Applied default Visual Studio formatting to most files. This is a quick fix for the tabs vs spaces issue that messes up the formatting in any editor (esp. Linux) which handles tabs/spaces differently to Visual Studio. Some parts of the formatting look a bit worse but overall it should be better (or at least more consistent).

I didn't apply the changes to a few macro-heavy files as Visual Studio removes all indentation from macros, whereas the indentation can be handy to see nesting.
This commit is contained in:
David Williams
2015-12-26 23:11:27 +00:00
parent b3ca051878
commit e89a55d154
58 changed files with 1117 additions and 1114 deletions

View File

@ -26,13 +26,13 @@
namespace PolyVox
{
namespace
namespace
{
/**
* This is just an implementation class for the pickVoxel function
*
*
* It makes note of the sort of empty voxel you're looking for in the constructor.
*
*
* Each time the operator() is called:
* * if it's hit a voxel it sets up the result and returns false
* * otherwise it preps the result for the next iteration and returns true
@ -43,43 +43,43 @@ namespace PolyVox
public:
RaycastPickingFunctor(const typename VolumeType::VoxelType& emptyVoxelExample)
:m_emptyVoxelExample(emptyVoxelExample)
,m_result()
, m_result()
{
}
bool operator()(const typename VolumeType::Sampler& sampler)
{
if(sampler.getVoxel() != m_emptyVoxelExample) //If we've hit something
if (sampler.getVoxel() != m_emptyVoxelExample) //If we've hit something
{
m_result.didHit = true;
m_result.hitVoxel = sampler.getPosition();
return false;
}
m_result.previousVoxel = sampler.getPosition();
return true;
}
const typename VolumeType::VoxelType& m_emptyVoxelExample;
PickResult m_result;
};
}
/**
* \param volData The volume to pass the ray though
* \param v3dStart The start position in the volume
* \param v3dDirectionAndLength The direction and length of the ray
* \param emptyVoxelExample The value used to represent empty voxels in your volume
*
*
* \return A PickResult containing the hit information
*/
template<typename VolumeType>
PickResult pickVoxel(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, const typename VolumeType::VoxelType& emptyVoxelExample)
{
RaycastPickingFunctor<VolumeType> functor(emptyVoxelExample);
raycastWithDirection(volData, v3dStart, v3dDirectionAndLength, functor);
return functor.m_result;
}
}