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
+30 -30
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
@@ -25,22 +25,22 @@ 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 PretransformVertices.cpp
* @brief Implementation of the "PretransformVertices" post processing step
* @brief Implementation of the "PretransformVertices" post processing step
*/
@@ -128,7 +128,7 @@ void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNo
{
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
{
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
{
*piVertices += pcMesh->mNumVertices;
@@ -145,14 +145,14 @@ void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNo
// ------------------------------------------------------------------------------------------------
// Collect vertex/face data
void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
unsigned int iVFormat, aiMesh* pcMeshOut,
unsigned int iVFormat, aiMesh* pcMeshOut,
unsigned int aiCurrent[2], unsigned int* num_refs)
{
// No need to multiply if there's no transformation
const bool identity = pcNode->mTransformation.IsIdentity();
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
{
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
{
// Decrement mesh reference counter
@@ -200,7 +200,7 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
{
// copy normals, transform them to worldspace
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
(m * pcMesh->mNormals[n]).Normalize();
}
}
@@ -232,7 +232,7 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
++p;
}
// now we need to copy all faces. since we will delete the source mesh afterwards,
// we don't need to reallocate the array of indices except if this mesh is
// we don't need to reallocate the array of indices except if this mesh is
// referenced multiple times.
for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck)
{
@@ -241,11 +241,11 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
const unsigned int num_idx = f_src.mNumIndices;
f_dst.mNumIndices = num_idx;
f_dst.mNumIndices = num_idx;
unsigned int* pi;
if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
pi = f_dst.mIndices = f_src.mIndices;
pi = f_dst.mIndices = f_src.mIndices;
// offset all vertex indices
for (unsigned int hahn = 0; hahn < num_idx;++hahn){
@@ -254,7 +254,7 @@ void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsign
}
else {
pi = f_dst.mIndices = new unsigned int[num_idx];
// copy and offset all vertex indices
for (unsigned int hahn = 0; hahn < num_idx;++hahn){
pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
@@ -298,7 +298,7 @@ void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat,
{
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
{
aiMesh* pcMesh = pcScene->mMeshes[ i ];
aiMesh* pcMesh = pcScene->mMeshes[ i ];
if (iMat == pcMesh->mMaterialIndex) {
aiOut.push_back(GetMeshVFormat(pcMesh));
}
@@ -324,7 +324,7 @@ void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
{
// Check whether we need to transform the coordinates at all
if (!mat.IsIdentity()) {
if (mesh->HasPositions()) {
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
mesh->mVertices[i] = mat * mesh->mVertices[i];
@@ -372,12 +372,12 @@ void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in
mesh->mNumBones = UINT_MAX;
}
else {
// try to find us in the list of newly created meshes
for (unsigned int n = 0; n < out.size(); ++n) {
aiMesh* ctz = out[n];
if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) == node->mTransformation) {
// ok, use this one. Update node mesh index
node->mMeshes[i] = numIn + n;
}
@@ -512,7 +512,7 @@ void PretransformVertices::Execute( aiScene* pScene)
aiVFormats.unique();
for (std::list<unsigned int>::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) {
unsigned int iVertices = 0;
unsigned int iFaces = 0;
unsigned int iFaces = 0;
CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
if (0 != iFaces && 0 != iVertices)
{
@@ -548,8 +548,8 @@ void PretransformVertices::Execute( aiScene* pScene)
}
}
// If no meshes are referenced in the node graph it is possible that we get no output meshes.
if (apcOutMeshes.empty()) {
// If no meshes are referenced in the node graph it is possible that we get no output meshes.
if (apcOutMeshes.empty()) {
throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes");
}
else
@@ -570,14 +570,14 @@ void PretransformVertices::Execute( aiScene* pScene)
delete mesh;
// Invalidate the contents of the old mesh array. We will most
// likely have less output meshes now, so the last entries of
// the mesh array are not overridden. We set them to NULL to
// likely have less output meshes now, so the last entries of
// the mesh array are not overridden. We set them to NULL to
// make sure the developer gets notified when his application
// attempts to access these fields ...
mesh = NULL;
}
// It is impossible that we have more output meshes than
// It is impossible that we have more output meshes than
// input meshes, so we can easily reuse the old mesh array
pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
@@ -594,7 +594,7 @@ void PretransformVertices::Execute( aiScene* pScene)
pScene->mAnimations = NULL;
pScene->mNumAnimations = 0;
// --- we need to keep all cameras and lights
// --- we need to keep all cameras and lights
for (unsigned int i = 0; i < pScene->mNumCameras;++i)
{
aiCamera* cam = pScene->mCameras[i];
@@ -690,7 +690,7 @@ void PretransformVertices::Execute( aiScene* pScene)
// find the dominant axis
aiVector3D d = max-min;
const float div = std::max(d.x,std::max(d.y,d.z))*0.5f;
d = min+d*0.5f;
for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
aiMesh* m = pScene->mMeshes[a];