Refactor: Trim trailing whitespace
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+18
-18
@@ -7,8 +7,8 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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@@ -25,16 +25,16 @@ contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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@@ -58,7 +58,7 @@ struct aiNode;
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/**
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/**
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* This little helper class constructs a dummy mesh for a given scene
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* the resembles the node hierarchy. This is useful for file formats
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* that don't carry any mesh data but only animation data.
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@@ -68,9 +68,9 @@ class SkeletonMeshBuilder
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public:
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// -------------------------------------------------------------------
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/** The constructor processes the given scene and adds a mesh there.
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/** The constructor processes the given scene and adds a mesh there.
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*
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* Does nothing if the scene already has mesh data.
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* Does nothing if the scene already has mesh data.
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* @param pScene The scene for which a skeleton mesh should be constructed.
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* @param root The node to start with. NULL is the scene root
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* @param bKnobsOnly Set this to true if you don't want the connectors
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@@ -83,14 +83,14 @@ protected:
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// -------------------------------------------------------------------
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/** Recursively builds a simple mesh representation for the given node
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* and also creates a joint for the node that affects this part of
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* and also creates a joint for the node that affects this part of
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* the mesh.
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* @param pNode The node to build geometry for.
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*/
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void CreateGeometry( const aiNode* pNode);
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// -------------------------------------------------------------------
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/** Creates the mesh from the internally accumulated stuff and returns it.
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/** Creates the mesh from the internally accumulated stuff and returns it.
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*/
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aiMesh* CreateMesh();
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@@ -103,12 +103,12 @@ protected:
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std::vector<aiVector3D> mVertices;
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/** faces */
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struct Face
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{
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unsigned int mIndices[3];
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struct Face
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{
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unsigned int mIndices[3];
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Face();
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Face( unsigned int p0, unsigned int p1, unsigned int p2)
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{ mIndices[0] = p0; mIndices[1] = p1; mIndices[2] = p2; }
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{ mIndices[0] = p0; mIndices[1] = p1; mIndices[2] = p2; }
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};
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std::vector<Face> mFaces;
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