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authorParadox <none@none>2009-02-09 08:16:34 -0500
committerParadox <none@none>2009-02-09 08:16:34 -0500
commitd230302b16474ff22a35243ffed6236ef4fc7fb9 (patch)
treee3679ad841a47b275756f2721f9aa24a3ee548a6 /dep/src/g3dlite/AABox.cpp
parentb0694d7e5e794b361fa178d55fefdb98cf47e9ca (diff)
Replace tabs with spaces in more files.
--HG-- branch : trunk
Diffstat (limited to 'dep/src/g3dlite/AABox.cpp')
-rw-r--r--dep/src/g3dlite/AABox.cpp136
1 files changed, 68 insertions, 68 deletions
diff --git a/dep/src/g3dlite/AABox.cpp b/dep/src/g3dlite/AABox.cpp
index d147a1080e8..0baa1a07419 100644
--- a/dep/src/g3dlite/AABox.cpp
+++ b/dep/src/g3dlite/AABox.cpp
@@ -59,22 +59,22 @@ Vector3 AABox::randomSurfacePoint() const {
// The probability of choosing a given face is proportional to
// its area.
if (r < aXY) {
- return
- lo +
+ return
+ lo +
Vector3(
(float)random(0, extent.x),
(float)random(0, extent.y),
d * extent.z);
} else if (r < aYZ) {
- return
- lo +
+ return
+ lo +
Vector3(
d * extent.x,
(float)random(0, extent.y),
(float)random(0, extent.z));
} else {
- return
- lo +
+ return
+ lo +
Vector3(
(float)random(0, extent.x),
d * extent.y,
@@ -85,8 +85,8 @@ Vector3 AABox::randomSurfacePoint() const {
Vector3 AABox::randomInteriorPoint() const {
return Vector3(
- (float)random(lo.x, hi.x),
- (float)random(lo.y, hi.y),
+ (float)random(lo.x, hi.x),
+ (float)random(lo.y, hi.y),
(float)random(lo.z, hi.z));
}
#endif
@@ -112,21 +112,21 @@ bool AABox::intersects(const AABox& other) const {
bool AABox::culledBy(
- const Array<Plane>& plane,
- int& cullingPlaneIndex,
- const uint32 inMask,
- uint32& outMask) const {
+ const Array<Plane>& plane,
+ int& cullingPlaneIndex,
+ const uint32 inMask,
+ uint32& outMask) const {
- return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask, outMask);
+ return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask, outMask);
}
bool AABox::culledBy(
- const Array<Plane>& plane,
- int& cullingPlaneIndex,
- const uint32 inMask) const {
+ const Array<Plane>& plane,
+ int& cullingPlaneIndex,
+ const uint32 inMask) const {
- return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask);
+ return culledBy(plane.getCArray(), plane.size(), cullingPlaneIndex, inMask);
}
@@ -136,16 +136,16 @@ int AABox::dummy = 0;
bool AABox::culledBy(
const class Plane* plane,
int numPlanes,
- int& cullingPlane,
- const uint32 _inMask,
+ int& cullingPlane,
+ const uint32 _inMask,
uint32& childMask) const {
- uint32 inMask = _inMask;
- assert(numPlanes < 31);
+ uint32 inMask = _inMask;
+ assert(numPlanes < 31);
childMask = 0;
- const bool finite =
+ const bool finite =
(abs(lo.x) < G3D::inf()) &&
(abs(hi.x) < G3D::inf()) &&
(abs(lo.y) < G3D::inf()) &&
@@ -154,13 +154,13 @@ bool AABox::culledBy(
(abs(hi.z) < G3D::inf());
// See if there is one plane for which all of the
- // vertices are in the negative half space.
+ // vertices are in the negative half space.
