Reordered functions for alphabetical order (except getters and setters).
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@ -162,13 +162,6 @@ namespace PolyVox
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/// Grows this region by the amounts specified.
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void grow(const Vector3DInt32& v3dAmount);
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/// Shrinks this region by the amount specified.
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void shrink(int32_t iAmount);
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/// Shrinks this region by the amounts specified.
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void shrink(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ);
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/// Shrinks this region by the amounts specified.
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void shrink(const Vector3DInt32& v3dAmount);
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/// Tests whether all components of the upper corner are at least
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/// as great as the corresponding components of the lower corner.
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bool isValid(void) const;
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@ -186,6 +179,13 @@ namespace PolyVox
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/// Moves the upper corner of the Region by the amount specified.
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void shiftUpperCorner(const Vector3DInt32& v3dAmount);
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/// Shrinks this region by the amount specified.
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void shrink(int32_t iAmount);
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/// Shrinks this region by the amounts specified.
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void shrink(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ);
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/// Shrinks this region by the amounts specified.
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void shrink(const Vector3DInt32& v3dAmount);
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private:
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int32_t m_iLowerX;
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int32_t m_iLowerY;
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@ -330,50 +330,6 @@ namespace PolyVox
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grow(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The same amount of shrinkage is applied in all directions. Negative shrinkage
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/// is possible but you should prefer the grow() function for clarity.
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/// \param iAmount The amount to shrink by.
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////////////////////////////////////////////////////////////////////////////////
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void Region::shrink(int32_t iAmount)
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{
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m_iLowerX += iAmount;
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m_iLowerY += iAmount;
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m_iLowerZ += iAmount;
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m_iUpperX -= iAmount;
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m_iUpperY -= iAmount;
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m_iUpperZ -= iAmount;
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The amount can be specified seperatly for each direction. Negative shrinkage
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/// is possible but you should prefer the grow() function for clarity.
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/// \param iAmountX The amount to shrink by in 'x'.
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/// \param iAmountY The amount to shrink by in 'y'.
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/// \param iAmountZ The amount to shrink by in 'z'.
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////////////////////////////////////////////////////////////////////////////////
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void Region::shrink(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ)
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{
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m_iLowerX += iAmountX;
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m_iLowerY += iAmountY;
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m_iLowerZ += iAmountZ;
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m_iUpperX -= iAmountX;
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m_iUpperY -= iAmountY;
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m_iUpperZ -= iAmountZ;
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The amount can be specified seperatly for each direction. Negative shrinkage
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/// is possible but you should prefer the grow() function for clarity.
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/// \param v3dAmount The amount to shrink by (one component for each direction).
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////////////////////////////////////////////////////////////////////////////////
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void Region::shrink(const Vector3DInt32& v3dAmount)
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{
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shrink(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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bool Region::isValid(void) const
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@ -440,4 +396,48 @@ namespace PolyVox
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{
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shiftUpperCorner(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The same amount of shrinkage is applied in all directions. Negative shrinkage
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/// is possible but you should prefer the grow() function for clarity.
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/// \param iAmount The amount to shrink by.
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////////////////////////////////////////////////////////////////////////////////
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void Region::shrink(int32_t iAmount)
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{
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m_iLowerX += iAmount;
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m_iLowerY += iAmount;
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m_iLowerZ += iAmount;
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m_iUpperX -= iAmount;
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m_iUpperY -= iAmount;
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m_iUpperZ -= iAmount;
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The amount can be specified seperatly for each direction. Negative shrinkage
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/// is possible but you should prefer the grow() function for clarity.
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/// \param iAmountX The amount to shrink by in 'x'.
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/// \param iAmountY The amount to shrink by in 'y'.
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/// \param iAmountZ The amount to shrink by in 'z'.
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////////////////////////////////////////////////////////////////////////////////
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void Region::shrink(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ)
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{
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m_iLowerX += iAmountX;
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m_iLowerY += iAmountY;
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m_iLowerZ += iAmountZ;
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m_iUpperX -= iAmountX;
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m_iUpperY -= iAmountY;
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m_iUpperZ -= iAmountZ;
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The amount can be specified seperatly for each direction. Negative shrinkage
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/// is possible but you should prefer the grow() function for clarity.
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/// \param v3dAmount The amount to shrink by (one component for each direction).
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////////////////////////////////////////////////////////////////////////////////
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void Region::shrink(const Vector3DInt32& v3dAmount)
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{
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shrink(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
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}
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}
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