From 51657e10769faa2617d546a06c42e4c62a19bb50 Mon Sep 17 00:00:00 2001 From: Aki Date: Sun, 30 Jan 2022 17:41:24 +0100 Subject: Removed trailing whitespace all over the place --- Magic2/M3DS.h | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) (limited to 'Magic2/M3DS.h') 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 binormals; List tangents; List uv; - + // triangles List 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); -- cgit v1.1