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.
----------------------------------------------------------------------
@@ -85,7 +85,7 @@ void TextureTransformStep::SetupProperties(const Importer* pImp)
void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
{
/* This function tries to simplify the input UV transformation.
* That's very important as it allows us to reduce the number
* That's very important as it allows us to reduce the number
* of output UV channels. The oder in which the transformations
* are applied is - as always - scaling, rotation, translation.
*/
@@ -134,7 +134,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
sprintf(szTemp,"[w] UV U offset %f can be simplified to %f",info.mTranslation.x,out);
}
else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) {
// Mirror
// Mirror
if (rounded % 2)
rounded--;
out = info.mTranslation.x-(float)rounded;
@@ -167,7 +167,7 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
sprintf(szTemp,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
}
else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) {
// Mirror
// Mirror
if (rounded % 2)
rounded--;
out = info.mTranslation.x-(float)rounded;
@@ -212,19 +212,19 @@ inline const char* MappingModeToChar(aiTextureMapMode map)
if (aiTextureMapMode_Mirror == map)
return "-m";
return "-c";
}
// ------------------------------------------------------------------------------------------------
void TextureTransformStep::Execute( aiScene* pScene)
void TextureTransformStep::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("TransformUVCoordsProcess begin");
/* We build a per-mesh list of texture transformations we'll need
* to apply. To achieve this, we iterate through all materials,
* find all textures and get their transformations and UV indices.
* to apply. To achieve this, we iterate through all materials,
* find all textures and get their transformations and UV indices.
* Then we search for all meshes using this material.
*/
typedef std::list<STransformVecInfo> MeshTrafoList;
@@ -268,10 +268,10 @@ void TextureTransformStep::Execute( aiScene* pScene)
}
else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) {
// ValidateDS should check this
ai_assert(prop2->mDataLength >= 20);
ai_assert(prop2->mDataLength >= 20);
::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5);
// Directly remove this property from the list
// Directly remove this property from the list
mat->mNumProperties--;
for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) {
mat->mProperties[a3] = mat->mProperties[a3+1];
@@ -280,7 +280,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
delete prop2;
// Warn: could be an underflow, but this does not invoke undefined behaviour
--a2;
--a2;
}
}
@@ -327,7 +327,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
// If the requested UV index is not available, take the first one instead.
uv = 0;
}
if (mesh->mNumUVComponents[info.uvIndex] >= 3){
DefaultLogger::get()->warn("UV transformations on 3D mapping channels are not supported");
continue;
@@ -371,7 +371,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
continue;
}
// Move untransformed UV channels to the first position in the list ....
// Move untransformed UV channels to the first position in the list ....
// except if we need a new locked index which should be as small as possible
bool veto = false, need = false;
unsigned int cnt = 0;
@@ -393,7 +393,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
if (!veto && it != trafo.begin() && (*it).IsUntransformed()) {
for (it2 = trafo.begin();it2 != it; ++it2) {
if (!(*it2).IsUntransformed())
if (!(*it2).IsUntransformed())
break;
}
trafo.insert(it2,*it);
@@ -404,7 +404,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
if (!need)
continue;
// Find all that are not at their 'locked' position and move them to it.
// Find all that are not at their 'locked' position and move them to it.
// Conflicts are possible but quite unlikely.
cnt = 0;
for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
@@ -447,7 +447,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) {
if (!DefaultLogger::isNullLogger()) {
::sprintf(buffer,"%u UV channels required but just %u available",
::sprintf(buffer,"%u UV channels required but just %u available",
static_cast<unsigned int>(trafo.size()),AI_MAX_NUMBER_OF_TEXTURECOORDS);
DefaultLogger::get()->error(buffer);
@@ -501,7 +501,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
}
if (it2 == trafo.begin()){
mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
}
}
}
else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
@@ -530,7 +530,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
m4.a1 = scl.x;
m4.b2 = scl.y;
m2.a3 = m2.b3 = 0.5f;
m3.a3 = m3.b3 = -0.5f;
@@ -539,7 +539,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
m5.a3 += trl.x; m5.b3 += trl.y;
matrix = m2 * m4 * matrix * m3 * m5;
for (src = dest; src != end; ++src) { /* manual homogenious divide */
src->z = 1.f;
*src = matrix * *src;