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
@@ -23,23 +23,23 @@ contributors may be used to endorse or promote products
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 SkeletonMeshBuilder.cpp
* @brief Implementation of a little class to construct a dummy mesh for a skeleton
* @brief Implementation of a little class to construct a dummy mesh for a skeleton
*/
#include "../include/assimp/scene.h"
@@ -48,7 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// The constructor processes the given scene and adds a mesh there.
// The constructor processes the given scene and adds a mesh there.
SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bKnobsOnly)
{
// nothing to do if there's mesh data already present at the scene
@@ -60,7 +60,7 @@ SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bK
mKnobsOnly = bKnobsOnly;
// build some faces around each node
// build some faces around each node
CreateGeometry( root );
// create a mesh to hold all the generated faces
@@ -79,13 +79,13 @@ SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bK
}
// ------------------------------------------------------------------------------------------------
// Recursively builds a simple mesh representation for the given node
// Recursively builds a simple mesh representation for the given node
void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
{
// add a joint entry for the node.
// add a joint entry for the node.
const unsigned int vertexStartIndex = mVertices.size();
// now build the geometry.
// now build the geometry.
if( pNode->mNumChildren > 0 && !mKnobsOnly)
{
// If the node has children, we build little pointers to each of them
@@ -125,7 +125,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8));
mFaces.push_back( Face( localVertexStart + 9, localVertexStart + 10, localVertexStart + 11));
}
}
}
else
{
// if the node has no children, it's an end node. Put a little knob there instead
@@ -227,7 +227,7 @@ aiMesh* SkeletonMeshBuilder::CreateMesh()
// Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize
// the skeleton, so it's good if there's a visual difference to the rest of the geometry
aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
(mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
if (nor.Length() < 1e-5f) /* ensure that FindInvalidData won't remove us ...*/