Quellcode durchsuchen

Fix Whitespace (#6063)

* Fix Whitespace

No functional changes. This commit removes trailing spaces, undesired line breaks, and formatting screwups.

* Remove more useless line breaks in license (500 out of 630 license copies do NOT use double line breaks here)

---------

Co-authored-by: Krishty <[email protected]>
Co-authored-by: Kim Kulling <[email protected]>
krishty vor 4 Monaten
Ursprung
Commit
88959b2be7
100 geänderte Dateien mit 173 neuen und 226 gelöschten Zeilen
  1. 1 1
      .clang-format
  2. 1 1
      Build.md
  3. 7 7
      CHANGES
  4. 2 2
      CREDITS
  5. 1 1
      Dockerfile
  6. 4 4
      INSTALL
  7. 2 2
      Readme.md
  8. 1 1
      SECURITY.md
  9. 2 3
      cmake-modules/DebSourcePPA.cmake
  10. 5 5
      cmake-modules/FindDirectX.cmake
  11. 12 12
      cmake-modules/Findassimp.cmake
  12. 3 3
      cmake-modules/PrecompiledHeader.cmake
  13. 1 1
      code/AssetLib/3DS/3DSConverter.cpp
  14. 0 1
      code/AssetLib/3DS/3DSHelper.h
  15. 1 3
      code/AssetLib/3DS/3DSLoader.h
  16. 1 1
      code/AssetLib/AMF/AMFImporter_Node.hpp
  17. 1 1
      code/AssetLib/Assbin/AssbinLoader.cpp
  18. 1 2
      code/AssetLib/Assbin/AssbinLoader.h
  19. 1 2
      code/AssetLib/Assxml/AssxmlExporter.cpp
  20. 0 1
      code/AssetLib/Assxml/AssxmlExporter.h
  21. 0 1
      code/AssetLib/BVH/BVHLoader.h
  22. 0 1
      code/AssetLib/Blender/BlenderDNA.cpp
  23. 0 1
      code/AssetLib/Blender/BlenderModifier.cpp
  24. 0 1
      code/AssetLib/Blender/BlenderModifier.h
  25. 0 1
      code/AssetLib/Blender/BlenderScene.h
  26. 1 1
      code/AssetLib/Blender/BlenderSceneGen.h
  27. 1 1
      code/AssetLib/C4D/C4DImporter.h
  28. 0 1
      code/AssetLib/COB/COBLoader.h
  29. 33 33
      code/AssetLib/Collada/ColladaExporter.cpp
  30. 2 2
      code/AssetLib/Collada/ColladaLoader.cpp
  31. 4 4
      code/AssetLib/Collada/ColladaLoader.h
  32. 2 2
      code/AssetLib/Collada/ColladaParser.cpp
  33. 1 1
      code/AssetLib/DXF/DXFLoader.h
  34. 1 1
      code/AssetLib/FBX/FBXAnimation.cpp
  35. 1 1
      code/AssetLib/FBX/FBXDocument.cpp
  36. 1 1
      code/AssetLib/FBX/FBXExportNode.h
  37. 3 3
      code/AssetLib/FBX/FBXExporter.cpp
  38. 0 1
      code/AssetLib/FBX/FBXNodeAttribute.cpp
  39. 1 1
      code/AssetLib/FBX/FBXParser.h
  40. 0 1
      code/AssetLib/FBX/FBXTokenizer.cpp
  41. 0 1
      code/AssetLib/FBX/FBXTokenizer.h
  42. 0 1
      code/AssetLib/FBX/FBXUtil.cpp
  43. 2 3
      code/AssetLib/HMP/HMPFileData.h
  44. 2 3
      code/AssetLib/HMP/HalfLifeFileData.h
  45. 1 1
      code/AssetLib/IFC/IFCBoolean.cpp
  46. 2 2
      code/AssetLib/IFC/IFCCurve.cpp
  47. 12 12
      code/AssetLib/IFC/IFCGeometry.cpp
  48. 5 7
      code/AssetLib/IFC/IFCLoader.cpp
  49. 0 1
      code/AssetLib/IFC/IFCLoader.h
  50. 7 7
      code/AssetLib/IFC/IFCOpenings.cpp
  51. 10 10
      code/AssetLib/IFC/IFCProfile.cpp
  52. 2 2
      code/AssetLib/IFC/IFCUtil.cpp
  53. 0 1
      code/AssetLib/IFC/IFCUtil.h
  54. 2 2
      code/AssetLib/Irr/IRRMeshLoader.cpp
  55. 0 1
      code/AssetLib/LWO/LWOAnimation.h
  56. 1 1
      code/AssetLib/LWO/LWOBLoader.cpp
  57. 0 1
      code/AssetLib/LWO/LWOLoader.h
  58. 2 2
      code/AssetLib/LWS/LWSLoader.cpp
  59. 2 3
      code/AssetLib/MD2/MD2FileData.h
  60. 0 1
      code/AssetLib/MD2/MD2NormalTable.h
  61. 1 2
      code/AssetLib/MD3/MD3FileData.h
  62. 3 3
      code/AssetLib/MD5/MD5Parser.cpp
  63. 1 1
      code/AssetLib/MD5/MD5Parser.h
  64. 0 1
      code/AssetLib/MDC/MDCFileData.h
  65. 0 1
      code/AssetLib/MDC/MDCLoader.h
  66. 0 1
      code/AssetLib/MDL/MDLDefaultColorMap.h
  67. 2 3
      code/AssetLib/MDL/MDLFileData.h
  68. 2 2
      code/AssetLib/MDL/MDLLoader.cpp
  69. 1 1
      code/AssetLib/MDL/MDLMaterialLoader.cpp
  70. 0 1
      code/AssetLib/MMD/MMDCpp14.h
  71. 0 1
      code/AssetLib/MMD/MMDPmxParser.cpp
  72. 0 1
      code/AssetLib/MMD/MMDPmxParser.h
  73. 0 1
      code/AssetLib/MMD/MMDVmdParser.h
  74. 1 1
      code/AssetLib/NDO/NDOLoader.h
  75. 3 3
      code/AssetLib/Obj/ObjFileImporter.cpp
  76. 1 1
      code/AssetLib/Obj/ObjFileMtlImporter.cpp
  77. 1 1
      code/AssetLib/Obj/ObjFileParser.h
  78. 0 1
      code/AssetLib/Ogre/OgreBinarySerializer.cpp
  79. 0 1
      code/AssetLib/Ogre/OgreMaterial.cpp
  80. 0 1
      code/AssetLib/Ogre/OgreStructs.cpp
  81. 0 1
      code/AssetLib/Ogre/OgreStructs.h
  82. 0 1
      code/AssetLib/Ogre/OgreXmlSerializer.h
  83. 0 1
      code/AssetLib/OpenGEX/OpenGEXExporter.cpp
  84. 0 1
      code/AssetLib/OpenGEX/OpenGEXImporter.h
  85. 0 1
      code/AssetLib/OpenGEX/OpenGEXStructs.h
  86. 2 3
      code/AssetLib/Ply/PlyExporter.cpp
  87. 0 1
      code/AssetLib/Ply/PlyExporter.h
  88. 1 1
      code/AssetLib/Ply/PlyLoader.cpp
  89. 0 1
      code/AssetLib/Ply/PlyParser.cpp
  90. 0 1
      code/AssetLib/Q3BSP/Q3BSPFileData.h
  91. 0 1
      code/AssetLib/Q3BSP/Q3BSPFileImporter.cpp
  92. 1 1
      code/AssetLib/Q3D/Q3DLoader.h
  93. 1 0
      code/AssetLib/SIB/SIBImporter.cpp
  94. 2 2
      code/AssetLib/SMD/SMDLoader.cpp
  95. 0 1
      code/AssetLib/STEPParser/STEPFileEncoding.cpp
  96. 0 1
      code/AssetLib/STEPParser/STEPFileEncoding.h
  97. 1 1
      code/AssetLib/STEPParser/STEPFileReader.cpp
  98. 0 1
      code/AssetLib/STEPParser/STEPFileReader.h
  99. 1 2
      code/AssetLib/STL/STLExporter.cpp
  100. 0 1
      code/AssetLib/STL/STLExporter.h

+ 1 - 1
.clang-format

@@ -70,7 +70,7 @@ IncludeCategories:
   - Regex:           '^<.*'
     Priority:        3
 # IncludeIsMainRegex: '(Test)?$'
-IndentCaseLabels: false 
+IndentCaseLabels: false
 #IndentPPDirectives: AfterHash
 IndentWidth:     4
 # IndentWrappedFunctionNames: false

+ 1 - 1
Build.md

@@ -39,7 +39,7 @@ This will generate the project files for the visual studio. All dependencies use
 See <https://stackoverflow.com/questions/40803170/cmake-uwp-using-cmake-to-build-universal-windows-app>
 
 ### Build instructions for MinGW
- Older versions of MinGW's compiler (e.g. 5.1.0) do not support the -mbig_obj flag 
+ Older versions of MinGW's compiler (e.g. 5.1.0) do not support the -mbig_obj flag
 required to compile some of assimp's files, especially for debug builds.
 Version 7.3.0 of g++-mingw-w64 & gcc-mingw-w64 appears to work.
 

