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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@@ -75,7 +75,7 @@ static const aiImporterDesc desc = {
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0,
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0,
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0,
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"3d uc"
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"3d uc"
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};
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@@ -87,12 +87,12 @@ UnrealImporter::UnrealImporter()
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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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UnrealImporter::~UnrealImporter()
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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 UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
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{
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return SimpleExtensionCheck(pFile,"3d","uc");
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@@ -109,7 +109,7 @@ const aiImporterDesc* UnrealImporter::GetInfo () const
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// Setup configuration properties for the loader
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void UnrealImporter::SetupProperties(const Importer* pImp)
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{
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// The
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// The
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// AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1);
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@@ -122,8 +122,8 @@ void UnrealImporter::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 UnrealImporter::InternReadFile( const std::string& pFile,
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// Imports the given file into the given scene structure.
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void UnrealImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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// For any of the 3 files being passed get the three correct paths
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@@ -213,7 +213,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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if (configFrameID >= numFrames)
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throw DeadlyImportError("UNREAL: The requested frame does not exist");
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uint32_t st = a_reader.GetI2();
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uint32_t st = a_reader.GetI2();
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if (st != numVert*4)
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throw DeadlyImportError("UNREAL: Unexpected aniv file length");
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@@ -227,8 +227,8 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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Unreal::DecompressVertex(*it,val);
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}
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// list of textures.
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std::vector< std::pair<unsigned int, std::string> > textures;
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// list of textures.
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std::vector< std::pair<unsigned int, std::string> > textures;
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// allocate the output scene
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aiNode* nd = pScene->mRootNode = new aiNode();
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@@ -249,7 +249,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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if (TokenMatchI(data,"#exec",5)) {
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SkipSpacesAndLineEnd(&data);
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// #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
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// #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
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if (TokenMatchI(data,"TEXTURE",7)) {
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SkipSpacesAndLineEnd(&data);
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@@ -260,12 +260,12 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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if (!::ASSIMP_strincmp(data,"NAME=",5)) {
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const char *d = data+=5;
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for (;!IsSpaceOrNewLine(*data);++data);
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me.first = std::string(d,(size_t)(data-d));
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me.first = std::string(d,(size_t)(data-d));
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}
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else if (!::ASSIMP_strincmp(data,"FILE=",5)) {
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const char *d = data+=5;
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for (;!IsSpaceOrNewLine(*data);++data);
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me.second = std::string(d,(size_t)(data-d));
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me.second = std::string(d,(size_t)(data-d));
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}
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}
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if (!me.first.length() || !me.second.length())
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@@ -278,7 +278,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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SkipSpacesAndLineEnd(&data);
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if (TokenMatchI(data,"SETTEXTURE",10)) {
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textures.push_back(std::pair<unsigned int, std::string>());
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std::pair<unsigned int, std::string>& me = textures.back();
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@@ -291,8 +291,8 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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data += 8;
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const char *d = data;
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for (;!IsSpaceOrNewLine(*data);++data);
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me.second = std::string(d,(size_t)(data-d));
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me.second = std::string(d,(size_t)(data-d));
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// try to find matching path names, doesn't care if we don't find them
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for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
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it != tempTextures.end(); ++it) {
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@@ -301,7 +301,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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break;
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}
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}
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}
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}
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}
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}
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else if (TokenMatchI(data,"SCALE",5)) {
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@@ -426,7 +426,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
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aiFace& f = mesh->mFaces[mesh->mNumFaces++];
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f.mIndices = new unsigned int[f.mNumIndices = 3];
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for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
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f.mIndices[i] = mesh->mNumVertices;
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