Refactor: Trim trailing whitespace

This commit is contained in:
Richard
2015-06-28 16:01:32 -06:00
parent 4c1a0507fe
commit a96a595a7a
313 changed files with 7022 additions and 7022 deletions
+47 -47
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.
----------------------------------------------------------------------
@@ -103,7 +103,7 @@ public:
VES_BINORMAL = 8,
/// Tangent (X axis if normal is Z)
VES_TANGENT = 9,
/// The number of VertexElementSemantic elements (note - the first value VES_POSITION is 1)
/// The number of VertexElementSemantic elements (note - the first value VES_POSITION is 1)
VES_COUNT = 9
};
@@ -132,7 +132,7 @@ public:
VET_USHORT1 = 16,
VET_USHORT2 = 17,
VET_USHORT3 = 18,
VET_USHORT4 = 19,
VET_USHORT4 = 19,
VET_INT1 = 20,
VET_INT2 = 21,
VET_INT3 = 22,
@@ -147,16 +147,16 @@ public:
/// Size of the vertex element in bytes.
size_t Size() const;
/// Count of components in this element, eg. VET_FLOAT3 return 3.
size_t ComponentCount() const;
/// Type as string.
std::string TypeToString();
/// Semantic as string.
std::string SemanticToString();
static size_t TypeSize(Type type);
static size_t ComponentCount(Type type);
static std::string TypeToString(Type type);
@@ -186,10 +186,10 @@ class IVertexData
{
public:
IVertexData();
/// Returns if bone assignments are available.
bool HasBoneAssignments() const;
/// Add vertex mapping from old to new index.
void AddVertexMapping(uint32_t oldIndex, uint32_t newIndex);
@@ -202,13 +202,13 @@ public:
/// Vertex count.
uint32_t count;
/// Bone assignments.
VertexBoneAssignmentList boneAssignments;
private:
void BoneAssignmentsForVertex(uint32_t currentIndex, uint32_t newIndex, VertexBoneAssignmentList &dest) const;
std::map<uint32_t, std::vector<uint32_t> > vertexIndexMapping;
VertexBoneAssignmentsMap boneAssignmentsMap;
};
@@ -257,7 +257,7 @@ public:
/// Index count.
uint32_t count;
/// Face count.
uint32_t faceCount;
@@ -284,13 +284,13 @@ public:
/// Name.
std::string name;
/// Target.
uint16_t target;
/// Does vertices map have normals.
bool hasNormals;
/// Vertex offset and normals.
PoseVertexMap vertices;
};
@@ -328,11 +328,11 @@ typedef std::vector<MorphKeyFrame> MorphKeyFrameList;
struct TransformKeyFrame
{
TransformKeyFrame();
aiMatrix4x4 Transform();
float timePos;
aiQuaternion rotation;
aiVector3D position;
aiVector3D scale;
@@ -355,18 +355,18 @@ struct VertexAnimationTrack
};
VertexAnimationTrack();
/// Convert to Assimp node animation.
aiNodeAnim *ConvertToAssimpAnimationNode(Skeleton *skeleton);
// Animation type.
Type type;
/// Vertex data target.
/** 0 == shared geometry
>0 == submesh index + 1 */
uint16_t target;
/// Only valid for VAT_TRANSFORM.
std::string boneName;
@@ -430,13 +430,13 @@ public:
/// Add child bone.
void AddChild(Bone *bone);
/// Calculates the world matrix for bone and its children.
void CalculateWorldMatrixAndDefaultPose(Skeleton *skeleton);
/// Convert to Assimp node (animation nodes).
aiNode *ConvertToAssimpNode(Skeleton *parent, aiNode *parentNode = 0);
/// Convert to Assimp bone (mesh bones).
aiBone *ConvertToAssimpBone(Skeleton *parent, const std::vector<aiVertexWeight> &boneWeights);
@@ -450,7 +450,7 @@ public:
aiVector3D position;
aiQuaternion rotation;
aiVector3D scale;
aiMatrix4x4 worldMatrix;
aiMatrix4x4 defaultPose;
};
@@ -473,22 +473,22 @@ public:
/// Releases all memory that this data structure owns.
void Reset();
/// Returns unparented root bones.
BoneList RootBones() const;
/// Returns number of unparented root bones.
size_t NumRootBones() const;
/// Get bone by name.
Bone *BoneByName(const std::string &name) const;
/// Get bone by id.
Bone *BoneById(uint16_t id) const;
BoneList bones;
AnimationList animations;
/// @todo Take blend mode into account, but where?
BlendMode blendMode;
};
@@ -508,7 +508,7 @@ public:
OT_LINE_STRIP = 3,
/// A list of triangles, 3 vertices per triangle
OT_TRIANGLE_LIST = 4,
/// A strip of triangles, 3 vertices for the first triangle, and 1 per triangle after that
/// A strip of triangles, 3 vertices for the first triangle, and 1 per triangle after that
OT_TRIANGLE_STRIP = 5,
/// A fan of triangles, 3 vertices for the first triangle, and 1 per triangle after that
OT_TRIANGLE_FAN = 6
@@ -532,7 +532,7 @@ public:
/// Assimp scene material index used by this submesh.
/** -1 if no material or material could not be imported. */
int materialIndex;
/// If submesh uses shared geometry from parent mesh.
bool usesSharedVertexData;
@@ -546,13 +546,13 @@ class SubMesh : public ISubMesh
public:
SubMesh();
~SubMesh();
/// Releases all memory that this data structure owns.
/** @note Vertex and index data contains shared ptrs
that are freed automatically. In practice the ref count
should be 0 after this reset. */
void Reset();
/// Covert to Assimp mesh.
aiMesh *ConvertToAssimpMesh(Mesh *parent);
@@ -585,7 +585,7 @@ public:
/// Mesh has skeletal animations.
bool hasSkeletalAnimations;
/// Skeleton reference.
std::string skeletonRef;
@@ -610,7 +610,7 @@ class VertexDataXml : public IVertexData
{
public:
VertexDataXml();
bool HasPositions() const;
bool HasNormals() const;
bool HasTangents() const;
@@ -641,10 +641,10 @@ class SubMeshXml : public ISubMesh
public:
SubMeshXml();
~SubMeshXml();
/// Releases all memory that this data structure owns.
void Reset();
aiMesh *ConvertToAssimpMesh(MeshXml *parent);
IndexDataXml *indexData;