+ 7 - 7
CHANGES

@@ -290,7 +290,7 @@ FEATURES:
 	- Added support for 64 bit version header introduced in FbxSdk2016
 	- Travis: enable coverall support.
 	- PyAssimp: New version of the pyASSIMP 3D viewer, with much improved 3D controls
-    - Morph animation support for collada	
+    - Morph animation support for collada
 	- Added support for parameters Ni and Tf in OBJ/MTL file format
 	- aiScene: add method to add children
 	- Added new option to IFC importer to control tessellation angle + removed unused IFC option
@@ -300,7 +300,7 @@ FEATURES:
 	- travis ci: enable sudo support.
 	- openddlparser: integrate release v0.4.0
 	- aiMetaData: Added support for metadata in assbin format
-	
+
 FIXES/HOUSEKEEPING:
     - Introduce usage of #pragma statement
 	- Put cmake-scripts into their own folder
@@ -352,7 +352,7 @@ FIXES/HOUSEKEEPING:
 	- add vertex color export support ( issue 809 )
 	- Fix memory leak in Collada importer ( issue 1169 )
 	- add stp to the list of supported extensions for step-files ( issue 1183 )
-	- fix clang build ( Issue-1169 ) 
+	- fix clang build ( Issue-1169 )
 	- fix for FreeBSD
 	- Import FindPkgMacros to main CMake Configuration
 	- Extended support for tessellation parameter to more IFC shapes
@@ -375,7 +375,7 @@ FIXES/HOUSEKEEPING:
 	- Obj-Importer: do not break when detecting an overflow ( issue 1244 )
 	- Obj-Importer: fix parsing of multible line data definitions
 	- Fixed bug where IFC models with multiple IFCSite only loaded 1 site instead of the complete model
-	- PLYImporter: - optimize memory and speed on ply importer / change parser to use a file stream - manage texture path in ply 
+	- PLYImporter: - optimize memory and speed on ply importer / change parser to use a file stream - manage texture path in ply
 	  import - manage texture coords on faces in ply import - correction on point cloud faces generation
 	- Utf8: integrate new lib ( issue 1158 )
 	- fixed CMAKE_MODULE_PATH overwriting previous values
@@ -400,7 +400,7 @@ FIXES/HOUSEKEEPING:
 	- Remove std functions deprecated by C++11.
 	- X-Importer: make it deal with lines
 	- use correct path for compilers ( issue 1335 )
-	- Collada: add workaround to deal with polygon with holes 
+	- Collada: add workaround to deal with polygon with holes
 	- update python readme
 	- Use unique node names when loading Collada files
 	- Fixed many FBX bugs
@@ -429,7 +429,7 @@ FEATURES:
     - C4D: update to latest Melange-SDK
     - Add a gitter channel
     - Coverity check enabled
-    - Switch to <...> include brackets for public headers 
+    - Switch to <...> include brackets for public headers
     - Enable export by pyAssimp
     - CI: check windows build
     - Add functionality to perform a singlepost-processing step
@@ -564,7 +564,7 @@ API CHANGES:
      currently used, however ...)
    - Some Assimp::Importer methods are const now.
 
-   
+
 1.1 (2010-04-17)
 This is the list of relevant changes from the 1.0 (r412) release to 1.1 (r700).
 

+ 2 - 2
CREDITS

@@ -60,7 +60,7 @@ The GUY who performed some of the CSM mocaps.
 Contributed fixes for the documentation and the doxygen markup
 
 - Zhao Lei
-Contributed several bugfixes fixing memory leaks and improving float parsing 
+Contributed several bugfixes fixing memory leaks and improving float parsing
 
 - sueastside
 Updated PyAssimp to the latest Assimp data structures and provided a script to keep the Python binding up-to-date.
@@ -129,7 +129,7 @@ Contributed a patch to fix the VertexTriangleAdjacency postprocessing step.
 Contributed the Debian build fixes ( architecture macro ).
 
 - gellule
-Several LWO and LWS fixes (pivoting). 
+Several LWO and LWS fixes (pivoting).
 
 - Marcel Metz
 GCC/Linux fixes for the SimpleOpenGL sample.

+ 1 - 1
Dockerfile

@@ -1,6 +1,6 @@
 FROM gcc:latest
 
-RUN apt-get update && apt-get install --no-install-recommends -y ninja-build cmake 
+RUN apt-get update && apt-get install --no-install-recommends -y ninja-build cmake
 
 WORKDIR /app
 RUN apt install zlib1g-dev

+ 4 - 4
INSTALL

@@ -1,17 +1,17 @@
-	
+
 ========================================================================
-Open Asset Import Library (assimp) INSTALL 
+Open Asset Import Library (assimp) INSTALL
 ========================================================================
 
 ------------------------------
 Getting the documentation
 ------------------------------
 
-A regularly-updated copy is available at 
+A regularly-updated copy is available at
 https://assimp-docs.readthedocs.io/en/latest/
 
 ------------------------------
-Building Assimp 
+Building Assimp
 ------------------------------
 
 Just check the build-instructions which you can find here: https://github.com/assimp/assimp/blob/master/Build.md

+ 2 - 2
Readme.md

@@ -3,7 +3,7 @@ Open Asset Import Library (assimp)
 
 Open Asset Import Library is a library that loads various 3D file formats into a shared, in-memory format. It supports more than __40 file formats__ for import and a growing selection of file formats for export.
 
-### Current project status ### 
+### Current project status ###
 ![C/C++ CI](https://github.com/assimp/assimp/workflows/C/C++%20CI/badge.svg)
 [![Codacy Badge](https://app.codacy.com/project/badge/Grade/9973693b7bdd4543b07084d5d9cf4745)](https://www.codacy.com/gh/assimp/assimp/dashboard?utm_source=github.com&amp;utm_medium=referral&amp;utm_content=assimp/assimp&amp;utm_campaign=Badge_Grade)
 [![Quality Gate Status](https://sonarcloud.io/api/project_badges/measure?project=assimp_assimp&metric=alert_status)](https://sonarcloud.io/summary/new_code?id=assimp_assimp)
@@ -32,7 +32,7 @@ Clone [our model database](https://github.com/assimp/assimp-mdb).
 - Ask questions at [the Assimp Discussion Board](https://github.com/assimp/assimp/discussions).
 - Find us on [https://discord.gg/s9KJfaem](https://discord.gg/kKazXMXDy2)
 - Ask [the Assimp community on Reddit](https://www.reddit.com/r/Assimp/).
-- Ask on [StackOverflow with the assimp-tag](http://stackoverflow.com/questions/tagged/assimp?sort=newest). 
+- Ask on [StackOverflow with the assimp-tag](http://stackoverflow.com/questions/tagged/assimp?sort=newest).
 - Nothing has worked? File a question or an issue report at [The Assimp-Issue Tracker](https://github.com/assimp/assimp/issues)
 
 #### Supported file formats ####

+ 1 - 1
SECURITY.md

@@ -11,6 +11,6 @@ currently being supported with security updates.
 
