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/l3ds.cpp | 60 ++++++++++++++++++++++++++++----------------------------- 1 file changed, 30 insertions(+), 30 deletions(-) (limited to 'Magic2/l3ds.cpp') diff --git a/Magic2/l3ds.cpp b/Magic2/l3ds.cpp index 3cbdcfa..3f9ed47 100644 --- a/Magic2/l3ds.cpp +++ b/Magic2/l3ds.cpp @@ -15,12 +15,12 @@ //------------------------------------------------------- // generic stuff //------------------------------------------------------- - + typedef unsigned long ulong; #define SEEK_START 1900 #define SEEK_CURSOR 1901 - + // common chunks // colors #define COLOR_F 0x0010 @@ -40,7 +40,7 @@ typedef unsigned long ulong; // keyframer chunk ids #define KFDATA 0xB000 // the keyframer section #define KFHDR 0xB00A -#define OBJECT_NODE_TAG 0xB002 +#define OBJECT_NODE_TAG 0xB002 #define NODE_HDR 0xB010 #define PIVOT 0xB013 #define POS_TRACK_TAG 0xB020 @@ -446,7 +446,7 @@ void LMesh::SetTriangleArraySize(uint value) const LVector4& LMesh::GetVertex(uint index) { - return m_vertices[index]; + return m_vertices[index]; } const LVector3& LMesh::GetNormal(uint index) @@ -494,7 +494,7 @@ void LMesh::SetTangent(const LVector3 &vec, uint index) { if (index >= m_vertices.size()) return; - m_tangents[index] = vec; + m_tangents[index] = vec; } void LMesh::SetBinormal(const LVector3 &vec, uint index) @@ -520,11 +520,11 @@ LTriangle2 LMesh::GetTriangle2(uint index) f.vertexNormals[0] = GetNormal(t.a); f.vertexNormals[1] = GetNormal(t.b); f.vertexNormals[2] = GetNormal(t.c); - + f.textureCoords[0] = GetUV(t.a); f.textureCoords[1] = GetUV(t.b); f.textureCoords[2] = GetUV(t.c); - + LVector3 a, b; a = SubtractVectors(_4to3(f.vertices[1]), _4to3(f.vertices[0])); @@ -535,7 +535,7 @@ LTriangle2 LMesh::GetTriangle2(uint index) f.faceNormal = NormalizeVector(f.faceNormal); f.materialId = m_tris[index].materialId; - + return f; } @@ -581,10 +581,10 @@ void LMesh::CalcNormals(bool useSmoothingGroups) k = m_tris[i].c; array[k].push_back(i); - } + } LVector3 temp; - + if (!useSmoothingGroups) { // now calculate the normals without using smoothing groups @@ -608,7 +608,7 @@ void LMesh::CalcNormals(bool useSmoothingGroups) // I'm assuming a triangle can only belong to one smoothing group at a time! std::vector smGroups; std::vector< std::vector > smList; - + uint loop_size = m_vertices.size(); for (i=0; i