCurrent);
}
@@ -787,7 +787,7 @@ void MDLImporter::SkipSkinLump_3DGS_MDL7(
if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
{
int32_t iMe = *((int32_t*)szCurrent);
AI_SWAP4(iMe);
AI_SWAP4(iMe);
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
}
*szCurrentOut = szCurrent;
@@ -805,7 +805,7 @@ void MDLImporter::ParseSkinLump_3DGS_MDL7(
*szCurrentOut = szCurrent;
BE_NCONST MDL::Skin_MDL7* pcSkin = (BE_NCONST MDL::Skin_MDL7*)szCurrent;
AI_SWAP4(pcSkin->width);
AI_SWAP4(pcSkin->height);
AI_SWAP4(pcSkin->height);
szCurrent += 12;
// allocate an output material