 ## Reporting a Vulnerability
 
-If you have found any security vulnerability you can contact us via 
+If you have found any security vulnerability you can contact us via
 [email protected]
 

+ 2 - 3
cmake-modules/DebSourcePPA.cmake

@@ -6,7 +6,7 @@
 # Creates source debian files and manages library dependencies
 #
 # Features:
-# 
+#
 # - Automatically generates symbols and run-time dependencies from the build dependencies
 # - Custom copy of source directory via CPACK_DEBIAN_PACKAGE_SOURCE_COPY
 # - Simultaneous output of multiple debian source packages for each distribution
@@ -114,7 +114,6 @@ foreach(RELEASE ${CPACK_DEBIAN_DISTRIBUTION_RELEASES})
     endif( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
   endif( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
 
-    
   file(APPEND ${DEBIAN_CONTROL} "\n"
     "Standards-Version: 3.8.4\n"
     "Homepage: ${CPACK_PACKAGE_VENDOR}\n"
@@ -173,7 +172,7 @@ foreach(RELEASE ${CPACK_DEBIAN_DISTRIBUTION_RELEASES})
       endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS})
     endif( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
   endif( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-  
+
   file(APPEND ${DEBIAN_CONTROL} "\n"
     "Description: ${CPACK_PACKAGE_DISPLAY_NAME} ${CPACK_PACKAGE_DESCRIPTION_SUMMARY}\n"
     "${DEB_LONG_DESCRIPTION}"

+ 5 - 5
cmake-modules/FindDirectX.cmake

@@ -26,7 +26,7 @@ if(WIN32) # The only platform it makes sense to check for DirectX SDK
   getenv_path(DIRECTX_BASE)
 
   # construct search paths
-  set(DirectX_PREFIX_PATH 
+  set(DirectX_PREFIX_PATH
     "${DXSDK_DIR}" "${ENV_DXSDK_DIR}"
     "${DIRECTX_HOME}" "${ENV_DIRECTX_HOME}"
     "${DIRECTX_ROOT}" "${ENV_DIRECTX_ROOT}"
@@ -66,7 +66,7 @@ if(WIN32) # The only platform it makes sense to check for DirectX SDK
   find_library(DirectX_D3DCOMPILER_LIBRARY NAMES d3dcompiler HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
 
   findpkg_finish(DirectX)
-  set(DirectX_LIBRARIES ${DirectX_LIBRARIES} 
+  set(DirectX_LIBRARIES ${DirectX_LIBRARIES}
     ${DirectX_D3DX9_LIBRARY}
     ${DirectX_DXERR_LIBRARY}
     ${DirectX_DXGUID_LIBRARY}
@@ -82,7 +82,7 @@ if(WIN32) # The only platform it makes sense to check for DirectX SDK
       get_filename_component(DirectX_LIBRARY_DIR "${DirectX_LIBRARY}" PATH)
       message(STATUS "DX lib dir: ${DirectX_LIBRARY_DIR}")
     find_library(DirectX_D3D11_LIBRARY NAMES d3d11 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
-    find_library(DirectX_D3DX11_LIBRARY NAMES d3dx11 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})	
+    find_library(DirectX_D3DX11_LIBRARY NAMES d3dx11 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
     if (DirectX_D3D11_INCLUDE_DIR AND DirectX_D3D11_LIBRARY)
       set(DirectX_D3D11_FOUND TRUE)
       set(DirectX_D3D11_INCLUDE_DIR ${DirectX_D3D11_INCLUDE_DIR})
@@ -92,8 +92,8 @@ if(WIN32) # The only platform it makes sense to check for DirectX SDK
 	${DirectX_DXGI_LIBRARY}
 	${DirectX_DXERR_LIBRARY}
 	${DirectX_DXGUID_LIBRARY}
-	${DirectX_D3DCOMPILER_LIBRARY}        	  
-      )	
+	${DirectX_D3DCOMPILER_LIBRARY}
+      )
     endif ()
     mark_as_advanced(DirectX_D3D11_INCLUDE_DIR DirectX_D3D11_LIBRARY DirectX_D3DX11_LIBRARY)
   endif ()

+ 12 - 12
cmake-modules/Findassimp.cmake

@@ -3,7 +3,7 @@ if(CMAKE_SIZEOF_VOID_P EQUAL 8)
 elseif(CMAKE_SIZEOF_VOID_P EQUAL 4)
 	set(ASSIMP_ARCHITECTURE "32")
 endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
-	
+
 if(WIN32)
 	set(ASSIMP_ROOT_DIR CACHE PATH "ASSIMP root directory")
 
@@ -17,29 +17,29 @@ if(WIN32)
 
 	if(MSVC12)
 		set(ASSIMP_MSVC_VERSION "vc120")
-	elseif(MSVC14)	
+	elseif(MSVC14)
 		set(ASSIMP_MSVC_VERSION "vc140")
 	endif(MSVC12)
-	
+
 	if(MSVC12 OR MSVC14)
-	
+
 		find_path(ASSIMP_LIBRARY_DIR
 			NAMES
 				assimp-${ASSIMP_MSVC_VERSION}-mt.lib
 			HINTS
 				${ASSIMP_ROOT_DIR}/lib${ASSIMP_ARCHITECTURE}
 		)
-		
+
 		find_library(ASSIMP_LIBRARY_RELEASE				assimp-${ASSIMP_MSVC_VERSION}-mt.lib 			PATHS ${ASSIMP_LIBRARY_DIR})
 		find_library(ASSIMP_LIBRARY_DEBUG				assimp-${ASSIMP_MSVC_VERSION}-mtd.lib			PATHS ${ASSIMP_LIBRARY_DIR})
-		
-		set(ASSIMP_LIBRARY 
+
+		set(ASSIMP_LIBRARY
 			optimized 	${ASSIMP_LIBRARY_RELEASE}
 			debug		${ASSIMP_LIBRARY_DEBUG}
 		)
-		
+
 		set(ASSIMP_LIBRARIES "ASSIMP_LIBRARY_RELEASE" "ASSIMP_LIBRARY_DEBUG")
-	
+
 		FUNCTION(ASSIMP_COPY_BINARIES TargetDirectory)
 			ADD_CUSTOM_TARGET(AssimpCopyBinaries
 				COMMAND ${CMAKE_COMMAND} -E copy ${ASSIMP_ROOT_DIR}/bin${ASSIMP_ARCHITECTURE}/assimp-${ASSIMP_MSVC_VERSION}-mtd.dll 	${TargetDirectory}/Debug/assimp-${ASSIMP_MSVC_VERSION}-mtd.dll
@@ -47,9 +47,9 @@ if(WIN32)
 			COMMENT "Copying Assimp binaries to '${TargetDirectory}'"
 			VERBATIM)
 		ENDFUNCTION(ASSIMP_COPY_BINARIES)
-	
+
 	endif()
-	
+
 else(WIN32)
 
 	find_path(
@@ -81,5 +81,5 @@ else(WIN32)
 		message(FATAL_ERROR "Could not find asset importer library")
 	  endif (assimp_FIND_REQUIRED)
 	endif (assimp_FOUND)
-	
+
 endif(WIN32)

+ 3 - 3
cmake-modules/PrecompiledHeader.cmake

@@ -9,14 +9,14 @@ MACRO(ADD_MSVC_PRECOMPILED_HEADER PrecompiledHeader PrecompiledSource SourcesVar
       OBJECT_OUTPUTS "${PrecompiledBinary}")
 
     # Do not consider .c files
-    foreach(fname ${Sources}) 
+    foreach(fname ${Sources})
       GET_FILENAME_COMPONENT(fext ${fname} EXT)
       if(fext STREQUAL ".cpp")
 	SET_SOURCE_FILES_PROPERTIES(${fname}
 	  PROPERTIES COMPILE_FLAGS "/Yu\"${PrecompiledBinary}\" /FI\"${PrecompiledBinary}\" /Fp\"${PrecompiledBinary}\""
-          OBJECT_DEPENDS "${PrecompiledBinary}")     
+          OBJECT_DEPENDS "${PrecompiledBinary}")
       endif(fext STREQUAL ".cpp")
-    endforeach(fname) 
+    endforeach(fname)
 
   ENDIF(MSVC)
   # Add precompiled header to SourcesVar

+ 1 - 1
code/AssetLib/3DS/3DSConverter.cpp

@@ -653,7 +653,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
     pcOut->mChildren = new aiNode *[pcIn->mChildren.size()];
 
     // Recursively process all children
-    
+
     for (unsigned int i = 0; i < size; ++i) {
         pcOut->mChildren[i] = new aiNode();
         pcOut->mChildren[i]->mParent = pcOut;

+ 0 - 1
code/AssetLib/3DS/3DSHelper.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 3
code/AssetLib/3DS/3DSLoader.h

@@ -1,4 +1,3 @@
-
 /*
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
@@ -56,7 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 struct aiNode;
 
-namespace Assimp    {
+namespace Assimp {
 
 using namespace D3DS;
 
@@ -125,7 +124,6 @@ protected:
     void ParseColorChunk(aiColor3D* p_pcOut,
         bool p_bAcceptPercent = true);
 
-
     // -------------------------------------------------------------------
     /** Skip a chunk in the file
     */

+ 1 - 1
code/AssetLib/AMF/AMFImporter_Node.hpp

@@ -86,7 +86,7 @@ public:
 	AMFNodeElementBase *Parent; ///< Parent element. If nullptr then this node is root.
 	std::list<AMFNodeElementBase *> Child; ///< Child elements.
 
