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

@@ -30,7 +30,7 @@ bool computeClosestPoints(const osg::LineSegment& l1, const osg::LineSegment& l2
// Computes the closest points (p1 and p2 on line l1 and l2 respectively) between the two lines
// An explanation of the algorithm can be found at
// http://www.geometryalgorithms.com/Archive/algorithm_0106/algorithm_0106.htm
osg::LineSegment::vec_type u = l1.end() - l1.start(); u.normalize();
osg::LineSegment::vec_type v = l2.end() - l2.start(); v.normalize();
@@ -74,8 +74,8 @@ bool computeClosestPointOnLine(const osg::Vec3d& lineStart, const osg::Vec3d& li
return true;
}
bool getPlaneLineIntersection(const osg::Vec4d& plane,
const osg::Vec3d& lineStart, const osg::Vec3d& lineEnd,
bool getPlaneLineIntersection(const osg::Vec4d& plane,
const osg::Vec3d& lineStart, const osg::Vec3d& lineEnd,
osg::Vec3d& isect)
{
const double deltaX = lineEnd.x() - lineStart.x();
@@ -94,8 +94,8 @@ bool getPlaneLineIntersection(const osg::Vec4d& plane,
return true;
}
bool getSphereLineIntersection(const osg::Sphere& sphere,
const osg::Vec3d& lineStart, const osg::Vec3d& lineEnd,
bool getSphereLineIntersection(const osg::Sphere& sphere,
const osg::Vec3d& lineStart, const osg::Vec3d& lineEnd,
osg::Vec3d& frontISect, osg::Vec3d& backISect)
{
osg::Vec3d lineDirection = lineEnd - lineStart;
@@ -104,7 +104,7 @@ bool getSphereLineIntersection(const osg::Sphere& sphere,
osg::Vec3d v = lineStart - sphere.getCenter();
double B = 2.0f * (lineDirection * v);
double C = v * v - sphere.getRadius() * sphere.getRadius();
double discriminant = B * B - 4.0f * C;
if (discriminant < 0.0f) // Line and sphere don't intersect.
@@ -120,7 +120,7 @@ bool getSphereLineIntersection(const osg::Sphere& sphere,
return true;
}
bool getUnitCylinderLineIntersection(const osg::Vec3d& lineStart, const osg::Vec3d& lineEnd,
bool getUnitCylinderLineIntersection(const osg::Vec3d& lineStart, const osg::Vec3d& lineEnd,
osg::Vec3d& isectFront, osg::Vec3d& isectBack)
{
osg::Vec3d dir = lineEnd - lineStart;
@@ -152,7 +152,7 @@ bool getUnitCylinderLineIntersection(const osg::Vec3d& lineStart, const osg::Vec
}
bool getCylinderLineIntersection(const osg::Cylinder& cylinder,
const osg::Vec3d& lineStart, const osg::Vec3d& lineEnd,
const osg::Vec3d& lineStart, const osg::Vec3d& lineEnd,
osg::Vec3d& isectFront, osg::Vec3d& isectBack)
{
// Compute matrix transformation that takes the cylinder to a unit cylinder with Z-axis as it's axis and
@@ -161,7 +161,7 @@ bool getCylinderLineIntersection(const osg::Cylinder& cylinder,
osg::Matrix toUnitCylInZ = osg::Matrix::translate(-cylinder.getCenter())
* osg::Matrix::scale(oneOverRadius, oneOverRadius, oneOverRadius)
* osg::Matrix(cylinder.getRotation().inverse());
// Transform the lineStart and lineEnd into the unit cylinder space.
osg::Vec3d unitCylLineStart = lineStart * toUnitCylInZ;
osg::Vec3d unitCylLineEnd = lineEnd * toUnitCylInZ;
@@ -169,19 +169,19 @@ bool getCylinderLineIntersection(const osg::Cylinder& cylinder,
// Intersect line with unit cylinder.
osg::Vec3d unitCylIsectFront, unitCylIsectBack;
if (! getUnitCylinderLineIntersection(unitCylLineStart, unitCylLineEnd, unitCylIsectFront, unitCylIsectBack))
return false;
return false;
// Transform back from unit cylinder space.
osg::Matrix invToUnitCylInZ(osg::Matrix::inverse(toUnitCylInZ));
isectFront = unitCylIsectFront * invToUnitCylInZ;
isectBack = unitCylIsectBack * invToUnitCylInZ;
isectBack = unitCylIsectBack * invToUnitCylInZ;
return true;
}
osg::Vec3d getLocalEyeDirection(const osg::Vec3d& eyeDir, const osg::Matrix& localToWorld)
{
// To take a normal from world to local you need to transform it by the transpose of the inverse of the
// To take a normal from world to local you need to transform it by the transpose of the inverse of the
// world to local matrix. Pre-multiplying is equivalent to doing a post-multiplication of the transpose.
osg::Vec3d localEyeDir = localToWorld * eyeDir;
localEyeDir.normalize();