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klickverbot
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Whitespace cleanup.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@859 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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port/dAssimp/assimp/mesh.d

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@@ -214,57 +214,57 @@ extern ( C ) {
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// Note: The AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) macro from the C headers is
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// missing since there is probably not much use for it when just reading
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// scene files.
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/**
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* NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores
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* per-vertex animations for a particular frame.
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*
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*
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* You may think of an <code>aiAnimMesh</code> as a `patch` for the host
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* mesh, which replaces only certain vertex data streams at a particular
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* time.
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*
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*
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* Each mesh stores n attached attached meshes (<code>aiMesh.mAnimMeshes</code>).
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* The actual relationship between the time line and anim meshes is
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* The actual relationship between the time line and anim meshes is
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* established by #aiMeshAnim, which references singular mesh attachments
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* by their ID and binds them to a time offset.
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*/
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struct aiAnimMesh {
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/**
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* Replacement for aiMesh.mVertices.
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*
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* If this array is non-null, it *must* contain mNumVertices entries.
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* The corresponding array in the host mesh must be non-null as well -
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* animation meshes may neither add or nor remove vertex components (if
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* a replacement array is NULL and the corresponding source array is
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* not, the source data is taken instead).
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*/
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aiVector3D* mVertices;
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/// Replacement for <code>aiMesh.mNormals</code>.
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aiVector3D* mNormals;
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/// Replacement for <code>aiMesh.mTangents</code>.
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aiVector3D* mTangents;
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/// Replacement for <code>aiMesh.mBitangents</code>.
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aiVector3D* mBitangents;
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/// Replacement for <code>aiMesh.mColors</code>.
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aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
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/// Replacement for <code>aiMesh.mTextureCoords</code>.
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aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
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/**
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* The number of vertices in the aiAnimMesh, and thus the length of all
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* the member arrays.
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*
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* This has always the same value as the mNumVertices property in the
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* corresponding aiMesh. It is duplicated here merely to make the length
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* of the member arrays accessible even if the aiMesh is not known, e.g.
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* from language bindings.
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*/
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uint mNumVertices;
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/**
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* Replacement for aiMesh.mVertices.
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*
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* If this array is non-null, it *must* contain mNumVertices entries.
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* The corresponding array in the host mesh must be non-null as well -
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* animation meshes may neither add or nor remove vertex components (if
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* a replacement array is NULL and the corresponding source array is
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* not, the source data is taken instead).
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*/
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aiVector3D* mVertices;
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/// Replacement for <code>aiMesh.mNormals</code>.
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aiVector3D* mNormals;
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/// Replacement for <code>aiMesh.mTangents</code>.
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aiVector3D* mTangents;
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/// Replacement for <code>aiMesh.mBitangents</code>.
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aiVector3D* mBitangents;
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/// Replacement for <code>aiMesh.mColors</code>.
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aiColor4D* mColors[ AI_MAX_NUMBER_OF_COLOR_SETS ];
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/// Replacement for <code>aiMesh.mTextureCoords</code>.
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aiVector3D* mTextureCoords[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
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/**
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* The number of vertices in the aiAnimMesh, and thus the length of all
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* the member arrays.
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*
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* This has always the same value as the mNumVertices property in the
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* corresponding aiMesh. It is duplicated here merely to make the length
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* of the member arrays accessible even if the aiMesh is not known, e.g.
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* from language bindings.
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*/
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uint mNumVertices;
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}
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/**
@@ -449,15 +449,15 @@ extern ( C ) {
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* - Vertex animations refer to meshes by their names.
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*/
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aiString mName;
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/// NOT CURRENTLY IN USE. The number of attachment meshes.
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uint mNumAnimMeshes;
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/**
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/**
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* NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-
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* based animation.
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*
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* Attachment meshes carry replacement data for some of the mesh's
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* based animation.
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*
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* Attachment meshes carry replacement data for some of the mesh's
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* vertex components (usually positions, normals).
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*/
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aiAnimMesh** mAnimMeshes;

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