-public: 
+public:
 	/// Destructor, virtual..
 	virtual ~AMFNodeElementBase() = default;
 

+ 1 - 1
code/AssetLib/Assbin/AssbinLoader.cpp

@@ -94,7 +94,7 @@ bool AssbinImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, boo
     const size_t read = in->Read(s, sizeof(char), 32);
 
     pIOHandler->Close(in);
-    
+
     if (read < 19) {
       return false;
     }

+ 1 - 2
code/AssetLib/Assbin/AssbinLoader.h

@@ -1,4 +1,3 @@
-
 /*
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
@@ -61,7 +60,7 @@ struct aiCamera;
 
 #ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
 
-namespace Assimp    {
+namespace Assimp {
 
 // ---------------------------------------------------------------------------------
 /** Importer class for 3D Studio r3 and r4 3DS files

+ 1 - 2
code/AssetLib/Assxml/AssxmlExporter.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -50,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/IOSystem.hpp>
 #include <assimp/Exporter.hpp>
 
-namespace Assimp   {
+namespace Assimp {
 
 void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
 {

+ 0 - 1
code/AssetLib/Assxml/AssxmlExporter.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/BVH/BVHLoader.h

@@ -6,7 +6,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Blender/BlenderDNA.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Blender/BlenderModifier.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Blender/BlenderModifier.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Blender/BlenderScene.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/AssetLib/Blender/BlenderSceneGen.h

@@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "BlenderDNA.h"
 #include "BlenderScene.h"
 
-namespace Assimp    {
+namespace Assimp {
 namespace Blender {
 
 template <> void Structure :: Convert<Object> (

+ 1 - 1
code/AssetLib/C4D/C4DImporter.h

@@ -63,7 +63,7 @@ namespace cineware {
     class BaseShader;
 }
 
-namespace Assimp  {
+namespace Assimp {
     // TinyFormatter.h
     namespace Formatter {
         template <typename T,typename TR, typename A> class basic_formatter;

+ 0 - 1
code/AssetLib/COB/COBLoader.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 33 - 33
code/AssetLib/Collada/ColladaExporter.cpp

@@ -1116,9 +1116,9 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
         }
         for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
             if (mesh->HasTextureCoords(static_cast<unsigned int>(a))) {
-                mOutput << startstr 
-                        << "<input semantic=\"TEXCOORD\" source=\"#" 
-                        << geometryId 
+                mOutput << startstr
+                        << "<input semantic=\"TEXCOORD\" source=\"#"
+                        << geometryId
                         << "-tex" << a << "\" "
                         << "set=\"" << a << "\""
                         << " />" << endstr;
@@ -1199,26 +1199,26 @@ void ColladaExporter::WriteGeometry(size_t pIndex) {
 void ColladaExporter::WriteFloatArray(const std::string &pIdString, FloatDataType pType, const ai_real *pData, size_t pElementCount) {
     size_t floatsPerElement = 0;
     switch (pType) {
-    case FloatType_Vector: 
-        floatsPerElement = 3; 
+    case FloatType_Vector:
+        floatsPerElement = 3;
         break;
-    case FloatType_TexCoord2: 
-        floatsPerElement = 2; 
+    case FloatType_TexCoord2:
+        floatsPerElement = 2;
         break;
-    case FloatType_TexCoord3: 
-        floatsPerElement = 3; 
+    case FloatType_TexCoord3:
+        floatsPerElement = 3;
         break;
-    case FloatType_Color: 
-        floatsPerElement = 3; 
+    case FloatType_Color:
+        floatsPerElement = 3;
         break;
-    case FloatType_Mat4x4: 
-        floatsPerElement = 16; 
+    case FloatType_Mat4x4:
+        floatsPerElement = 16;
         break;
-    case FloatType_Weight: 
-        floatsPerElement = 1; 
+    case FloatType_Weight:
+        floatsPerElement = 1;
         break;
-    case FloatType_Time: 
-        floatsPerElement = 1; 
+    case FloatType_Time:
+        floatsPerElement = 1;
         break;
     default:
         return;
@@ -1342,7 +1342,7 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
     if (anim == nullptr) {
         return;
     }
-    
+
     if (anim->mNumChannels == 0 && anim->mNumMeshChannels == 0 && anim->mNumMorphMeshChannels == 0) {
         return;
     }
@@ -1486,12 +1486,12 @@ void ColladaExporter::WriteAnimationLibrary(size_t pIndex) {
 
         {
             // channels
-            mOutput << startstr 
-                    << "<channel source=\"#" 
-                    << XMLIDEncode(nodeAnim->mNodeName.data + std::string("_matrix-sampler")) 
-                    << "\" target=\"" 
-                    << XMLIDEncode(nodeAnim->mNodeName.data) 
-                    << "/matrix\"/>" 
+            mOutput << startstr
+                    << "<channel source=\"#"
+                    << XMLIDEncode(nodeAnim->mNodeName.data + std::string("_matrix-sampler"))
+                    << "\" target=\""
+                    << XMLIDEncode(nodeAnim->mNodeName.data)
+                    << "/matrix\"/>"
                     << endstr;
         }
     }
@@ -1505,7 +1505,7 @@ void ColladaExporter::WriteAnimationsLibrary() {
     if (mScene->mNumAnimations == 0) {
         return;
     }
-    
+
     mOutput << startstr << "<library_animations>" << endstr;
     PushTag();
 
@@ -1688,7 +1688,7 @@ std::string ColladaExporter::GetNodeUniqueId(const aiNode *node) {
     idStr = MakeUniqueId(mUniqueIds, idStr, std::string());
     mUniqueIds.insert(idStr);
     mNodeIdMap.insert(std::make_pair(node, idStr));
-    
+
     return idStr;
 }
 
@@ -1744,14 +1744,14 @@ ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType t
 
     // Get the name and id postfix
     switch (type) {
-    case AiObjectType::Mesh: 
-        name = mScene->mMeshes[index]->mName.C_Str(); 
+    case AiObjectType::Mesh:
+        name = mScene->mMeshes[index]->mName.C_Str();
         break;
-    case AiObjectType::Material: 
-        name = mScene->mMaterials[index]->GetName().C_Str(); 
+    case AiObjectType::Material:
+        name = mScene->mMaterials[index]->GetName().C_Str();
         break;
-    case AiObjectType::Animation: 
-        name = mScene->mAnimations[index]->mName.C_Str(); 
+    case AiObjectType::Animation:
+        name = mScene->mAnimations[index]->mName.C_Str();
         break;
     case AiObjectType::Light:
         name = mScene->mLights[index]->mName.C_Str();
@@ -1761,7 +1761,7 @@ ColladaExporter::NameIdPair ColladaExporter::AddObjectIndexToMaps(AiObjectType t
         name = mScene->mCameras[index]->mName.C_Str();
         idPostfix = "-camera";
         break;
-    case AiObjectType::Count: 
+    case AiObjectType::Count:
         throw std::logic_error("ColladaExporter::AiObjectType::Count is not an object type");
     }
 

+ 2 - 2
code/AssetLib/Collada/ColladaLoader.cpp

@@ -176,7 +176,7 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
                 0, 0, parser.mUnitSize, 0,
                 0, 0, 0, 1);
     }
-    
+
     if (!ignoreUpDirection) {
         // Convert to Y_UP, if different orientation
         if (parser.mUpDirection == ColladaParser::UP_X) {
@@ -1077,7 +1077,7 @@ static float getWeightAtKey(const std::vector<MorphTimeValues> &values, int key,
             return mKey.mWeight;
         }
     }
-    
+
     // no value at key found, try to interpolate if present at other keys. if not, return zero
     // TODO: interpolation
     return 0.0f;

+ 4 - 4
code/AssetLib/Collada/ColladaLoader.h

@@ -76,10 +76,10 @@ struct ColladaMeshIndex {
     }
 };
 
-/** 
- * @brief Loader class to read Collada scenes. 
+/**
+ * @brief Loader class to read Collada scenes.
  *
- * Collada is over-engineered to death, with every new iteration bringing  more useless stuff, 
+ * Collada is over-engineered to death, with every new iteration bringing  more useless stuff,
  * so I limited the data to what I think is useful for games.
 */
 class ColladaLoader : public BaseImporter {
@@ -111,7 +111,7 @@ protected:
     void ResolveNodeInstances(const ColladaParser &pParser, const Collada::Node *pNode,
             std::vector<const Collada::Node *> &resolved);
 
-    /// Builds meshes for the given node and references them 
+    /// Builds meshes for the given node and references them
     void BuildMeshesForNode(const ColladaParser &pParser, const Collada::Node *pNode,
             aiNode *pTarget);
 

+ 2 - 2
code/AssetLib/Collada/ColladaParser.cpp

@@ -1226,7 +1226,7 @@ void ColladaParser::ReadEffectColor(XmlNode &node, aiColor4D &pColor, Sampler &p
             std::string v;
             XmlParser::getValueAsString(currentNode, v);
             const char *content = v.c_str();
-            const char *end = v.c_str() + v.size() + 1; 
+            const char *end = v.c_str() + v.size() + 1;
 
             content = fast_atoreal_move<ai_real>(content, (ai_real &)pColor.r);
             SkipSpacesAndLineEnd(&content, end);
@@ -1352,7 +1352,7 @@ void ColladaParser::ReadGeometry(XmlNode &node, Collada::Mesh &pMesh) {
     if (node.empty()) {
         return;
     }
-    
+
     for (XmlNode &currentNode : node.children()) {
         const std::string &currentName = currentNode.name();
         if (currentName == "mesh") {

+ 1 - 1
code/AssetLib/DXF/DXFLoader.h

@@ -49,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/BaseImporter.h>
 #include <map>
 
-namespace Assimp    {
+namespace Assimp {
 
 // Forward declarations
 namespace DXF {

+ 1 - 1
code/AssetLib/FBX/FBXAnimation.cpp

@@ -146,7 +146,7 @@ const AnimationCurveMap &AnimationCurveNode::Curves() const {
     if (!curves.empty()) {
         return curves;
     }
-        
+
     // resolve attached animation curves
     const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurve");
 

+ 1 - 1
code/AssetLib/FBX/FBXDocument.cpp

@@ -269,7 +269,7 @@ Document::~Document()
 {
 	// The document does not own the memory for the following objects, but we need to call their d'tor
 	// so they can properly free memory like string members:
-	
+
     for (ObjectMap::value_type &v : objects) {
         delete_LazyObject(v.second);
     }

+ 1 - 1
code/AssetLib/FBX/FBXExportNode.h

@@ -221,7 +221,7 @@ private: // internal functions used for writing
     void BeginChildrenAscii(std::ostream &s, int indent);
     void DumpChildrenAscii(std::ostream &s, int indent);
     void EndAscii(std::ostream &s, int indent, bool has_children);
-    
+
     // static helper functions
     static void WritePropertyNodeAscii(
         const std::string& name,

+ 3 - 3
code/AssetLib/FBX/FBXExporter.cpp

@@ -1042,7 +1042,7 @@ aiMatrix4x4 get_world_transform(const aiNode* node, const aiScene* scene) {
 }
 
 inline int64_t to_ktime(double ticks, const aiAnimation* anim) {
-    if (FP_ZERO == std::fpclassify(anim->mTicksPerSecond)) {    
+    if (FP_ZERO == std::fpclassify(anim->mTicksPerSecond)) {
         return static_cast<int64_t>(ticks) * FBX::SECOND;
     }
     return (static_cast<int64_t>(ticks / anim->mTicksPerSecond)) * FBX::SECOND;
@@ -2510,9 +2510,9 @@ void add_meta(FBX::Node& fbx_node, const aiNode* node){
         default:
             break;
         }
-        
+
     }
-    
+
 }
 
 // write a single model node to the stream

+ 0 - 1
code/AssetLib/FBX/FBXNodeAttribute.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/AssetLib/FBX/FBXParser.h

@@ -82,7 +82,7 @@ using ElementCollection = std::pair<ElementMap::const_iterator,ElementMap::const
  *  @endverbatim
  *
  *  As can be seen in this sample, elements can contain nested #Scope
- *  as their trailing member.  
+ *  as their trailing member.
 **/
 class Element {
 public:

+ 0 - 1
code/AssetLib/FBX/FBXTokenizer.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/FBX/FBXTokenizer.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/FBX/FBXUtil.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 2 - 3
code/AssetLib/HMP/HMPFileData.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -43,8 +42,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 //! @file Data structures for the 3D Game Studio Heightmap format (HMP)
 //!
 
-namespace Assimp    {
-namespace HMP   {
+namespace Assimp {
+namespace HMP {
 
 #include <assimp/Compiler/pushpack1.h>
 #include <stdint.h>

+ 2 - 3
code/AssetLib/HMP/HalfLifeFileData.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -53,8 +52,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 #include <assimp/Compiler/pushpack1.h>
 
-namespace Assimp    {
-namespace MDL   {
+namespace Assimp {
+namespace MDL {
 
 // magic bytes used in Half Life 2 MDL models
 #define AI_MDL_MAGIC_NUMBER_BE_HL2a AI_MAKE_MAGIC("IDST")

+ 1 - 1
code/AssetLib/IFC/IFCBoolean.cpp

@@ -669,7 +669,7 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const Schema_2x3::IfcPoly
 }
 
 // ------------------------------------------------------------------------------------------------
-void ProcessBooleanExtrudedAreaSolidDifference(const Schema_2x3::IfcExtrudedAreaSolid *as, 
+void ProcessBooleanExtrudedAreaSolidDifference(const Schema_2x3::IfcExtrudedAreaSolid *as,
         TempMesh &result,
         const TempMesh &first_operand,
         ConversionData &conv) {

+ 2 - 2
code/AssetLib/IFC/IFCCurve.cpp

@@ -102,10 +102,10 @@ class Circle : public Conic {
 public:
     // --------------------------------------------------
     Circle(const Schema_2x3::IfcCircle& entity, ConversionData& conv) : Conic(entity,conv) , entity(entity) {}
-    
+
     // --------------------------------------------------
     ~Circle() override = default;
-    
+
     // --------------------------------------------------
     IfcVector3 Eval(IfcFloat u) const override {
         u = -conv.angle_scale * u;

+ 12 - 12
code/AssetLib/IFC/IFCGeometry.cpp

@@ -127,7 +127,7 @@ void ProcessPolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t m
             }
         }
     }
-	
+
     if (outer_polygon_it == end) {
 		return;
 	}
@@ -234,7 +234,7 @@ void ProcessRevolvedAreaSolid(const Schema_2x3::IfcRevolvedAreaSolid& solid, Tem
         return;
     }
 
-    const unsigned int cnt_segments = 
+    const unsigned int cnt_segments =
         std::max(2u,static_cast<unsigned int>(conv.settings.cylindricalTessellation * std::fabs(max_angle)/AI_MATH_HALF_PI_F));
     const IfcFloat delta = max_angle/cnt_segments;
 
@@ -294,8 +294,8 @@ void ProcessRevolvedAreaSolid(const Schema_2x3::IfcRevolvedAreaSolid& solid, Tem
 }
 
 // ------------------------------------------------------------------------------------------------
-void ProcessSweptDiskSolid(const Schema_2x3::IfcSweptDiskSolid &solid, 
-        TempMesh& result, 
+void ProcessSweptDiskSolid(const Schema_2x3::IfcSweptDiskSolid &solid,
+        TempMesh& result,
         ConversionData& conv) {
     const Curve* const curve = Curve::Convert(*solid.Directrix, conv);
     if(!curve) {
@@ -687,9 +687,9 @@ void ProcessExtrudedArea(const Schema_2x3::IfcExtrudedAreaSolid& solid, const Te
 }
 
