Refactor: Trim trailing whitespace
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@@ -7,8 +7,8 @@ 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 following
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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 following
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conditions are met:
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* Redistributions of source code must retain the above
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@@ -25,16 +25,16 @@ conditions are met:
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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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*/
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@@ -54,10 +54,10 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructs a spatially sorted representation from the given position array.
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SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
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SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset)
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// define the reference plane. We choose some arbitrary vector away from all basic axises
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// define the reference plane. We choose some arbitrary vector away from all basic axises
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// in the hope that no model spreads all its vertices along this plane.
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: mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
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{
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@@ -80,7 +80,7 @@ SpatialSort::~SpatialSort()
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}
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// ------------------------------------------------------------------------------------------------
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void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
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void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset,
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bool pFinalize /*= true */)
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{
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@@ -95,7 +95,7 @@ void SpatialSort :: Finalize()
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}
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// ------------------------------------------------------------------------------------------------
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void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositions,
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void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositions,
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unsigned int pElementOffset,
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bool pFinalize /*= true */)
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{
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@@ -120,7 +120,7 @@ void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositio
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// ------------------------------------------------------------------------------------------------
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// Returns an iterator for all positions close to the given position.
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void SpatialSort::FindPositions( const aiVector3D& pPosition,
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void SpatialSort::FindPositions( const aiVector3D& pPosition,
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float pRadius, std::vector<unsigned int>& poResults) const
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{
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const float dist = pPosition * mPlaneNormal;
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@@ -157,7 +157,7 @@ void SpatialSort::FindPositions( const aiVector3D& pPosition,
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index--;
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while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
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index++;
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// Mow start iterating from there until the first position lays outside of the distance range.
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// Add all positions inside the distance range within the given radius to the result aray
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std::vector<Entry>::const_iterator it = mPositions.begin() + index;
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@@ -237,7 +237,7 @@ namespace {
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// ------------------------------------------------------------------------------------------------
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// Fills an array with indices of all positions indentical to the given position. In opposite to
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// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units.
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void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
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void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
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std::vector<unsigned int>& poResults) const
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{
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// Epsilons have a huge disadvantage: they are of constant precision, while floating-point
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@@ -322,8 +322,8 @@ unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,f
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fill[mPositions[i].mIndex] = t;
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const aiVector3D& oldpos = mPositions[i].mPosition;
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for (++i; i < fill.size() && mPositions[i].mDistance < maxDist
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&& (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i)
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for (++i; i < fill.size() && mPositions[i].mDistance < maxDist
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&& (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i)
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{
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fill[mPositions[i].mIndex] = t;
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}
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