Renamed Region::erode() to Region::shrink() and renamed Region::dilate() to Region::grow.
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@ -155,19 +155,19 @@ namespace PolyVox
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/// Crops the extents of this Region accoring to another Region.
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void cropTo(const Region& other);
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/// Enlarges this region by the amount specified.
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void dilate(int32_t iAmount);
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/// Enlarges this region by the amounts specified.
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void dilate(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ);
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/// Enlarges this region by the amounts specified.
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void dilate(const Vector3DInt32& v3dAmount);
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/// Grows this region by the amount specified.
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void grow(int32_t iAmount);
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/// Grows this region by the amounts specified.
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void grow(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ);
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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 erode(int32_t iAmount);
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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 erode(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ);
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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 erode(const Vector3DInt32& v3dAmount);
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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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@ -287,11 +287,11 @@ namespace PolyVox
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The same amount of dilation is applied in all directions. Negative dilations
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/// are possible but you should prefer the erode() function for clarity.
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/// \param iAmount The amount to dilate by.
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/// The same amount of growth is applied in all directions. Negative growth
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/// is possible but you should prefer the shrink() function for clarity.
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/// \param iAmount The amount to grow by.
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////////////////////////////////////////////////////////////////////////////////
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void Region::dilate(int32_t iAmount)
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void Region::grow(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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@ -303,13 +303,13 @@ namespace PolyVox
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The dilation can be specified seperatly for each direction. Negative dilations
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/// are possible but you should prefer the erode() function for clarity.
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/// \param iAmountX The amount to dilate by in 'x'.
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/// \param iAmountY The amount to dilate by in 'y'.
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/// \param iAmountZ The amount to dilate by in 'z'.
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/// The amount can be specified seperatly for each direction. Negative growth
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/// is possible but you should prefer the shrink() function for clarity.
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/// \param iAmountX The amount to grow by in 'x'.
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/// \param iAmountY The amount to grow by in 'y'.
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/// \param iAmountZ The amount to grow by in 'z'.
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////////////////////////////////////////////////////////////////////////////////
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void Region::dilate(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ)
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void Region::grow(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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@ -321,21 +321,21 @@ namespace PolyVox
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The dilation can be specified seperatly for each direction. Negative dilations
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/// are possible but you should prefer the erode() function for clarity.
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/// \param v3dAmount The amount to dilate by (one components for each direction).
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/// The amount can be specified seperatly for each direction. Negative growth
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/// is possible but you should prefer the shrink() function for clarity.
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/// \param v3dAmount The amount to grow by (one component for each direction).
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////////////////////////////////////////////////////////////////////////////////
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void Region::dilate(const Vector3DInt32& v3dAmount)
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void Region::grow(const Vector3DInt32& v3dAmount)
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{
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dilate(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
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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 erosion is applied in all directions. Negative erosions
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/// are possible but you should prefer the dilate() function for clarity.
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/// \param iAmount The amount to erode by.
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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::erode(int32_t iAmount)
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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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@ -347,13 +347,13 @@ namespace PolyVox
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The erosion can be specified seperatly for each direction. Negative erosions
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/// are possible but you should prefer the dilate() function for clarity.
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/// \param iAmountX The amount to erode by in 'x'.
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/// \param iAmountY The amount to erode by in 'y'.
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/// \param iAmountZ The amount to erode by in 'z'.
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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::erode(int32_t iAmountX, int32_t iAmountY, int32_t iAmountZ)
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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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@ -365,13 +365,13 @@ namespace PolyVox
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}
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////////////////////////////////////////////////////////////////////////////////
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/// The erosion can be specified seperatly for each direction. Negative erosions
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/// are possible but you should prefer the dilate() function for clarity.
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/// \param v3dAmount The amount to erode by (one components for each direction).
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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::erode(const Vector3DInt32& v3dAmount)
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void Region::shrink(const Vector3DInt32& v3dAmount)
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{
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erode(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
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shrink(v3dAmount.getX(), v3dAmount.getY(), v3dAmount.getZ());
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}
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////////////////////////////////////////////////////////////////////////////////
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