 // ------------------------------------------------------------------------------------------------
-void ProcessExtrudedAreaSolid(const Schema_2x3::IfcExtrudedAreaSolid& solid, 
+void ProcessExtrudedAreaSolid(const Schema_2x3::IfcExtrudedAreaSolid& solid,
         TempMesh& result,
-        ConversionData& conv, 
+        ConversionData& conv,
         bool collect_openings) {
     TempMesh meshout;
 
@@ -728,7 +728,7 @@ void ProcessExtrudedAreaSolid(const Schema_2x3::IfcExtrudedAreaSolid& solid,
 }
 
 // ------------------------------------------------------------------------------------------------
-void ProcessSweptAreaSolid(const Schema_2x3::IfcSweptAreaSolid& swept, 
+void ProcessSweptAreaSolid(const Schema_2x3::IfcSweptAreaSolid& swept,
         TempMesh& meshout,
         ConversionData& conv) {
     if(const Schema_2x3::IfcExtrudedAreaSolid* const solid = swept.ToPtr<Schema_2x3::IfcExtrudedAreaSolid>()) {
@@ -741,8 +741,8 @@ void ProcessSweptAreaSolid(const Schema_2x3::IfcSweptAreaSolid& swept,
 }
 
 // ------------------------------------------------------------------------------------------------
-bool ProcessGeometricItem(const Schema_2x3::IfcRepresentationItem& geo, 
-        unsigned int matid, 
+bool ProcessGeometricItem(const Schema_2x3::IfcRepresentationItem& geo,
+        unsigned int matid,
         std::set<unsigned int>& mesh_indices,
         ConversionData& conv) {
     bool fix_orientation = false;
@@ -841,7 +841,7 @@ void AssignAddedMeshes(std::set<unsigned int>& mesh_indices,aiNode* nd, Conversi
 
 // ------------------------------------------------------------------------------------------------
 bool TryQueryMeshCache(const Schema_2x3::IfcRepresentationItem& item,
-        std::set<unsigned int>& mesh_indices, 
+        std::set<unsigned int>& mesh_indices,
         unsigned int mat_index,
         ConversionData& conv) {
     ConversionData::MeshCacheIndex idx(&item, mat_index);
@@ -855,7 +855,7 @@ bool TryQueryMeshCache(const Schema_2x3::IfcRepresentationItem& item,
 
 // ------------------------------------------------------------------------------------------------
 void PopulateMeshCache(const Schema_2x3::IfcRepresentationItem& item,
-        const std::set<unsigned int>& mesh_indices, 
+        const std::set<unsigned int>& mesh_indices,
         unsigned int mat_index,
         ConversionData& conv) {
     ConversionData::MeshCacheIndex idx(&item, mat_index);
@@ -863,7 +863,7 @@ void PopulateMeshCache(const Schema_2x3::IfcRepresentationItem& item,
 }
 
 // ------------------------------------------------------------------------------------------------
-bool ProcessRepresentationItem(const Schema_2x3::IfcRepresentationItem& item, 
+bool ProcessRepresentationItem(const Schema_2x3::IfcRepresentationItem& item,
         unsigned int matid,
         std::set<unsigned int>& mesh_indices,
         ConversionData& conv) {

+ 5 - 7
code/AssetLib/IFC/IFCLoader.cpp

@@ -245,11 +245,11 @@ void IFCImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
 
     // tell the reader for which types we need to simulate STEPs reverse indices
     static const char *const inverse_indices_to_track[] = {
-        "ifcrelcontainedinspatialstructure", 
-        "ifcrelaggregates", 
-        "ifcrelvoidselement", 
-        "ifcreldefinesbyproperties", 
-        "ifcpropertyset", 
+        "ifcrelcontainedinspatialstructure",
+        "ifcrelaggregates",
+        "ifcrelvoidselement",
+        "ifcreldefinesbyproperties",
+        "ifcpropertyset",
         "ifcstyleditem"
     };
 
@@ -260,8 +260,6 @@ void IFCImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
         ThrowException("missing IfcProject entity");
     }
 
-    
-
     ConversionData conv(*db, proj->To<Schema_2x3::IfcProject>(), pScene, settings);
     SetUnits(conv);
     SetCoordinateSpace(conv);

+ 0 - 1
code/AssetLib/IFC/IFCLoader.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 7 - 7
code/AssetLib/IFC/IFCOpenings.cpp

@@ -69,7 +69,7 @@ AI_FORCE_INLINE ulong64 to_int64(IfcFloat p) {
 
 AI_FORCE_INLINE IfcFloat from_int64(ulong64 p) {
     return (static_cast<IfcFloat>((p)) / max_ulong64);
-} 
+}
 
 AI_FORCE_INLINE void fillRectangle(const IfcVector2& pmin, const IfcVector2& pmax, std::vector<IfcVector2>& out) {
     out.emplace_back(pmin.x, pmin.y);
@@ -176,7 +176,7 @@ struct ProjectedWindowContour {
     SkipList skiplist;
     bool is_rectangular;
 
-    ProjectedWindowContour(const Contour& contour, const BoundingBox& bb, bool is_rectangular) 
+    ProjectedWindowContour(const Contour& contour, const BoundingBox& bb, bool is_rectangular)
             : contour(contour), bb(bb) , is_rectangular(is_rectangular) {}
 
     ~ProjectedWindowContour() = default;
@@ -215,7 +215,7 @@ static bool IsDuplicateVertex(const IfcVector2& vv, const std::vector<IfcVector2
 }
 
 // ------------------------------------------------------------------------------------------------
-void ExtractVerticesFromClipper(const ClipperLib::Path& poly, std::vector<IfcVector2>& temp_contour, 
+void ExtractVerticesFromClipper(const ClipperLib::Path& poly, std::vector<IfcVector2>& temp_contour,
         bool filter_duplicates = false) {
     temp_contour.clear();
     for(const ClipperLib::IntPoint& point : poly) {
@@ -362,7 +362,7 @@ void InsertWindowContours(const ContourVector& contours, const std::vector<TempO
 }
 
 // ------------------------------------------------------------------------------------------------
-void MergeWindowContours (const std::vector<IfcVector2>& a, const std::vector<IfcVector2>& b, 
+void MergeWindowContours (const std::vector<IfcVector2>& a, const std::vector<IfcVector2>& b,
         ClipperLib::Paths& out) {
     out.clear();
 
@@ -988,16 +988,16 @@ void Quadrify(const ContourVector& contours, TempMesh& curmesh) {
 }
 
 // ------------------------------------------------------------------------------------------------
-IfcMatrix4 ProjectOntoPlane(std::vector<IfcVector2>& out_contour, 
+IfcMatrix4 ProjectOntoPlane(std::vector<IfcVector2>& out_contour,
         const TempMesh& in_mesh,
-        bool &ok, 
+        bool &ok,
         IfcVector3& nor_out) {
     const std::vector<IfcVector3>& in_verts = in_mesh.mVerts;
     if (in_verts.empty()){
         ok = false;
         return IfcMatrix4();
     }
-    
+
     ok = true;
     IfcMatrix4 m = IfcMatrix4(DerivePlaneCoordinateSpace(in_mesh, ok, nor_out));
     if(!ok) {

+ 10 - 10
code/AssetLib/IFC/IFCProfile.cpp

@@ -50,8 +50,8 @@ namespace Assimp {
 namespace IFC {
 
 // ------------------------------------------------------------------------------------------------
-void ProcessPolyLine(const Schema_2x3::IfcPolyline& def, 
-        TempMesh& meshout, 
+void ProcessPolyLine(const Schema_2x3::IfcPolyline& def,
+        TempMesh& meshout,
         ConversionData& /*conv*/) {
     // this won't produce a valid mesh, it just spits out a list of vertices
     IfcVector3 t;
@@ -63,8 +63,8 @@ void ProcessPolyLine(const Schema_2x3::IfcPolyline& def,
 }
 
 // ------------------------------------------------------------------------------------------------
-bool ProcessCurve(const Schema_2x3::IfcCurve& curve,  
-        TempMesh& meshout, 
+bool ProcessCurve(const Schema_2x3::IfcCurve& curve,
+        TempMesh& meshout,
         ConversionData& conv) {
     std::unique_ptr<const Curve> cv(Curve::Convert(curve,conv));
     if (!cv) {
@@ -90,22 +90,22 @@ bool ProcessCurve(const Schema_2x3::IfcCurve& curve,
 }
 
 // ------------------------------------------------------------------------------------------------
-void ProcessClosedProfile(const Schema_2x3::IfcArbitraryClosedProfileDef& def, 
-        TempMesh& meshout, 
+void ProcessClosedProfile(const Schema_2x3::IfcArbitraryClosedProfileDef& def,
+        TempMesh& meshout,
         ConversionData& conv) {
     ProcessCurve(def.OuterCurve,meshout,conv);
 }
 
 // ------------------------------------------------------------------------------------------------
-void ProcessOpenProfile(const Schema_2x3::IfcArbitraryOpenProfileDef& def, 
-        TempMesh& meshout, 
+void ProcessOpenProfile(const Schema_2x3::IfcArbitraryOpenProfileDef& def,
+        TempMesh& meshout,
         ConversionData& conv) {
     ProcessCurve(def.Curve,meshout,conv);
 }
 
 // ------------------------------------------------------------------------------------------------
-void ProcessParametrizedProfile(const Schema_2x3::IfcParameterizedProfileDef& def, 
-        TempMesh& meshout, 
+void ProcessParametrizedProfile(const Schema_2x3::IfcParameterizedProfileDef& def,
+        TempMesh& meshout,
         ConversionData& conv) {
     if(const Schema_2x3::IfcRectangleProfileDef* const cprofile = def.ToPtr<Schema_2x3::IfcRectangleProfileDef>()) {
         const IfcFloat x = cprofile->XDim*0.5f, y = cprofile->YDim*0.5f;

+ 2 - 2
code/AssetLib/IFC/IFCUtil.cpp

@@ -375,7 +375,7 @@ void TempMesh::RemoveAdjacentDuplicates() {
         ArrayBounds(&*base, cnt ,vmin,vmax);
 
         const IfcFloat epsilon = (vmax-vmin).SquareLength() / static_cast<IfcFloat>(1e9);
-        
+
         // drop any identical, adjacent vertices. this pass will collect the dropouts
         // of the previous pass as a side-effect.
         FuzzyVectorCompare fz(epsilon);
@@ -461,7 +461,7 @@ void ConvertColor(aiColor4D& out, const Schema_2x3::IfcColourRgb& in) {
 }
 
 // ------------------------------------------------------------------------------------------------
-void ConvertColor(aiColor4D& out, 
+void ConvertColor(aiColor4D& out,
         const Schema_2x3::IfcColourOrFactor& in,
         ConversionData& conv,
         const aiColor4D* base) {

+ 0 - 1
code/AssetLib/IFC/IFCUtil.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 2 - 2
code/AssetLib/Irr/IRRMeshLoader.cpp

@@ -322,7 +322,7 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
             // NOTE this might explode for UTF-16 and wchars
             const char *sz = indicesNode.text().get();
             const char *end = sz + std::strlen(sz);
-            
+
             // For each index loop over aiMesh faces
             while (SkipSpacesAndLineEnd(&sz, end)) {
                 if (curFace >= faceEnd) {
@@ -380,7 +380,7 @@ void IRRMeshImporter::InternReadFile(const std::string &pFile,
             aiMaterial *mat = (aiMaterial *)curMat;
             mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
         }
-        
+
         // end of previous buffer. A material and a mesh should be there
         if (!curMat || !curMesh) {
             ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");

+ 0 - 1
code/AssetLib/LWO/LWOAnimation.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/AssetLib/LWO/LWOBLoader.cpp

@@ -78,7 +78,7 @@ void LWOImporter::LoadLWOBFile() {
                     else
                         LoadLWOBPolygons(head.length);
                 } break;
-                
+
             case AI_LWO_SRFS: // list of tags
                 {
                     if (!mTags->empty())

+ 0 - 1
code/AssetLib/LWO/LWOLoader.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 2 - 2
code/AssetLib/LWS/LWSLoader.cpp

@@ -255,7 +255,7 @@ void LWSImporter::ReadEnvelope(const LWS::Element &dad, LWO::Envelope &fill) {
 
 // ------------------------------------------------------------------------------------------------
 // Read animation channels in the old LightWave animation format
-void LWSImporter::ReadEnvelope_Old(std::list<LWS::Element>::const_iterator &it,const std::list<LWS::Element>::const_iterator &endIt, 
+void LWSImporter::ReadEnvelope_Old(std::list<LWS::Element>::const_iterator &it,const std::list<LWS::Element>::const_iterator &endIt,
         LWS::NodeDesc &nodes, unsigned int) {
     if (++it == endIt) {
         ASSIMP_LOG_ERROR("LWS: Encountered unexpected end of file while parsing object motion");
@@ -274,7 +274,7 @@ void LWSImporter::ReadEnvelope_Old(std::list<LWS::Element>::const_iterator &it,c
             ASSIMP_LOG_ERROR("LWS: Encountered unexpected end of file while parsing object motion");
             return;
         }
-        
+
         const unsigned int sub_num = strtoul10((*it).tokens[0].c_str());
         for (unsigned int n = 0; n < sub_num; ++n) {
             if (++it == endIt) {

+ 2 - 3
code/AssetLib/MD2/MD2FileData.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -52,8 +51,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 #include <assimp/Compiler/pushpack1.h>
 
-namespace Assimp    {
-namespace MD2   {
+namespace Assimp {
+namespace MD2 {
 
 // to make it easier for us, we test the magic word against both "endiannesses"
 #define AI_MD2_MAGIC_NUMBER_BE  AI_MAKE_MAGIC("IDP2")

+ 0 - 1
code/AssetLib/MD2/MD2NormalTable.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 2
code/AssetLib/MD3/MD3FileData.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -60,7 +59,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/Compiler/pushpack1.h>
 
 namespace Assimp {
-namespace MD3   {
+namespace MD3 {
 
 // to make it easier for us, we test the magic word against both "endiannesses"
 #define AI_MD3_MAGIC_NUMBER_BE  AI_MAKE_MAGIC("IDP3")

+ 3 - 3
code/AssetLib/MD5/MD5Parser.cpp

@@ -127,7 +127,7 @@ void MD5Parser::ParseHeader() {
     if (buffer == bufferEnd) {
         return;
     }
-    
+
     ASSIMP_LOG_INFO(std::string(sz, std::min((uintptr_t)MAX_LOG_MESSAGE_LENGTH, (uintptr_t)(buffer - sz))));
     SkipSpacesAndLineEnd();
 }
@@ -291,7 +291,7 @@ inline void AI_MD5_PARSE_STRING_IN_QUOTATION(const char **sz, const char *buffer
     }
     if ('\0' != **sz) {
         const char *szStart = ++(*sz);
-        
+
         while (('\"' != **sz && '\0' != **sz) && *sz != bufferEnd) {
             ++*sz;
         }
@@ -324,7 +324,7 @@ MD5MeshParser::MD5MeshParser(SectionArray &mSections) {
 
                 const char *sz = elem.szStart;
                 AI_MD5_PARSE_STRING_IN_QUOTATION(&sz, elem.end, desc.mName);
-                
+
                 AI_MD5_SKIP_SPACES(&sz, elem.end, elem.iLineNumber);
 
                 // negative values, at least -1, is allowed here

+ 1 - 1
code/AssetLib/MD5/MD5Parser.h

@@ -422,7 +422,7 @@ inline bool MD5Parser::SkipSpacesAndLineEnd( const char* in, const char** out) {
         *out = in;
         return false;
     }
-    
+
     bool bHad = false, running = true;
     while (running) {
         if( *in == '\r' || *in == '\n') {

+ 0 - 1
code/AssetLib/MDC/MDCFileData.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/MDC/MDCLoader.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/MDL/MDLDefaultColorMap.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 2 - 3
code/AssetLib/MDL/MDLFileData.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -63,8 +62,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 struct aiMaterial;
 
-namespace Assimp    {
-namespace MDL   {
+namespace Assimp {
+namespace MDL {
 
 // -------------------------------------------------------------------------------------
 // to make it easier for us, we test the magic word against both "endiannesses"

+ 2 - 2
code/AssetLib/MDL/MDLLoader.cpp

@@ -268,8 +268,8 @@ void MDLImporter::InternReadFile(const std::string &pFile,
             // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
             pScene->mRootNode->mTransformation = aiMatrix4x4(
                 1.f,  0.f, 0.f, 0.f,
-                0.f,  0.f, 1.f, 0.f, 
-                0.f, -1.f, 0.f, 0.f, 
+                0.f,  0.f, 1.f, 0.f,
+                0.f, -1.f, 0.f, 0.f,
                 0.f,  0.f, 0.f, 1.f);
         }
 

+ 1 - 1
code/AssetLib/MDL/MDLMaterialLoader.cpp

@@ -225,7 +225,7 @@ void MDLImporter::ParseTextureColorData(const unsigned char *szData,
         if (pcNew->mWidth > MaxTextureSize || pcNew->mHeight > MaxTextureSize) {
             throw DeadlyImportError("Invalid MDL file. A texture is too big.");
         }
-      
+
         if(pcNew->mWidth != 0 && pcNew->mHeight > UINT_MAX/pcNew->mWidth) {
             throw DeadlyImportError("Invalid MDL file. A texture is too big.");
         }

+ 0 - 1
code/AssetLib/MMD/MMDCpp14.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/MMD/MMDPmxParser.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/MMD/MMDPmxParser.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/MMD/MMDVmdParser.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/AssetLib/NDO/NDOLoader.h

@@ -65,7 +65,7 @@ class Importer;
 */
 class NDOImporter : public BaseImporter {
 public:
-    NDOImporter() = default; 
+    NDOImporter() = default;
     ~NDOImporter() override = default;
 
     //! Represents a single edge

+ 3 - 3
code/AssetLib/Obj/ObjFileImporter.cpp

@@ -309,7 +309,7 @@ aiNode *ObjFileImporter::createNodes(const ObjFile::Model *pModel, const ObjFile
 // ------------------------------------------------------------------------------------------------
 //  Create topology data
 std::unique_ptr<aiMesh> ObjFileImporter::createTopology(const ObjFile::Model *pModel, const ObjFile::Object *pData, unsigned int meshIndex) {
-    if (nullptr == pData || pModel == nullptr) {    
+    if (nullptr == pData || pModel == nullptr) {
         return nullptr;
     }
 
@@ -333,7 +333,7 @@ std::unique_ptr<aiMesh> ObjFileImporter::createTopology(const ObjFile::Model *pM
         if (inp == nullptr) {
             continue;
         }
-        
+
         if (inp->mPrimitiveType == aiPrimitiveType_LINE) {
             pMesh->mNumFaces += static_cast<unsigned int>(inp->m_vertices.size() - 1);
             pMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
@@ -403,7 +403,7 @@ void ObjFileImporter::createVertexArray(const ObjFile::Model *pModel,
     // Checking preconditions
     if (pCurrentObject == nullptr || pModel == nullptr || pMesh == nullptr) {
         return;
-    }     
+    }
 
     // Break, if no faces are stored in object
     if (pCurrentObject->m_Meshes.empty()) {

+ 1 - 1
code/AssetLib/Obj/ObjFileMtlImporter.cpp

@@ -105,7 +105,7 @@ ObjFileMtlImporter::ObjFileMtlImporter(std::vector<char> &buffer,
         m_pModel->mDefaultMaterial = new ObjFile::Material;
         m_pModel->mDefaultMaterial->MaterialName.Set("default");
     }
-    
+
     // Try with OS folder separator first
     char folderSeparator = DefaultIOSystem().getOsSeparator();
     std::size_t found = m_strAbsPath.find_last_of(folderSeparator);

+ 1 - 1
code/AssetLib/Obj/ObjFileParser.h

@@ -146,7 +146,7 @@ private:
     unsigned int m_uiLine;
     //! Helper buffer
     char m_buffer[Buffersize];
-    const char *mEnd; 
+    const char *mEnd;
     /// Pointer to IO system instance.
     IOSystem *m_pIO;
     //! Pointer to progress handler

+ 0 - 1
code/AssetLib/Ogre/OgreBinarySerializer.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Ogre/OgreMaterial.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Ogre/OgreStructs.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Ogre/OgreStructs.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Ogre/OgreXmlSerializer.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/OpenGEX/OpenGEXExporter.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/OpenGEX/OpenGEXImporter.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/OpenGEX/OpenGEXStructs.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 2 - 3
code/AssetLib/Ply/PlyExporter.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -56,7 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 
 //using namespace Assimp;
-namespace Assimp    {
+namespace Assimp {
 
 // make sure type_of returns consistent output across different platforms
 // also consider using: typeid(VAR).name()
@@ -358,7 +357,7 @@ void PlyExporter::WriteMeshVertsBinary(const aiMesh* m, unsigned int components)
                 unsigned char rgba[4] = {
                     static_cast<unsigned char>(defaultColor.r * 255),
                     static_cast<unsigned char>(defaultColor.g * 255),
-                    static_cast<unsigned char>(defaultColor.b * 255), 
+                    static_cast<unsigned char>(defaultColor.b * 255),
                     static_cast<unsigned char>(defaultColor.a * 255)
                 };
                 mOutput.write(reinterpret_cast<const char*>(&rgba), 4);

+ 0 - 1
code/AssetLib/Ply/PlyExporter.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/AssetLib/Ply/PlyLoader.cpp

@@ -247,7 +247,7 @@ void PLYImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
     // fill the mesh list
     pScene->mNumMeshes = 1;
     pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
-    pScene->mMeshes[0] = mGeneratedMesh;    
+    pScene->mMeshes[0] = mGeneratedMesh;
 
     // Move the mesh ownership into the scene instance
     mGeneratedMesh = nullptr;

+ 0 - 1
code/AssetLib/Ply/PlyParser.cpp

@@ -5,7 +5,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Q3BSP/Q3BSPFileData.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/Q3BSP/Q3BSPFileImporter.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/AssetLib/Q3D/Q3DLoader.h

@@ -50,7 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <vector>
 #include <cstdint>
 
-namespace Assimp    {
+namespace Assimp {
 
 // ---------------------------------------------------------------------------
 /** Importer class for the Quick3D Object and Scene formats.

+ 1 - 0
code/AssetLib/SIB/SIBImporter.cpp

@@ -195,6 +195,7 @@ static aiString ReadString(StreamReaderLE *stream, uint32_t numWChars) {
 
     return result;
 }
+
 // ------------------------------------------------------------------------------------------------
 // Returns whether the class can handle the format of the given file.
 bool SIBImporter::CanRead(const std::string &filename, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {

+ 2 - 2
code/AssetLib/SMD/SMDLoader.cpp

@@ -85,8 +85,8 @@ SMDImporter::SMDImporter() :
         configFrameID(),
         mBuffer(),
         mEnd(nullptr),
-        pScene(nullptr), 
-        iFileSize( 0 ), 
+        pScene(nullptr),
+        iFileSize( 0 ),
         iSmallestFrame( INT_MAX ),
         dLengthOfAnim( 0.0 ),
         bHasUVs(false ),

+ 0 - 1
code/AssetLib/STEPParser/STEPFileEncoding.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 0 - 1
code/AssetLib/STEPParser/STEPFileEncoding.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 1
code/AssetLib/STEPParser/STEPFileReader.cpp

@@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 ----------------------------------------------------------------------
 */
 
-/** 
+/**
  * @file  STEPFileReader.cpp
  *  @brief Implementation of the STEP file parser, which fills a
  *         STEP::DB with data read from a file.

+ 0 - 1
code/AssetLib/STEPParser/STEPFileReader.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

+ 1 - 2
code/AssetLib/STL/STLExporter.cpp

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,
@@ -203,7 +202,7 @@ void STLExporter::WriteMeshBinary(const aiMesh* m) {
         if (f.mNumIndices < 3) {
             continue;
         }
-        
+
         // we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
         // but nonetheless we have to expect per-vertex normals.
         aiVector3D nor;

+ 0 - 1
code/AssetLib/STL/STLExporter.h

@@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
 
 Copyright (c) 2006-2025, assimp team
 
-
 All rights reserved.
 
 Redistribution and use of this software in source and binary forms,

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