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Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
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@@ -29,11 +29,11 @@
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#ifndef TRIANGLE_MESH_H
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#define TRIANGLE_MESH_H
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#include "reference.h"
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#include "face3.h"
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#include "reference.h"
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class TriangleMesh : public Reference {
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OBJ_TYPE( TriangleMesh, Reference);
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OBJ_TYPE(TriangleMesh, Reference);
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struct Triangle {
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@@ -56,7 +56,7 @@ class TriangleMesh : public Reference {
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struct BVHCmpX {
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bool operator()(const BVH* p_left, const BVH* p_right) const {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.x < p_right->center.x;
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}
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@@ -64,35 +64,33 @@ class TriangleMesh : public Reference {
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struct BVHCmpY {
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bool operator()(const BVH* p_left, const BVH* p_right) const {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.y < p_right->center.y;
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}
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};
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struct BVHCmpZ {
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bool operator()(const BVH* p_left, const BVH* p_right) const {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.z < p_right->center.z;
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}
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};
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int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
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int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
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DVector<BVH> bvh;
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int max_depth;
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bool valid;
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public:
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bool is_valid() const;
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bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
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bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
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Vector3 get_area_normal(const AABB& p_aabb) const;
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bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const;
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bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const;
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Vector3 get_area_normal(const AABB &p_aabb) const;
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DVector<Face3> get_faces() const;
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void create(const DVector<Vector3>& p_faces);
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void create(const DVector<Vector3> &p_faces);
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TriangleMesh();
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};
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