Documentation changes.
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		| @@ -43,7 +43,7 @@ namespace PolyVox | ||||
| { | ||||
| 	/// This class provide a volume implementation which avoids storing all the data in memory at all times. Instead it breaks the volume | ||||
| 	/// down into a set of chunks and moves these into and out of memory on demand. This means it is much more memory efficient than the | ||||
| 	/// RaVolume, but may also be slower and is more complicated We encourage uses to work with RawVolume initially, and then switch to | ||||
| 	/// RawVolume, but may also be slower and is more complicated We encourage uses to work with RawVolume initially, and then switch to | ||||
| 	/// PagedVolume once they have a larger application and/or a better understanding of PolyVox. | ||||
| 	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||||
| 	///  | ||||
|   | ||||
| @@ -36,6 +36,12 @@ | ||||
|  | ||||
| namespace PolyVox | ||||
| { | ||||
| 	/** | ||||
| 	 * Simple volume implementation which stores data in a single large 3D array. | ||||
| 	 * | ||||
| 	 * This class is less memory-efficient than the PagedVolume, but it is the simplest possible | ||||
| 	 * volume implementation which makes it useful for debugging and getting started with PolyVox. | ||||
| 	 */ | ||||
| 	template <typename VoxelType> | ||||
| 	class RawVolume : public BaseVolume<VoxelType> | ||||
| 	{ | ||||
|   | ||||
| @@ -51,13 +51,10 @@ namespace PolyVox | ||||
| 	/// picking, visibility checks, lighting calculations, or numerous other applications. | ||||
| 	/// | ||||
| 	/// A ray is a stright line in space define by a start point and a direction vector. | ||||
| 	/// The length of the direction vector represents the length of the ray. When you call a | ||||
| 	/// Raycast object's execute() method it will iterate over each voxel which lies on the ray, | ||||
| 	/// The length of the direction vector represents the length of the ray. When you  | ||||
| 	/// execute a raycast it will iterate over each voxel which lies on the ray, | ||||
| 	/// starting from the defined start point. It will examine each voxel and terminate | ||||
| 	/// either when it encounters a solid voxel or when it reaches the end of the ray. If a | ||||
| 	/// solid voxel is encountered then its position is stored in the intersectionVoxel field | ||||
| 	/// of the RaycastResult structure and the intersectionFound flag is set to true, otherwise | ||||
| 	/// the intersectionFound flag is set to false. | ||||
| 	/// either when it encounters a solid voxel or when it reaches the end of the ray. | ||||
| 	/// | ||||
| 	/// **Important Note:** These has been confusion in the past with people not realising | ||||
| 	/// that the length of the direction vector is important. Most graphics API can provide | ||||
| @@ -67,29 +64,14 @@ namespace PolyVox | ||||
| 	/// you must scale the direction vector so that it's length represents the maximum distance | ||||
| 	/// over which you want the ray to be cast. | ||||
| 	/// | ||||
| 	/// The following code snippet shows how the class is used: | ||||
| 	/// \code | ||||
| 	/// Vector3DFloat start(rayOrigin.x(), rayOrigin.y(), rayOrigin.z()); | ||||
| 	/// Vector3DFloat direction(rayDir.x(), rayDir.y(), rayDir.z()); | ||||
| 	/// direction.normalise(); | ||||
| 	/// direction *= 1000.0f; //Casts ray of length 1000 | ||||
| 	///  | ||||
| 	/// RaycastResult raycastResult; | ||||
| 	/// Raycast<Material8> raycast(m_pPolyVoxVolume, start, direction, raycastResult); | ||||
| 	/// raycast.execute(); | ||||
| 	///  | ||||
| 	/// if(raycastResult.foundIntersection) | ||||
| 	/// { | ||||
| 	/// 	//... | ||||
| 	/// } | ||||
| 	/// \endcode | ||||
| 	/// | ||||
| 	/// Some further notes, the Raycast uses full 26-connectivity, which basically means it  | ||||
| 	/// will examine every voxel the ray touches, even if it just passes through the corner. | ||||
| 	/// Also, it peforms a simple binary test against a voxel's threshold, rather than making | ||||
| 	/// use of it's density. Therefore it will work best in conjunction with one of the 'cubic' | ||||
| 	/// surace extractors. It's behaviour with the Marching Cubes surface extractor has not | ||||
| 	/// been tested yet. | ||||
| 	/// | ||||
| 	/// Note that we also have a pickVoxel() function which provides a slightly higher-level interface. | ||||
| 	//////////////////////////////////////////////////////////////////////////////// | ||||
|  | ||||
| 	template<typename VolumeType, typename Callback> | ||||
|   | ||||
| @@ -34,6 +34,11 @@ | ||||
|  | ||||
| namespace PolyVox | ||||
| { | ||||
| 	/** | ||||
| 	 * Represents a vertex in a mesh and includes position and normal information. | ||||
| 	 * There is also a 'data' member, which usually stores the (possibly interpolated) | ||||
| 	 * value of the voxel(s) which caused the vertex to be generated. | ||||
| 	 */ | ||||
| 	template<typename _DataType> | ||||
| 	struct  Vertex | ||||
| 	{ | ||||
|   | ||||
| @@ -29,6 +29,10 @@ | ||||
|  | ||||
| namespace PolyVox | ||||
| { | ||||
| 	/** | ||||
| 	 * This class can be used to copy data from one volume to another, possibly while | ||||
| 	 * resizing it. It has not been heavily used an may or may not work as expected. | ||||
| 	 */ | ||||
| 	template< typename SrcVolumeType, typename DstVolumeType> | ||||
| 	class VolumeResampler | ||||
| 	{ | ||||
|   | ||||
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