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

@@ -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.
----------------------------------------------------------------------
@@ -44,7 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// ----------------------------------------------------------------------------
/** @file Implements Assimp::SceneCombiner. This is a smart utility
* class that combines multiple scenes, meshes, ... into one. Currently
* class that combines multiple scenes, meshes, ... into one. Currently
* these utilities are used by the IRR and LWS loaders and the
* OptimizeGraph step.
*/
@@ -86,7 +86,7 @@ inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
// Add node identifiers to a hashing set
void SceneCombiner::AddNodeHashes(aiNode* node, std::set<unsigned int>& hashes)
{
// Add node name to hashing set if it is non-empty - empty nodes are allowed
// Add node name to hashing set if it is non-empty - empty nodes are allowed
// and they can't have any anims assigned so its absolutely safe to duplicate them.
if (node->mName.length) {
hashes.insert( SuperFastHash(node->mName.data,node->mName.length) );
@@ -234,7 +234,7 @@ void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInf
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph ( aiScene* master,
void SceneCombiner::AttachToGraph ( aiScene* master,
std::vector<NodeAttachmentInfo>& src)
{
ai_assert(NULL != master);
@@ -242,7 +242,7 @@ void SceneCombiner::AttachToGraph ( aiScene* master,
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
std::vector<AttachmentInfo>& srcList,
unsigned int flags)
{
@@ -281,7 +281,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
if (duplicates[i] != i && duplicates[i] != UINT_MAX) {
continue;
}
duplicates[i] = i;
for ( unsigned int a = i+1; a < src.size(); ++a) {
if (src[i].scene == src[a].scene) {
@@ -297,11 +297,11 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// Construct a proper random number generator
boost::mt19937 rng( );
boost::uniform_int<> dist(1u,1 << 24u);
boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
#endif
for (unsigned int i = 1; i < src.size();++i)
{
//if (i != duplicates[i])
//if (i != duplicates[i])
//{
// // duplicate scenes share the same UID
// ::strcpy( src[i].id, src[duplicates[i]].id );
@@ -313,7 +313,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
src[i].idlen = ::sprintf(src[i].id,"$%.6X$_",i);
if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
// Compute hashes for all identifiers in this scene and store them
// in a sorted table (for convenience I'm using std::set). We hash
// just the node and animation channel names, all identifiers except
@@ -327,7 +327,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
}
}
}
unsigned int cnt;
// First find out how large the respective output arrays must be
@@ -381,7 +381,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// generate the output material list + an offset table for all material indices
if (dest->mNumMaterials)
{
{
aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
cnt = 0;
for ( unsigned int n = 0; n < src.size();++n ) {
@@ -420,7 +420,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// Need to generate new, unique material names?
else if (!::strcmp( prop->mKey.data,"$mat.name" ) && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES)
{
aiString* pcSrc = (aiString*) prop->mData;
aiString* pcSrc = (aiString*) prop->mData;
PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
}
}
@@ -475,13 +475,13 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// ----------------------------------------------------------------------------
// Allocate space for light sources, cameras and animations
aiLight** ppLights = dest->mLights = (dest->mNumLights
aiLight** ppLights = dest->mLights = (dest->mNumLights
? new aiLight*[dest->mNumLights] : NULL);
aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
? new aiCamera*[dest->mNumCameras] : NULL);
aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
? new aiAnimation*[dest->mNumAnimations] : NULL);
for ( int n = src.size()-1; n >= 0 ;--n ) /* !!! important !!! */
@@ -497,7 +497,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
OffsetNodeMeshIndices(node,offset[duplicates[n]]);
if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
// (note:) they are already 'offseted' by offset[duplicates[n]]
// (note:) they are already 'offseted' by offset[duplicates[n]]
OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
}
}
@@ -520,7 +520,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// meshes
for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i) {
aiMesh* mesh = (*cur)->mMeshes[i];
aiMesh* mesh = (*cur)->mMeshes[i];
// rename all bones
for (unsigned int a = 0; a < mesh->mNumBones;++a) {
@@ -537,7 +537,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// Copy light sources
for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
{
if (n != (int)duplicates[n]) // duplicate scene?
if (n != (int)duplicates[n]) // duplicate scene?
