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.
*/
#include <osg/ShapeDrawable>
@@ -29,7 +29,7 @@ const unsigned int MIN_NUM_SEGMENTS = 5;
class DrawShapeVisitor : public ConstShapeVisitor
{
public:
DrawShapeVisitor(State& state,const TessellationHints* hints):
_state(state),
_hints(hints)
@@ -39,9 +39,9 @@ class DrawShapeVisitor : public ConstShapeVisitor
{
OSG_NOTICE<<"Warning: TessellationHints ignored in present osg::ShapeDrawable implementation."<<std::endl;
}
#endif
#endif
}
virtual void apply(const Sphere&);
virtual void apply(const Box&);
virtual void apply(const Cone&);
@@ -57,13 +57,13 @@ class DrawShapeVisitor : public ConstShapeVisitor
State& _state;
const TessellationHints* _hints;
protected:
DrawShapeVisitor& operator = (const DrawShapeVisitor&) { return *this; }
enum SphereHalf { SphereTopHalf, SphereBottomHalf };
// helpers for apply( Cylinder | Sphere | Capsule )
void drawCylinderBody(unsigned int numSegments, float radius, float height);
void drawHalfSphere(unsigned int numSegments, unsigned int numRows, float radius, SphereHalf which, float zOffset = 0.0f);
@@ -74,22 +74,22 @@ void DrawShapeVisitor::drawCylinderBody(unsigned int numSegments, float radius,
{
const float angleDelta = 2.0f*osg::PI/(float)numSegments;
const float texCoordDelta = 1.0f/(float)numSegments;
const float r = radius;
const float h = height;
float basez = -h*0.5f;
float topz = h*0.5f;
float angle = 0.0f;
float texCoord = 0.0f;
bool drawFrontFace = _hints ? _hints->getCreateFrontFace() : true;
bool drawBackFace = _hints ? _hints->getCreateBackFace() : false;
// The only difference between the font & back face loops is that the
// normals are inverted and the order of the vertex pairs is reversed.
// The code is mostly duplicated in order to hoist the back/front face
// The code is mostly duplicated in order to hoist the back/front face
// test out of the loop for efficiency
GLBeginEndAdapter& gl = _state.getGLBeginEndAdapter();
@@ -104,26 +104,26 @@ void DrawShapeVisitor::drawCylinderBody(unsigned int numSegments, float radius,
{
float c = cosf(angle);
float s = sinf(angle);
gl.Normal3f(c,s,0.0f);
gl.TexCoord2f(texCoord,1.0f);
gl.Vertex3f(c*r,s*r,topz);
gl.TexCoord2f(texCoord,0.0f);
gl.Vertex3f(c*r,s*r,basez);
}
// do last point by hand to ensure no round off errors.
gl.Normal3f(1.0f,0.0f,0.0f);
gl.TexCoord2f(1.0f,1.0f);
gl.Vertex3f(r,0.0f,topz);
gl.TexCoord2f(1.0f,0.0f);
gl.Vertex3f(r,0.0f,basez);
}
if (drawBackFace) {
for(unsigned int bodyi=0;
bodyi<numSegments;
@@ -131,22 +131,22 @@ void DrawShapeVisitor::drawCylinderBody(unsigned int numSegments, float radius,
{
float c = cosf(angle);
float s = sinf(angle);
gl.Normal3f(-c,-s,0.0f);
gl.TexCoord2f(texCoord,0.0f);
gl.Vertex3f(c*r,s*r,basez);
gl.TexCoord2f(texCoord,1.0f);
gl.Vertex3f(c*r,s*r,topz);
}
// do last point by hand to ensure no round off errors.
gl.Normal3f(-1.0f,0.0f,0.0f);
gl.TexCoord2f(1.0f,0.0f);
gl.Vertex3f(r,0.0f,basez);
gl.TexCoord2f(1.0f,1.0f);
gl.Vertex3f(r,0.0f,topz);
}
@@ -197,71 +197,71 @@ void DrawShapeVisitor::drawHalfSphere(unsigned int numSegments, unsigned int num
// The only difference between the font & back face loops is that the
// normals are inverted and the order of the vertex pairs is reversed.
