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

@ -44,7 +44,7 @@ class RaycastTestFunctor
public:
RaycastTestFunctor()
:m_uVoxelsTouched(0)
,m_bRayLeftVolume(false)
, m_bRayLeftVolume(false)
{
}
@ -55,7 +55,7 @@ public:
// For this particular test we know that we are always starting a ray inside the volume,
// so if it ever leaves the volume we know it can't go back in and so we can terminate early.
// This optimisation is worthwhile because samplers get slow once outside the volume.
if(!sampler.isCurrentPositionValid())
if (!sampler.isCurrentPositionValid())
{
m_bRayLeftVolume = true;
return false;
@ -81,20 +81,20 @@ void TestRaycast::testExecute()
{
for (int32_t x = 0; x < uVolumeSideLength; x++)
{
if((x == 0) || (x == uVolumeSideLength-1) || (y == 0) || (y == uVolumeSideLength-1))
if ((x == 0) || (x == uVolumeSideLength - 1) || (y == 0) || (y == uVolumeSideLength - 1))
{
volData.setVoxel(x, y, z, 100);
}
else
{
volData.setVoxel(x, y, z, -100);
}
}
}
}
}
//Cast rays from the centre. Roughly 2/3 should escape.
Vector3DFloat start (uVolumeSideLength / 2, uVolumeSideLength / 2, uVolumeSideLength / 2);
Vector3DFloat start(uVolumeSideLength / 2, uVolumeSideLength / 2, uVolumeSideLength / 2);
// We could have counted the total number of hits in the same way as the total number of voxels
// touched, but for demonstration and testing purposes we are making use of the raycast return value
@ -103,7 +103,7 @@ void TestRaycast::testExecute()
uint32_t uTotalVoxelsTouched = 0;
// Cast a large number of random rays
for(int ct = 0; ct < 1000000; ct++)
for (int ct = 0; ct < 1000000; ct++)
{
RaycastTestFunctor raycastTestFunctor;
RaycastResult result = raycastWithDirection(&volData, start, randomUnitVectors[ct % 1024] * 1000.0f, raycastTestFunctor);
@ -112,11 +112,11 @@ void TestRaycast::testExecute()
// If the raycast completed then we know it did not hit anything.If it was interupted then it
// probably hit something, unless we noted that the reason it was interupted was that it left the volume.
if((result == RaycastResults::Interupted) && (raycastTestFunctor.m_bRayLeftVolume == false))
if ((result == RaycastResults::Interupted) && (raycastTestFunctor.m_bRayLeftVolume == false))
{
hits++;
}
}
}
// Check the number of hits.
QCOMPARE(hits, 687494);