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.
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@ -53,20 +53,20 @@ namespace PolyVox
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// It should simply read "if (ty <= tz)".
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//
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// This error was reported by Joey Hammer (PixelActive).
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/**
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* Cast a ray through a volume by specifying the start and end positions
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*
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*
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* The ray will move from \a v3dStart to \a v3dEnd, calling \a callback for each
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* voxel it passes through until \a callback returns \a false. In this case it
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* returns a RaycastResults::Interupted. If it passes from start to end
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* without \a callback returning \a false, it returns RaycastResults::Completed.
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*
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*
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* \param volData The volume to pass the ray though
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* \param v3dStart The start position in the volume
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* \param v3dEnd The end position in the volume
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* \param callback The callback to call for each voxel
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*
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*
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* \return A RaycastResults designating whether the ray hit anything or not
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*/
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template<typename VolumeType, typename Callback>
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@ -83,7 +83,7 @@ namespace PolyVox
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const float x2 = v3dEnd.getX() + 0.5f;
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const float y2 = v3dEnd.getY() + 0.5f;
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const float z2 = v3dEnd.getZ() + 0.5f;
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int i = (int)floorf(x1);
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int j = (int)floorf(y1);
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int k = (int)floorf(z1);
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@ -107,39 +107,41 @@ namespace PolyVox
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const float minz = floorf(z1), maxz = minz + 1.0f;
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float tz = ((z1 > z2) ? (z1 - minz) : (maxz - z1)) * deltatz;
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sampler.setPosition(i,j,k);
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sampler.setPosition(i, j, k);
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for(;;)
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for (;;)
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{
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if(!callback(sampler))
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if (!callback(sampler))
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{
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return RaycastResults::Interupted;
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}
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if(tx <= ty && tx <= tz)
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if (tx <= ty && tx <= tz)
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{
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if(i == iend) break;
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if (i == iend) break;
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tx += deltatx;
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i += di;
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if(di == 1) sampler.movePositiveX();
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if(di == -1) sampler.moveNegativeX();
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} else if (ty <= tz)
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if (di == 1) sampler.movePositiveX();
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if (di == -1) sampler.moveNegativeX();
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}
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else if (ty <= tz)
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{
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if(j == jend) break;
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if (j == jend) break;
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ty += deltaty;
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j += dj;
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if(dj == 1) sampler.movePositiveY();
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if(dj == -1) sampler.moveNegativeY();
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} else
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if (dj == 1) sampler.movePositiveY();
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if (dj == -1) sampler.moveNegativeY();
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}
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else
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{
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if(k == kend) break;
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if (k == kend) break;
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tz += deltatz;
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k += dk;
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if(dk == 1) sampler.movePositiveZ();
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if(dk == -1) sampler.moveNegativeZ();
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if (dk == 1) sampler.movePositiveZ();
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if (dk == -1) sampler.moveNegativeZ();
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}
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}
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@ -148,13 +150,13 @@ namespace PolyVox
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/**
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* Cast a ray through a volume by specifying the start and a direction
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*
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* The ray will move from \a v3dStart along \a v3dDirectionAndLength, calling
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* \a callback for each voxel it passes through until \a callback returns
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* \a false. In this case it returns a RaycastResults::Interupted. If it
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* passes from start to end without \a callback returning \a false, it
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*
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* The ray will move from \a v3dStart along \a v3dDirectionAndLength, calling
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* \a callback for each voxel it passes through until \a callback returns
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* \a false. In this case it returns a RaycastResults::Interupted. If it
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* passes from start to end without \a callback returning \a false, it
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* returns RaycastResults::Completed.
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*
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*
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* \note These has been confusion in the past with people not realising
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* that the length of the direction vector is important. Most graphics API can provide
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* a camera position and view direction for picking purposes, but the view direction is
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@ -162,12 +164,12 @@ namespace PolyVox
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* will only iterate over a single voxel and won't find what you are looking for. Instead
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* you must scale the direction vector so that it's length represents the maximum distance
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* over which you want the ray to be cast.
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*
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*
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* \param volData The volume to pass the ray though
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* \param v3dStart The start position in the volume
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* \param v3dDirectionAndLength The direction and length of the ray
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* \param callback The callback to call for each voxel
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*
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*
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* \return A RaycastResults designating whether the ray hit anything or not
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*/
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template<typename VolumeType, typename Callback>
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