for (int p = 0; p < numPlanes; p++) {
- // Only test planes that are not masked
- if ((inMask & 1) != 0) {
-
- Vector3 corner;
+ // Only test planes that are not masked
+ if ((inMask & 1) != 0) {
+
+ Vector3 corner;
int numContained = 0;
int v = 0;
@@ -168,13 +168,13 @@ bool AABox::culledBy(
// We can early-out only if we have found one point on each
// side of the plane (i.e. if we are straddling). That
// occurs when (numContained < v) && (numContained > 0)
- for (v = 0; (v < 8) && ((numContained == v) || (numContained == 0)); ++v) {
+ for (v = 0; (v < 8) && ((numContained == v) || (numContained == 0)); ++v) {
// Unrolling these 3 if's into a switch decreases performance
// by about 2x
- corner.x = (v & 1) ? hi.x : lo.x;
- corner.y = (v & 2) ? hi.y : lo.y;
- corner.z = (v & 4) ? hi.z : lo.z;
-
+ corner.x = (v & 1) ? hi.x : lo.x;
+ corner.y = (v & 2) ? hi.y : lo.y;
+ corner.z = (v & 4) ? hi.z : lo.z;
+
if (finite) { // this branch is highly predictable
if (plane[p].halfSpaceContainsFinite(corner)) {
++numContained;
@@ -184,32 +184,32 @@ bool AABox::culledBy(
++numContained;
}
}
- }
+ }
- if (numContained == 0) {
- // Plane p culled the box
- cullingPlane = p;
+ if (numContained == 0) {
+ // Plane p culled the box
+ cullingPlane = p;
// The caller should not recurse into the children,
// since the parent is culled. If they do recurse,
// make them only test against this one plane, which
// will immediately cull the volume.
childMask = 1 << p;
- return true;
+ return true;
} else if (numContained < v) {
// The bounding volume straddled the plane; we have
// to keep testing against this plane
childMask |= (1 << p);
}
- }
+ }
// Move on to the next bit.
- inMask = inMask >> 1;
+ inMask = inMask >> 1;
}
// None of the planes could cull this box
- cullingPlane = -1;
+ cullingPlane = -1;
return false;
}
@@ -217,13 +217,13 @@ bool AABox::culledBy(
bool AABox::culledBy(
const class Plane* plane,
int numPlanes,
- int& cullingPlane,
- const uint32 _inMask) const {
+ int& cullingPlane,
+ const uint32 _inMask) const {
+
+ uint32 inMask = _inMask;
+ assert(numPlanes < 31);
- uint32 inMask = _inMask;
- assert(numPlanes < 31);
-
- const bool finite =
+ const bool finite =
(abs(lo.x) < G3D::inf()) &&
(abs(hi.x) < G3D::inf()) &&
(abs(lo.y) < G3D::inf()) &&
@@ -232,55 +232,55 @@ bool AABox::culledBy(
(abs(hi.z) < G3D::inf());
// See if there is one plane for which all of the
- // vertices are in the negative half space.
+ // vertices are in the negative half space.
for (int p = 0; p < numPlanes; p++) {
- // Only test planes that are not masked
- if ((inMask & 1) != 0) {
-
- bool culled = true;
- Vector3 corner;
+ // Only test planes that are not masked
+ if ((inMask & 1) != 0) {
+
+ bool culled = true;
+ Vector3 corner;
int v;
- // Assume this plane culls all points. See if there is a point
- // not culled by the plane... early out when at least one point
+ // Assume this plane culls all points. See if there is a point
+ // not culled by the plane... early out when at least one point
// is in the positive half space.
- for (v = 0; (v < 8) && culled; ++v) {
+ for (v = 0; (v < 8) && culled; ++v) {
// Unrolling these 3 if's into a switch decreases performance
// by about 2x
- corner.x = (v & 1) ? hi.x : lo.x;
- corner.y = (v & 2) ? hi.y : lo.y;
- corner.z = (v & 4) ? hi.z : lo.z;
-
+ corner.x = (v & 1) ? hi.x : lo.x;
+ corner.y = (v & 2) ? hi.y : lo.y;
+ corner.z = (v & 4) ? hi.z : lo.z;
+
if (finite) { // this branch is highly predictable
culled = ! plane[p].halfSpaceContainsFinite(corner);
} else {
culled = ! plane[p].halfSpaceContains(corner);
}
- }
+ }
- if (culled) {
- // Plane p culled the box
- cullingPlane = p;
+ if (culled) {
+ // Plane p culled the box
+ cullingPlane = p;
- return true;
+ return true;
}
- }
+ }
// Move on to the next bit.
- inMask = inMask >> 1;
+ inMask = inMask >> 1;
}
// None of the planes could cull this box
- cullingPlane = -1;
+ cullingPlane = -1;
return false;
}
bool AABox::intersects(const class Sphere& sphere) const {
- double d = 0;
+ double d = 0;
//find the square of the distance
//from the sphere to the box