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

@@ -7,8 +7,8 @@ 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 following
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
@@ -25,16 +25,16 @@ 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.
---------------------------------------------------------------------------
*/
@@ -147,7 +147,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
if( face.mNumIndices <= 3) {
numOut++;
}
}
else {
numOut += face.mNumIndices-2;
max_out = std::max(max_out,face.mNumIndices);
@@ -184,7 +184,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
aiColor4D* clr = pMesh->mColors[0];
#endif
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
FILE* fout = fopen(POLY_OUTPUT_FILE,"a");
#endif
@@ -192,7 +192,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
const aiVector3D* verts = pMesh->mVertices;
// use boost::scoped_array to avoid slow std::vector<bool> specialiations
boost::scoped_array<bool> done(new bool[max_out]);
boost::scoped_array<bool> done(new bool[max_out]);
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
aiFace& face = pMesh->mFaces[a];
@@ -208,7 +208,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
}
#endif
aiFace* const last_face = curOut;
aiFace* const last_face = curOut;
// if it's a simple point,line or triangle: just copy it
if( face.mNumIndices <= 3)
@@ -219,13 +219,13 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
face.mIndices = NULL;
continue;
}
}
// optimized code for quadrilaterals
else if ( face.mNumIndices == 4) {
// quads can have at maximum one concave vertex. Determine
// this vertex (if it exists) and start tri-fanning from
// it.
// it.
unsigned int start_vertex = 0;
for (unsigned int i = 0; i < 4; ++i) {
const aiVector3D& v0 = verts[face.mIndices[(i+3) % 4]];
@@ -234,9 +234,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
const aiVector3D& v = verts[face.mIndices[i]];
aiVector3D left = (v0-v);
aiVector3D diag = (v1-v);
aiVector3D right = (v2-v);
aiVector3D left = (v0-v);
aiVector3D diag = (v1-v);
aiVector3D right = (v2-v);
left.Normalize();
diag.Normalize();
@@ -251,7 +251,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
}
const unsigned int temp[] = {face.mIndices[0], face.mIndices[1], face.mIndices[2], face.mIndices[3]};
aiFace& nface = *curOut++;
nface.mNumIndices = 3;
nface.mIndices = face.mIndices;
@@ -267,11 +267,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
sface.mIndices[0] = temp[start_vertex];
sface.mIndices[1] = temp[(start_vertex + 2) % 4];
sface.mIndices[2] = temp[(start_vertex + 3) % 4];
// prevent double deletion of the indices field
face.mIndices = NULL;
continue;
}
}
else
{
// A polygon with more than 3 vertices can be either concave or convex.
@@ -297,9 +297,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
}
// Select largest normal coordinate to ignore for projection
const float ax = (n.x>0 ? n.x : -n.x);
const float ay = (n.y>0 ? n.y : -n.y);
const float az = (n.z>0 ? n.z : -n.z);
const float ax = (n.x>0 ? n.x : -n.x);
const float ay = (n.y>0 ? n.y : -n.y);
const float az = (n.z>0 ? n.z : -n.z);
unsigned int ac = 0, bc = 1; /* no z coord. projection to xy */
float inv = n.z;
@@ -322,10 +322,10 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
for (tmp =0; tmp < max; ++tmp) {
temp_verts[tmp].x = verts[idx[tmp]][ac];
temp_verts[tmp].y = verts[idx[tmp]][bc];
done[tmp] = false;
done[tmp] = false;
}
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
// plot the plane onto which we mapped the polygon to a 2D ASCII pic
aiVector2D bmin,bmax;
@@ -344,7 +344,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
}
*(loc+sprintf(loc,"%i",i)) = ' ';
}
for(size_t y = 0; y < POLY_GRID_Y; ++y) {
grid[y][POLY_GRID_X+POLY_GRID_XPAD-1] = '\0';
@@ -362,7 +362,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// Find the next ear of the polygon
int num_found = 0;
for (ear = next;;prev = ear,ear = next) {
// break after we looped two times without a positive match
for (next=ear+1;done[(next>=max?next=0:next)];++next);
if (next < ear) {
@@ -370,10 +370,10 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
break;
}
}
const aiVector2D* pnt1 = &temp_verts[ear],
*pnt0 = &temp_verts[prev],
const aiVector2D* pnt1 = &temp_verts[ear],
*pnt0 = &temp_verts[prev],
*pnt2 = &temp_verts[next];
// Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1.
if (OnLeftSideOfLine2D(*pnt0,*pnt2,*pnt1)) {
continue;
@@ -382,16 +382,16 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// and no other point may be contained in this triangle
for ( tmp = 0; tmp < max; ++tmp) {
// We need to compare the actual values because it's possible that multiple indexes in
// We need to compare the actual values because it's possible that multiple indexes in
// the polygon are referring to the same position. concave_polygon.obj is a sample
//
// FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in
// PointInTriangle() I'm guessing that it's actually possible to construct
// input data that would cause us to end up with no ears. The problem is,
// which epsilon? If we chose a too large value, we'd get wrong results
const aiVector2D& vtmp = temp_verts[tmp];
const aiVector2D& vtmp = temp_verts[tmp];
if ( vtmp != *pnt1 && vtmp != *pnt2 && vtmp != *pnt0 && PointInTriangle2D(*pnt0,*pnt1,*pnt2,vtmp)) {
break;
break;
}
}
if (tmp != max) {
@@ -402,7 +402,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
break;
}
if (num_found == 2) {
// Due to the 'two ear theorem', every simple polygon with more than three points must
// have 2 'ears'. Here's definitely someting wrong ... but we don't give up yet.
//
@@ -410,7 +410,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// Instead we're continuting with the standard trifanning algorithm which we'd
// use if we had only convex polygons. That's life.
DefaultLogger::get()->error("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
fprintf(fout,"critical error here, no ear found! ");
@@ -472,7 +472,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
}
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
for(aiFace* f = last_face; f != curOut; ++f) {
unsigned int* i = f->mIndices;
fprintf(fout," (%i %i %i)",i[0],i[1],i[2]);
@@ -480,7 +480,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
fprintf(fout,"\n*********************************************************************\n");
fflush(fout);
#endif
for(aiFace* f = last_face; f != curOut; ) {
@@ -509,7 +509,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
}
delete[] face.mIndices;
face.mIndices = NULL;
face.mIndices = NULL;
}
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS