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authorAki <please@ignore.pl>2022-01-30 17:41:24 +0100
committerAki <please@ignore.pl>2022-01-30 17:41:24 +0100
commit51657e10769faa2617d546a06c42e4c62a19bb50 (patch)
tree688ad8b61ac02e50974684b9b7d3f886fb469e5f /Magic2/M3DS.h
parentdb987e23d5dd33a5db8764743facbb906ac22b0f (diff)
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Removed trailing whitespace all over the place
Diffstat (limited to 'Magic2/M3DS.h')
-rw-r--r--Magic2/M3DS.h24
1 files changed, 12 insertions, 12 deletions
diff --git a/Magic2/M3DS.h b/Magic2/M3DS.h
index f9b002a..f12adc5 100644
--- a/Magic2/M3DS.h
+++ b/Magic2/M3DS.h
@@ -161,7 +161,7 @@ public:
DWORD GetTriangleCount();
void SetTriangleArraySize(DWORD value);
- // returns given vertex
+ // returns given vertex
const LVector4& GetVertex(DWORD index);
// returns the given normal
const LVector3& GetNormal(DWORD index);
@@ -171,21 +171,21 @@ public:
const LVector3& GetTangent(DWORD index);
// returns the pointer to the array of binormals
const LVector3& GetBinormal(DWORD index);
- // sets the vertex at a given index to "vec" - for internal use
+ // sets the vertex at a given index to "vec" - for internal use
void SetVertex(const LVector4 &vec, DWORD index);
- // sets the normal at a given index to "vec" - for internal use
+ // sets the normal at a given index to "vec" - for internal use
void SetNormal(const LVector3 &vec, DWORD index);
- // sets the texture coordinates vector at a given index to "vec" - for internal use
+ // sets the texture coordinates vector at a given index to "vec" - for internal use
void SetUV(const LVector2 &vec, DWORD index);
- // sets the tangent at a given index to "vec" - for internal use
+ // sets the tangent at a given index to "vec" - for internal use
void SetTangent(const LVector3 &vec, DWORD index);
- // sets the binormal at a given index to "vec" - for internal use
+ // sets the binormal at a given index to "vec" - for internal use
void SetBinormal(const LVector3 &vec, DWORD index);
// returns the triangle with a given index
const LTriangle& GetTriangle(DWORD index);
// returns the triangle with a given index, see LTriangle2 structure description
LTriangle2 GetTriangle2(DWORD index);
- // returns the mesh matrix, should be identity matrix after loading
+ // returns the mesh matrix, should be identity matrix after loading
LMatrix4 GetMatrix();
// sets the mesh matrix to a given matrix - for internal use
void SetMatrix(LMatrix4 m);
@@ -208,7 +208,7 @@ protected:
List<LVector3> binormals;
List<LVector3> tangents;
List<LVector2> uv;
-
+
// triangles
List<LTriangle> triangles;
@@ -254,7 +254,7 @@ public:
LMaterial& GetMaterial(DWORD index);
// returns the pointer to the material with a given name, or NULL if the material was not found
LMaterial* FindMaterial(const Text &name);
- // returns the pointer to the mesh with a given name, or NULL if the mesh with such name
+ // returns the pointer to the mesh with a given name, or NULL if the mesh with such name
// is not present in the scene
LMesh* FindMesh(const Text &name);
// returns the pointer to the light with a given name, or NULL if not found
@@ -286,7 +286,7 @@ public:
L3DS(const char *filename);
// destructor
virtual ~L3DS();
- // load 3ds file
+ // load 3ds file
virtual bool LoadFile(const char *filename);
protected:
// used internally for reading
@@ -310,7 +310,7 @@ protected:
float ReadFloat();
//reads an unsigned byte from the buffer
byte ReadByte();
- //reads an asciiz string
+ //reads an asciiz string
int ReadASCIIZ(char *buf, int max_count);
// seek wihtin the buffer
void Seek(int offset, int origin);
@@ -332,7 +332,7 @@ protected:
float ReadPercentage(const LChunk &chunk);
// this is where 3ds file is being read
bool Read3DS();
- // read a light chunk
+ // read a light chunk
void ReadLight(const LChunk &parent);
// read a trimesh chunk
void ReadMesh(const LChunk &parent);