mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 01:08:35 +00:00
refactor(Core/Common): restyle common lib with astyle (#3461)
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@@ -7,12 +7,12 @@
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#include "BoundingIntervalHierarchy.h"
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#ifdef _MSC_VER
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#define isnan _isnan
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#define isnan _isnan
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#else
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#define isnan std::isnan
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#define isnan std::isnan
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#endif
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void BIH::buildHierarchy(std::vector<uint32> &tempTree, buildData &dat, BuildStats &stats)
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void BIH::buildHierarchy(std::vector<uint32>& tempTree, buildData& dat, BuildStats& stats)
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{
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// create space for the first node
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tempTree.push_back(uint32(3 << 30)); // dummy leaf
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@@ -26,7 +26,7 @@ void BIH::buildHierarchy(std::vector<uint32> &tempTree, buildData &dat, BuildSta
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subdivide(0, dat.numPrims - 1, tempTree, dat, gridBox, nodeBox, 0, 1, stats);
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}
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void BIH::subdivide(int left, int right, std::vector<uint32> &tempTree, buildData &dat, AABound &gridBox, AABound &nodeBox, int nodeIndex, int depth, BuildStats &stats)
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void BIH::subdivide(int left, int right, std::vector<uint32>& tempTree, buildData& dat, AABound& gridBox, AABound& nodeBox, int nodeIndex, int depth, BuildStats& stats)
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{
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if ((right - left + 1) <= dat.maxPrims || depth >= MAX_STACK_SIZE)
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{
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@@ -121,13 +121,15 @@ void BIH::subdivide(int left, int right, std::vector<uint32> &tempTree, buildDat
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if (right == rightOrig)
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{
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// all left
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if (prevAxis == axis && G3D::fuzzyEq(prevSplit, split)) {
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if (prevAxis == axis && G3D::fuzzyEq(prevSplit, split))
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{
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// we are stuck here - create a leaf
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stats.updateLeaf(depth, right - left + 1);
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createNode(tempTree, nodeIndex, left, right);
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return;
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}
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if (clipL <= split) {
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if (clipL <= split)
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{
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// keep looping on left half
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gridBox.hi[axis] = split;
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prevClip = clipL;
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@@ -140,14 +142,16 @@ void BIH::subdivide(int left, int right, std::vector<uint32> &tempTree, buildDat
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else if (left > right)
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{
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// all right
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if (prevAxis == axis && G3D::fuzzyEq(prevSplit, split)) {
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if (prevAxis == axis && G3D::fuzzyEq(prevSplit, split))
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{
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// we are stuck here - create a leaf
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stats.updateLeaf(depth, right - left + 1);
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createNode(tempTree, nodeIndex, left, right);
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return;
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}
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right = rightOrig;
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if (clipR >= split) {
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if (clipR >= split)
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{
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// keep looping on right half
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gridBox.lo[axis] = split;
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prevClip = clipR;
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@@ -169,14 +173,17 @@ void BIH::subdivide(int left, int right, std::vector<uint32> &tempTree, buildDat
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tempTree.push_back(0);
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tempTree.push_back(0);
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tempTree.push_back(0);
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if (wasLeft) {
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if (wasLeft)
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{
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// create a node with a left child
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// write leaf node
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stats.updateInner();
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tempTree[nodeIndex + 0] = (prevAxis << 30) | nextIndex;
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tempTree[nodeIndex + 1] = floatToRawIntBits(prevClip);
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tempTree[nodeIndex + 2] = floatToRawIntBits(G3D::inf());
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} else {
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}
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else
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{
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// create a node with a right child
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// write leaf node
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stats.updateInner();
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@@ -198,14 +205,17 @@ void BIH::subdivide(int left, int right, std::vector<uint32> &tempTree, buildDat
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// allocate left node
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int nl = right - left + 1;
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int nr = rightOrig - (right + 1) + 1;
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if (nl > 0) {
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if (nl > 0)
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{
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tempTree.push_back(0);
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tempTree.push_back(0);
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tempTree.push_back(0);
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} else
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}
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else
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nextIndex -= 3;
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// allocate right node
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if (nr > 0) {
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if (nr > 0)
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{
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tempTree.push_back(0);
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tempTree.push_back(0);
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tempTree.push_back(0);
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@@ -235,7 +245,7 @@ void BIH::subdivide(int left, int right, std::vector<uint32> &tempTree, buildDat
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bool BIH::writeToFile(FILE* wf) const
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{
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uint32 treeSize = tree.size();
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uint32 check=0, count;
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uint32 check = 0, count;
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check += fwrite(&bounds.low(), sizeof(float), 3, wf);
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check += fwrite(&bounds.high(), sizeof(float), 3, wf);
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check += fwrite(&treeSize, sizeof(uint32), 1, wf);
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@@ -250,7 +260,7 @@ bool BIH::readFromFile(FILE* rf)
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{
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uint32 treeSize;
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G3D::Vector3 lo, hi;
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uint32 check=0, count=0;
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uint32 check = 0, count = 0;
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check += fread(&lo, sizeof(float), 3, rf);
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check += fread(&hi, sizeof(float), 3, rf);
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bounds = G3D::AABox(lo, hi);
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