Refactor: Expand tabs to 4 spaces

This commit is contained in:
Richard
2015-06-28 16:04:15 -06:00
parent a96a595a7a
commit 83de707587
324 changed files with 78942 additions and 78947 deletions
+85 -85
View File
@@ -60,109 +60,109 @@ class SpatialSort
{
public:
SpatialSort();
SpatialSort();
// ------------------------------------------------------------------------------------
/** Constructs a spatially sorted representation from the given position array.
* Supply the positions in its layout in memory, the class will only refer to them
* by index.
* @param pPositions Pointer to the first position vector of the array.
* @param pNumPositions Number of vectors to expect in that array.
* @param pElementOffset Offset in bytes from the beginning of one vector in memory
* to the beginning of the next vector. */
SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset);
// ------------------------------------------------------------------------------------
/** Constructs a spatially sorted representation from the given position array.
* Supply the positions in its layout in memory, the class will only refer to them
* by index.
* @param pPositions Pointer to the first position vector of the array.
* @param pNumPositions Number of vectors to expect in that array.
* @param pElementOffset Offset in bytes from the beginning of one vector in memory
* to the beginning of the next vector. */
SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset);
/** Destructor */
~SpatialSort();
/** Destructor */
~SpatialSort();
public:
// ------------------------------------------------------------------------------------
/** Sets the input data for the SpatialSort. This replaces existing data, if any.
* The new data receives new indices in ascending order.
*
* @param pPositions Pointer to the first position vector of the array.
* @param pNumPositions Number of vectors to expect in that array.
* @param pElementOffset Offset in bytes from the beginning of one vector in memory
* to the beginning of the next vector.
* @param pFinalize Specifies whether the SpatialSort's internal representation
* is finalized after the new data has been added. Finalization is
* required in order to use #FindPosition() or #GenerateMappingTable().
* If you don't finalize yet, you can use #Append() to add data from
* other sources.*/
void Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize = true);
// ------------------------------------------------------------------------------------
/** Sets the input data for the SpatialSort. This replaces existing data, if any.
* The new data receives new indices in ascending order.
*
* @param pPositions Pointer to the first position vector of the array.
* @param pNumPositions Number of vectors to expect in that array.
* @param pElementOffset Offset in bytes from the beginning of one vector in memory
* to the beginning of the next vector.
* @param pFinalize Specifies whether the SpatialSort's internal representation
* is finalized after the new data has been added. Finalization is
* required in order to use #FindPosition() or #GenerateMappingTable().
* If you don't finalize yet, you can use #Append() to add data from
* other sources.*/
void Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize = true);
// ------------------------------------------------------------------------------------
/** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */
void Append( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize = true);
// ------------------------------------------------------------------------------------
/** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */
void Append( const aiVector3D* pPositions, unsigned int pNumPositions,
unsigned int pElementOffset,
bool pFinalize = true);
// ------------------------------------------------------------------------------------
/** Finalize the spatial hash data structure. This can be useful after
* multiple calls to #Append() with the pFinalize parameter set to false.
* This is finally required before one of #FindPositions() and #GenerateMappingTable()
* can be called to query the spatial sort.*/
void Finalize();
// ------------------------------------------------------------------------------------
/** Finalize the spatial hash data structure. This can be useful after
* multiple calls to #Append() with the pFinalize parameter set to false.
* This is finally required before one of #FindPositions() and #GenerateMappingTable()
* can be called to query the spatial sort.*/
void Finalize();
// ------------------------------------------------------------------------------------
/** Returns an iterator for all positions close to the given position.
* @param pPosition The position to look for vertices.
* @param pRadius Maximal distance from the position a vertex may have to be counted in.
* @param poResults The container to store the indices of the found positions.
* Will be emptied by the call so it may contain anything.
* @return An iterator to iterate over all vertices in the given area.*/
void FindPositions( const aiVector3D& pPosition, float pRadius,
std::vector<unsigned int>& poResults) const;
// ------------------------------------------------------------------------------------
/** Returns an iterator for all positions close to the given position.
* @param pPosition The position to look for vertices.
* @param pRadius Maximal distance from the position a vertex may have to be counted in.
* @param poResults The container to store the indices of the found positions.
* Will be emptied by the call so it may contain anything.
* @return An iterator to iterate over all vertices in the given area.*/
void FindPositions( const aiVector3D& pPosition, float pRadius,
std::vector<unsigned int>& poResults) const;
// ------------------------------------------------------------------------------------
/** Fills an array with indices of all positions indentical to the given position. In
* opposite to FindPositions(), not an epsilon is used but a (very low) tolerance of
* four floating-point units.
* @param pPosition The position to look for vertices.
* @param poResults The container to store the indices of the found positions.
* Will be emptied by the call so it may contain anything.*/
void FindIdenticalPositions( const aiVector3D& pPosition,
std::vector<unsigned int>& poResults) const;
// ------------------------------------------------------------------------------------
/** Fills an array with indices of all positions indentical to the given position. In
* opposite to FindPositions(), not an epsilon is used but a (very low) tolerance of
* four floating-point units.
* @param pPosition The position to look for vertices.
* @param poResults The container to store the indices of the found positions.
* Will be emptied by the call so it may contain anything.*/
void FindIdenticalPositions( const aiVector3D& pPosition,
std::vector<unsigned int>& poResults) const;
// ------------------------------------------------------------------------------------
/** Compute a table that maps each vertex ID referring to a spatially close
* enough position to the same output ID. Output IDs are assigned in ascending order
* from 0...n.
* @param fill Will be filled with numPositions entries.
* @param pRadius Maximal distance from the position a vertex may have to
* be counted in.
* @return Number of unique vertices (n). */
unsigned int GenerateMappingTable(std::vector<unsigned int>& fill,
float pRadius) const;
// ------------------------------------------------------------------------------------
/** Compute a table that maps each vertex ID referring to a spatially close
* enough position to the same output ID. Output IDs are assigned in ascending order
* from 0...n.
* @param fill Will be filled with numPositions entries.
* @param pRadius Maximal distance from the position a vertex may have to
* be counted in.
* @return Number of unique vertices (n). */
unsigned int GenerateMappingTable(std::vector<unsigned int>& fill,
float pRadius) const;
protected:
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
aiVector3D mPlaneNormal;
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
aiVector3D mPlaneNormal;
/** An entry in a spatially sorted position array. Consists of a vertex index,
* its position and its precalculated distance from the reference plane */
struct Entry
{
unsigned int mIndex; ///< The vertex referred by this entry
aiVector3D mPosition; ///< Position
float mDistance; ///< Distance of this vertex to the sorting plane
/** An entry in a spatially sorted position array. Consists of a vertex index,
* its position and its precalculated distance from the reference plane */
struct Entry
{
unsigned int mIndex; ///< The vertex referred by this entry
aiVector3D mPosition; ///< Position
float mDistance; ///< Distance of this vertex to the sorting plane
Entry() { /** intentionally not initialized.*/ }
Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance)
: mIndex( pIndex), mPosition( pPosition), mDistance( pDistance)
{ }
Entry() { /** intentionally not initialized.*/ }
Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance)
: mIndex( pIndex), mPosition( pPosition), mDistance( pDistance)
{ }
bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
};
bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
};
// all positions, sorted by distance to the sorting plane
std::vector<Entry> mPositions;
// all positions, sorted by distance to the sorting plane
std::vector<Entry> mPositions;
};
} // end of namespace Assimp