Ran script to remove trailing spaces and tabs

This commit is contained in:
Robert Osfield
2012-03-21 17:36:20 +00:00
parent 1e35f8975d
commit 14a563dc9f
1495 changed files with 21873 additions and 21873 deletions

View File

@@ -1,13 +1,13 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
@@ -40,7 +40,7 @@ extern OSG_EXPORT Matrix computeLocalToWorld(const NodePath& nodePath, bool igno
extern OSG_EXPORT Matrix computeWorldToLocal(const NodePath& nodePath, bool ignoreCameras = true);
/** Compute the matrix which transforms objects in local coords to eye coords,
* by accumulating the Transform local to world matrices along the specified node path
* by accumulating the Transform local to world matrices along the specified node path
* and multiplying by the supplied initial camera modelview.
*/
extern OSG_EXPORT Matrix computeLocalToEye(const Matrix& modelview, const NodePath& nodePath, bool ignoreCameras = true);
@@ -63,7 +63,7 @@ extern OSG_EXPORT Matrix computeEyeToLocal(const Matrix& modelview, const NodePa
*
* Note: If the transformation matrix scales the subgraph then the normals
* of the underlying geometry will need to be renormalized to be unit
* vectors once more. This can be done transparently through OpenGL's
* vectors once more. This can be done transparently through OpenGL's
* use of either GL_NORMALIZE and GL_RESCALE_NORMAL modes. For further
* background reading see the glNormalize documentation in the OpenGL
* Reference Guide (the blue book). To enable it in the OSG, you simply
@@ -97,7 +97,7 @@ class OSG_EXPORT Transform : public Group
ABSOLUTE_RF,
ABSOLUTE_RF_INHERIT_VIEWPOINT
};
/** Set the transform's ReferenceFrame, either to be relative to its
* parent reference frame, or relative to an absolute coordinate
* frame. RELATIVE_RF is the default.
@@ -112,12 +112,12 @@ class OSG_EXPORT Transform : public Group
* ABSOLUTE_RF_INHERIT_VIEWPOINT is the same as ABSOLUTE_RF except it
* adds the ability to use the parents view points position in world coordinates
* as its local viewpoint in the new coordinates frame. This is useful for
* Render to texture Cameras that wish to use the main views LOD range computation
* Render to texture Cameras that wish to use the main views LOD range computation
* (which uses the viewpoint rather than the eye point) rather than use the local
* eye point defined by the this Transforms' absolute view matrix.
*/
void setReferenceFrame(ReferenceFrame rf);
ReferenceFrame getReferenceFrame() const { return _referenceFrame; }
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor*) const
@@ -132,7 +132,7 @@ class OSG_EXPORT Transform : public Group
return true;
}
}
virtual bool computeWorldToLocalMatrix(Matrix& matrix,NodeVisitor*) const
{
if (_referenceFrame==RELATIVE_RF)
@@ -146,7 +146,7 @@ class OSG_EXPORT Transform : public Group
}
}
/** Overrides Group's computeBound.
/** Overrides Group's computeBound.
* There is no need to override in subclasses from osg::Transform
* since this computeBound() uses the underlying matrix (calling
* computeMatrix if required).
@@ -154,10 +154,10 @@ class OSG_EXPORT Transform : public Group
virtual BoundingSphere computeBound() const;
protected :
virtual ~Transform();
ReferenceFrame _referenceFrame;
};