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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@@ -64,7 +64,7 @@ static const aiImporterDesc desc = {
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0,
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0,
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0,
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"ter"
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"ter"
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};
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// ------------------------------------------------------------------------------------------------
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@@ -74,17 +74,17 @@ TerragenImporter::TerragenImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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// Destructor, private as well
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TerragenImporter::~TerragenImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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// Returns whether the class can handle the format of the given file.
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bool TerragenImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// check file extension
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// check file extension
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std::string extension = GetExtension(pFile);
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if( extension == "ter")
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return true;
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@@ -116,8 +116,8 @@ void TerragenImporter::SetupProperties(const Importer* pImp)
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void TerragenImporter::InternReadFile( const std::string& pFile,
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// Imports the given file into the given scene structure.
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void TerragenImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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IOStream* file = pIOHandler->Open( pFile, "rb");
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@@ -151,7 +151,7 @@ void TerragenImporter::InternReadFile( const std::string& pFile,
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// Now read all chunks until we're finished or an EOF marker is encountered
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reader.IncPtr(16);
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while (reader.GetRemainingSize() >= 4)
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while (reader.GetRemainingSize() >= 4)
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{
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const char* head = (const char*)reader.GetPtr();
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reader.IncPtr(4);
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@@ -170,7 +170,7 @@ void TerragenImporter::InternReadFile( const std::string& pFile,
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{
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y = (uint16_t)reader.GetI2();
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}
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// Squared terrains width-1.
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// Squared terrains width-1.
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else if (!::strncmp(head,AI_TERR_CHUNK_SIZE,4))
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{
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x = y = (uint16_t)reader.GetI2()+1;
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@@ -216,7 +216,7 @@ void TerragenImporter::InternReadFile( const std::string& pFile,
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// We return quads
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aiFace* f = m->mFaces = new aiFace[m->mNumFaces = (x-1)*(y-1)];
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aiVector3D* pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces*4];
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aiVector3D *uv( NULL );
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float step_y( 0.0f ), step_x( 0.0f );
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if (configComputeUVs) {
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