// The code is mostly duplicated in order to hoist the back/front face
// The code is mostly duplicated in order to hoist the back/front face
// test out of the loop for efficiency
if (drawFrontFace) {
for(unsigned int topi=0; topi<numSegments;
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
{
float c = cosf(angle);
float s = sinf(angle);
gl.Normal3f(c*nRatioTop,s*nRatioTop,nzTop);
gl.TexCoord2f(texCoord,vTop);
gl.Vertex3f(c*rTop,s*rTop,zTop+zOffset);
gl.Normal3f(c*nRatioBase,s*nRatioBase,nzBase);
gl.TexCoord2f(texCoord,vBase);
gl.Vertex3f(c*rBase,s*rBase,zBase+zOffset);
}
// do last point by hand to ensure no round off errors.
gl.Normal3f(nRatioTop,0.0f,nzTop);
gl.TexCoord2f(1.0f,vTop);
gl.Vertex3f(rTop,0.0f,zTop+zOffset);
gl.Normal3f(nRatioBase,0.0f,nzBase);
gl.TexCoord2f(1.0f,vBase);
gl.Vertex3f(rBase,0.0f,zBase+zOffset);
}
if (drawBackFace) {
for(unsigned int topi=0; topi<numSegments;
++topi,angle+=angleDelta,texCoord+=texCoordHorzDelta)
{
float c = cosf(angle);
float s = sinf(angle);
gl.Normal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);
gl.TexCoord2f(texCoord,vBase);
gl.Vertex3f(c*rBase,s*rBase,zBase+zOffset);
gl.Normal3f(-c*nRatioTop,-s*nRatioTop,-nzTop);
gl.TexCoord2f(texCoord,vTop);
gl.Vertex3f(c*rTop,s*rTop,zTop+zOffset);
}
// do last point by hand to ensure no round off errors.
gl.Normal3f(-nRatioBase,0.0f,-nzBase);
gl.TexCoord2f(1.0f,vBase);
gl.Vertex3f(rBase,0.0f,zBase+zOffset);
gl.Normal3f(-nRatioTop,0.0f,-nzTop);
gl.TexCoord2f(1.0f,vTop);
gl.Vertex3f(rTop,0.0f,zTop+zOffset);
}
gl.End();
@@ -724,7 +724,7 @@ void DrawShapeVisitor::apply(const Cylinder& cylinder)
// cylinder body
if (createBody)
if (createBody)
drawCylinderBody(numSegments, cylinder.getRadius(), cylinder.getHeight());
float angleDelta = 2.0f*osg::PI/(float)numSegments;
@@ -830,15 +830,15 @@ void DrawShapeVisitor::apply(const Capsule& capsule)
// capsule cylindrical body
if (createBody)
if (createBody)
drawCylinderBody(numSegments, capsule.getRadius(), capsule.getHeight());
// capsule top cap
if (createTop)
if (createTop)
drawHalfSphere(numSegments, numRows, capsule.getRadius(), SphereTopHalf, capsule.getHeight()/2.0f);
// capsule bottom cap
if (createBottom)
if (createBottom)
drawHalfSphere(numSegments, numRows, capsule.getRadius(), SphereBottomHalf, -capsule.getHeight()/2.0f);
gl.PopMatrix();
@@ -855,7 +855,7 @@ void DrawShapeVisitor::apply(const TriangleMesh& mesh)
const Vec3Array* vertices = mesh.getVertices();
const IndexArray* indices = mesh.getIndices();
if (vertices && indices)
{
gl.Begin(GL_TRIANGLES);
@@ -1060,7 +1060,7 @@ void DrawShapeVisitor::apply(const CompositeShape& group)
class ComputeBoundShapeVisitor : public ConstShapeVisitor
{
public:
ComputeBoundShapeVisitor(BoundingBox& bb):_bb(bb) {}
virtual void apply(const Sphere&);
@@ -1236,7 +1236,7 @@ void ComputeBoundShapeVisitor::apply(const TriangleMesh& mesh)
{