{
Copy(ppLights, (*cur)->mLights[i]);
}
@@ -558,7 +558,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// --------------------------------------------------------------------
// Copy cameras
for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
if (n != (int)duplicates[n]) // duplicate scene?
if (n != (int)duplicates[n]) // duplicate scene?
{
Copy(ppCameras, (*cur)->mCameras[i]);
}
@@ -578,7 +578,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
// --------------------------------------------------------------------
// Copy animations
for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
if (n != (int)duplicates[n]) // duplicate scene?
if (n != (int)duplicates[n]) // duplicate scene?
{
Copy(ppAnims, (*cur)->mAnimations[i]);
}
@@ -611,7 +611,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
dest->mRootNode = master->mRootNode;
// Check whether we succeeded at building the output graph
for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
it != nodes.end(); ++it)
{
if (!(*it).resolved) {
@@ -626,7 +626,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
}
}
if (!(*it).resolved) {
DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
+ (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
}
}
@@ -710,7 +710,7 @@ void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator
// at least if we have many bones.
std::list<BoneWithHash> asBones;
BuildUniqueBoneList(asBones, it,end);
// now create the output bones
out->mNumBones = 0;
out->mBones = new aiBone*[asBones.size()];
@@ -727,7 +727,7 @@ void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator
pc->mNumWeights += (*wmit).first->mNumWeights;
// NOTE: different offset matrices for bones with equal names
// are - at the moment - not handled correctly.
// are - at the moment - not handled correctly.
if (wmit != (*it).pSrcBones.begin() && pc->mOffsetMatrix != (*wmit).first->mOffsetMatrix) {
DefaultLogger::get()->warn("Bones with equal names but different offset matrices can't be joined at the moment");
continue;
@@ -738,7 +738,7 @@ void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator
// Allocate the vertex weight array
aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
// And copy the final weights - adjust the vertex IDs by the
// And copy the final weights - adjust the vertex IDs by the
// face index offset of the coresponding mesh.
for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
aiBone* pip = (*wmit).first;
@@ -869,7 +869,7 @@ void SceneCombiner::MergeMeshes(aiMesh** _out,unsigned int /*flags*/,
if (ofs) {
// add the offset to the vertex
for (unsigned int q = 0; q < face.mNumIndices; ++q)
face.mIndices[q] += ofs;
face.mIndices[q] += ofs;
}
face.mIndices = NULL;
}
@@ -918,7 +918,7 @@ void SceneCombiner::MergeMaterials(aiMaterial** dest,
for(unsigned int i = 0; i < (*it)->mNumProperties; ++i) {
aiMaterialProperty* sprop = (*it)->mProperties[i];
// Test if we already have a matching property
// Test if we already have a matching property
const aiMaterialProperty* prop_exist;
if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mSemantic, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
// If not, we add it to the new material
@@ -986,7 +986,7 @@ void SceneCombiner::CopyScene(aiScene** _dest,const aiScene* src,bool allocate)
if (allocate) {
*_dest = new aiScene();
}
aiScene* dest = *_dest;
aiScene* dest = *_dest;
ai_assert(dest);
// copy animations
@@ -1096,7 +1096,7 @@ void SceneCombiner::Copy (aiMaterial** _dest, const aiMaterial* src)
prop->mType = sprop->mType;
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiTexture** _dest, const aiTexture* src)
{
@@ -1125,7 +1125,7 @@ void SceneCombiner::Copy (aiTexture** _dest, const aiTexture* src)
::memcpy(dest->pcData, old, cpy);
}
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiAnimation** _dest, const aiAnimation* src)
{