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.
*/
@@ -87,44 +87,44 @@ void Matrix_implementation::setRotate(const Quat& q)
{
rlength2 = 2.0;
}
// Source: Gamasutra, Rotating Objects Using Quaternions
//
//http://www.gamasutra.com/features/19980703/quaternions_01.htm
double wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2;
// calculate coefficients
x2 = rlength2*QX;
y2 = rlength2*QY;
z2 = rlength2*QZ;
xx = QX * x2;
xy = QX * y2;
xz = QX * z2;
yy = QY * y2;
yz = QY * z2;
zz = QZ * z2;
wx = QW * x2;
wy = QW * y2;
wz = QW * z2;
// Note. Gamasutra gets the matrix assignments inverted, resulting
// in left-handed rotations, which is contrary to OpenGL and OSG's
// in left-handed rotations, which is contrary to OpenGL and OSG's
// methodology. The matrix assignment has been altered in the next
// few lines of code to do the right thing.
// Don Burns - Oct 13, 2001
_mat[0][0] = 1.0 - (yy + zz);
_mat[1][0] = xy - wz;
_mat[2][0] = xz + wy;
_mat[0][1] = xy + wz;
_mat[1][1] = 1.0 - (xx + zz);
_mat[2][1] = yz - wx;
_mat[0][2] = xz - wy;
_mat[1][2] = yz + wx;
_mat[2][2] = 1.0 - (xx + yy);
@@ -171,29 +171,29 @@ Quat Matrix_implementation::getRotate() const
{
/* perform instant calculation */
QW = tq[0];
QX = _mat[1][2]-_mat[2][1];
QY = _mat[2][0]-_mat[0][2];
QZ = _mat[0][1]-_mat[1][0];
QX = _mat[1][2]-_mat[2][1];
QY = _mat[2][0]-_mat[0][2];
QZ = _mat[0][1]-_mat[1][0];
}
else if (j==1)
{
QW = _mat[1][2]-_mat[2][1];
QW = _mat[1][2]-_mat[2][1];
QX = tq[1];
QY = _mat[0][1]+_mat[1][0];
QZ = _mat[2][0]+_mat[0][2];
QY = _mat[0][1]+_mat[1][0];
QZ = _mat[2][0]+_mat[0][2];
}
else if (j==2)
{
QW = _mat[2][0]-_mat[0][2];
QX = _mat[0][1]+_mat[1][0];
QW = _mat[2][0]-_mat[0][2];
QX = _mat[0][1]+_mat[1][0];
QY = tq[2];
QZ = _mat[1][2]+_mat[2][1];
QZ = _mat[1][2]+_mat[2][1];
}
else /* if (j==3) */
{
QW = _mat[0][1]-_mat[1][0];
QX = _mat[2][0]+_mat[0][2];
QY = _mat[1][2]+_mat[2][1];
QW = _mat[0][1]-_mat[1][0];
QX = _mat[2][0]+_mat[0][2];
QY = _mat[1][2]+_mat[2][1];
QZ = tq[3];
}
@@ -408,7 +408,7 @@ void Matrix_implementation::makeRotate( value_type angle, const Vec3d& axis )
setRotate(quat);
}
void Matrix_implementation::makeRotate( value_type angle, value_type x, value_type y, value_type z )
void Matrix_implementation::makeRotate( value_type angle, value_type x, value_type y, value_type z )
{
makeIdentity();
@@ -424,34 +424,34 @@ void Matrix_implementation::makeRotate( const Quat& quat )
setRotate(quat);
}
void Matrix_implementation::makeRotate( value_type angle1, const Vec3f& axis1,
void Matrix_implementation::makeRotate( value_type angle1, const Vec3f& axis1,
value_type angle2, const Vec3f& axis2,
value_type angle3, const Vec3f& axis3)
{
makeIdentity();
Quat quat;
quat.makeRotate(angle1, axis1,
quat.makeRotate(angle1, axis1,
angle2, axis2,
angle3, axis3);
setRotate(quat);
}
void Matrix_implementation::makeRotate( value_type angle1, const Vec3d& axis1,
void Matrix_implementation::makeRotate( value_type angle1, const Vec3d& axis1,
value_type angle2, const Vec3d& axis2,
value_type angle3, const Vec3d& axis3)
{
makeIdentity();
Quat quat;
quat.makeRotate(angle1, axis1,
quat.makeRotate(angle1, axis1,
angle2, axis2,
angle3, axis3);
setRotate(quat);
}
void Matrix_implementation::mult( const Matrix_implementation& lhs, const Matrix_implementation& rhs )
{
{
if (&lhs==this)
{
postMult(rhs);
@@ -530,7 +530,7 @@ void Matrix_implementation::orthoNormalize(const Matrix_implementation& rhs)
value_type x_colMag = (rhs._mat[0][0] * rhs._mat[0][0]) + (rhs._mat[1][0] * rhs._mat[1][0]) + (rhs._mat[2][0] * rhs._mat[2][0]);
value_type y_colMag = (rhs._mat[0][1] * rhs._mat[0][1]) + (rhs._mat[1][1] * rhs._mat[1][1]) + (rhs._mat[2][1] * rhs._mat[2][1]);
value_type z_colMag = (rhs._mat[0][2] * rhs._mat[0][2]) + (rhs._mat[1][2] * rhs._mat[1][2]) + (rhs._mat[2][2] * rhs._mat[2][2]);
if(!equivalent((double)x_colMag, 1.0) && !equivalent((double)x_colMag, 0.0))
{
x_colMag = sqrt(x_colMag);
@@ -657,7 +657,7 @@ bool Matrix_implementation::invert_4x3( const Matrix_implementation& mat )
if( osg::square(d-1.0) > 1.0e-6 ) // Involves perspective, so we must
{ // compute the full inverse
Matrix_implementation TPinv;
_mat[3][0] = _mat[3][1] = _mat[3][2] = 0.0;
@@ -831,15 +831,15 @@ bool Matrix_implementation::getOrtho(Matrix_implementation::value_type& left, Ma
zNear = (_mat[3][2]+1.0) / _mat[2][2];
zFar = (_mat[3][2]-1.0) / _mat[2][2];
left = -(1.0+_mat[3][0]) / _mat[0][0];
right = (1.0-_mat[3][0]) / _mat[0][0];
bottom = -(1.0+_mat[3][1]) / _mat[1][1];
top = (1.0-_mat[3][1]) / _mat[1][1];
return true;
}
}
bool Matrix_implementation::getOrtho(Matrix_implementation::other_value_type& left, Matrix_implementation::other_value_type& right,
Matrix_implementation::other_value_type& bottom, Matrix_implementation::other_value_type& top,
@@ -894,12 +894,12 @@ bool Matrix_implementation::getFrustum(Matrix_implementation::value_type& left,
top = temp_near * (1.0+_mat[2][1]) / _mat[1][1];
bottom = temp_near * (_mat[2][1]-1.0) / _mat[1][1];
zNear = temp_near;
zFar = temp_far;
return true;
}
}
bool Matrix_implementation::getFrustum(Matrix_implementation::other_value_type& left, Matrix_implementation::other_value_type& right,
Matrix_implementation::other_value_type& bottom, Matrix_implementation::other_value_type& top,