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authormegamage <none@none>2009-02-04 10:33:18 -0600
committermegamage <none@none>2009-02-04 10:33:18 -0600
commit4d008f2043084b72fb9d4a9929ff2793c7bbd8ee (patch)
tree13e4adc5b3dae7f3c1805c95e940d785535375af /src/shared/vmap/TreeNode.h
parentedbfb386ce87f918da8e11e843d7b5a227e5328d (diff)
Replace tabs with spaces, and fix crlf issues
--HG-- branch : trunk
Diffstat (limited to 'src/shared/vmap/TreeNode.h')
-rw-r--r--src/shared/vmap/TreeNode.h20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/shared/vmap/TreeNode.h b/src/shared/vmap/TreeNode.h
index a957cfac33b..8f3fbd7a71a 100644
--- a/src/shared/vmap/TreeNode.h
+++ b/src/shared/vmap/TreeNode.h
@@ -1,4 +1,4 @@
-/*
+/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
@@ -109,11 +109,11 @@ namespace VMAP
// See if the ray will ever hit this node or its children
G3D::Vector3 location;
bool alreadyInsideBounds = false;
- bool rayWillHitBounds =
+ bool rayWillHitBounds =
MyCollisionDetection::collisionLocationForMovingPointFixedAABox(
ray.origin, ray.direction, iBounds, location, alreadyInsideBounds);
- bool canHitThisNode = (alreadyInsideBounds ||
+ bool canHitThisNode = (alreadyInsideBounds ||
(rayWillHitBounds && ((location - ray.origin).squaredLength() < (distance*distance))));
return canHitThisNode;
@@ -121,8 +121,8 @@ namespace VMAP
template<typename RayCallback, typename TNode, typename TValue>
void intersectRay(
- const G3D::Ray& ray,
- RayCallback& intersectCallback,
+ const G3D::Ray& ray,
+ RayCallback& intersectCallback,
float& distance,
const NodeValueAccess<TNode, TValue>& pNodeValueAccess,
bool pStopAtFirstHit,
@@ -134,7 +134,7 @@ namespace VMAP
}
// Test for intersection against every object at this node.
- for (unsigned int v = iStartPosition; v < (iNumberOfValues+iStartPosition); ++v) {
+ for (unsigned int v = iStartPosition; v < (iNumberOfValues+iStartPosition); ++v) {
const TValue& nodeValue = pNodeValueAccess.getValue(v);
bool canHitThisObject = true;
if (! intersectCallbackIsFast) {
@@ -142,11 +142,11 @@ namespace VMAP
G3D::Vector3 location;
const G3D::AABox& bounds = nodeValue.getAABoxBounds();
bool alreadyInsideBounds = false;
- bool rayWillHitBounds =
+ bool rayWillHitBounds =
MyCollisionDetection::collisionLocationForMovingPointFixedAABox(
ray.origin, ray.direction, bounds, location, alreadyInsideBounds);
- canHitThisObject = (alreadyInsideBounds ||
+ canHitThisObject = (alreadyInsideBounds ||
(rayWillHitBounds && ((location - ray.origin).squaredLength() < (distance*distance))));
}
@@ -160,7 +160,7 @@ namespace VMAP
}
// There are three cases to consider next:
- //
+ //
// 1. the ray can start on one side of the splitting plane and never enter the other,
// 2. the ray can start on one side and enter the other, and
// 3. the ray can travel exactly down the splitting plane
@@ -205,7 +205,7 @@ namespace VMAP
return;
}
if (ray.direction[iSplitAxis] != 0) {
- // See if there was an intersection before hitting the splitting plane.
+ // See if there was an intersection before hitting the splitting plane.
// If so, there is no need to look on the far side and recursion terminates.
float distanceToSplittingPlane = (iSplitLocation - ray.origin[iSplitAxis]) / ray.direction[iSplitAxis];
if (distanceToSplittingPlane > distance) {