const Vec3Array* vertices = mesh.getVertices();
const IndexArray* indices = mesh.getIndices();
if (vertices && indices)
{
for(unsigned int i=0;i<indices->getNumElements();++i)
@@ -1327,7 +1327,7 @@ void ComputeBoundShapeVisitor::apply(const CompositeShape& group)
class PrimitiveShapeVisitor : public ConstShapeVisitor
{
public:
PrimitiveShapeVisitor(PrimitiveFunctor& functor,const TessellationHints* hints):
_functor(functor),
_hints(hints) {}
@@ -1362,15 +1362,15 @@ class PrimitiveShapeVisitor : public ConstShapeVisitor
void PrimitiveShapeVisitor::createCylinderBody(unsigned int numSegments, float radius, float height, const osg::Matrix& matrix)
{
const float angleDelta = 2.0f*osg::PI/(float)numSegments;
const float r = radius;
const float h = height;
float basez = -h*0.5f;
float topz = h*0.5f;
float angle = 0.0f;
_functor.begin(GL_QUAD_STRIP);
for(unsigned int bodyi=0;
@@ -1387,7 +1387,7 @@ void PrimitiveShapeVisitor::createCylinderBody(unsigned int numSegments, float r
// do last point by hand to ensure no round off errors.
_functor.vertex(osg::Vec3(r,0.0f,topz) * matrix);
_functor.vertex(osg::Vec3(r,0.0f,basez) * matrix);
_functor.end();
}
@@ -1433,20 +1433,20 @@ void PrimitiveShapeVisitor::createHalfSphere(unsigned int numSegments, unsigned
_functor.vertex(osg::Vec3(c*rBase,s*rBase,zBase+zOffset) * matrix);
}
// do last point by hand to ensure no round off errors.
_functor.vertex(osg::Vec3(rTop,0.0f,zTop+zOffset) * matrix);
_functor.vertex(osg::Vec3(rBase,0.0f,zBase+zOffset) * matrix);
_functor.vertex(osg::Vec3(rBase,0.0f,zBase+zOffset) * matrix);
_functor.end();
lBase=lTop;
rBase=rTop;
zBase=zTop;
vBase=vTop;
}
}
@@ -1558,7 +1558,7 @@ void PrimitiveShapeVisitor::apply(const Box& box)
{
Matrix matrix = box.computeRotationMatrix();
matrix.setTrans(box.getCenter());
base_1 = base_1*matrix;
base_2 = base_2*matrix;
base_3 = base_3*matrix;
@@ -1843,7 +1843,7 @@ void PrimitiveShapeVisitor::apply(const TriangleMesh& mesh)
{
const Vec3Array* vertices = mesh.getVertices();
const IndexArray* indices = mesh.getIndices();
if (vertices && indices)
{
_functor.begin(GL_TRIANGLES);
@@ -1869,7 +1869,7 @@ void PrimitiveShapeVisitor::apply(const ConvexHull& hull)
void PrimitiveShapeVisitor::apply(const HeightField& field)
{
if (field.getNumColumns()==0 || field.getNumRows()==0) return;
Matrix matrix = field.computeRotationMatrix();
matrix.setTrans(field.getOrigin());
@@ -1947,9 +1947,9 @@ void ShapeDrawable::setColor(const Vec4& color)
void ShapeDrawable::setTessellationHints(TessellationHints* hints)
{
if (_tessellationHints!=hints)
if (_tessellationHints!=hints)
{
_tessellationHints = hints;
_tessellationHints = hints;
dirtyDisplayList();
}
}
@@ -1962,9 +1962,9 @@ void ShapeDrawable::drawImplementation(RenderInfo& renderInfo) const
if (_shape.valid())
{
gl.Color4fv(_color.ptr());
DrawShapeVisitor dsv(state,_tessellationHints.get());
_shape->accept(dsv);
}
}