refactor(Core/Misc): add braces and impove codestyle (#6402)

This commit is contained in:
Kargatum
2021-06-25 00:50:18 +07:00
committed by GitHub
parent 33c271cc7c
commit 3c24b511f2
72 changed files with 1486 additions and 401 deletions

View File

@@ -90,11 +90,15 @@ public:
BuildStats stats;
buildHierarchy(tempTree, dat, stats);
if (printStats)
{
stats.printStats();
}
objects.resize(dat.numPrims);
for (uint32 i = 0; i < dat.numPrims; ++i)
{
objects[i] = dat.indices[i];
}
//nObjects = dat.numPrims;
tree = tempTree;
delete[] dat.primBound;
@@ -118,20 +122,30 @@ public:
float t1 = (bounds.low()[i] - org[i]) * invDir[i];
float t2 = (bounds.high()[i] - org[i]) * invDir[i];
if (t1 > t2)
{
std::swap(t1, t2);
}
if (t1 > intervalMin)
{
intervalMin = t1;
}
if (t2 < intervalMax || intervalMax < 0.f)
{
intervalMax = t2;
}
// intervalMax can only become smaller for other axis,
// and intervalMin only larger respectively, so stop early
if (intervalMax <= 0 || intervalMin >= maxDist)
{
return;
}
}
}
if (intervalMin > intervalMax)
{
return;
}
intervalMin = std::max(intervalMin, 0.f);
intervalMax = std::min(intervalMax, maxDist);
@@ -174,7 +188,9 @@ public:
float tb = (intBitsToFloat(tree[node + offsetBack[axis]]) - org[axis]) * invDir[axis];
// ray passes between clip zones
if (tf < intervalMin && tb > intervalMax)
{
break;
}
int back = offset + offsetBack3[axis];
node = back;
// ray passes through far node only
@@ -207,7 +223,7 @@ public:
while (n > 0)
{
bool hit = intersectCallback(r, objects[offset], maxDist, stopAtFirstHit);
if (stopAtFirstHit && hit) return;
if (stopAtFirstHit && hit) { return; }
--n;
++offset;
}
@@ -217,14 +233,18 @@ public:
else
{
if (axis > 2)
return; // should not happen
{
return; // should not happen
}
float tf = (intBitsToFloat(tree[node + offsetFront[axis]]) - org[axis]) * invDir[axis];
float tb = (intBitsToFloat(tree[node + offsetBack[axis]]) - org[axis]) * invDir[axis];
node = offset;
intervalMin = (tf >= intervalMin) ? tf : intervalMin;
intervalMax = (tb <= intervalMax) ? tb : intervalMax;
if (intervalMin > intervalMax)
{
break;
}
continue;
}
} // traversal loop
@@ -232,12 +252,16 @@ public:
{
// stack is empty?
if (stackPos == 0)
{
return;
}
// move back up the stack
stackPos--;
intervalMin = stack[stackPos].tnear;
if (maxDist < intervalMin)
{
continue;
}
node = stack[stackPos].node;
intervalMax = stack[stackPos].tfar;
break;
@@ -249,7 +273,9 @@ public:
void intersectPoint(const G3D::Vector3& p, IsectCallback& intersectCallback) const
{
if (!bounds.contains(p))
{
return;
}
StackNode stack[MAX_STACK_SIZE];
int stackPos = 0;
@@ -272,7 +298,9 @@ public:
float tr = intBitsToFloat(tree[node + 2]);
// point is between clip zones
if (tl < p[axis] && tr > p[axis])
{
break;
}
int right = offset + 3;
node = right;
// point is in right node only
@@ -308,19 +336,25 @@ public:
else // BVH2 node (empty space cut off left and right)
{
if (axis > 2)
return; // should not happen
{
return; // should not happen
}
float tl = intBitsToFloat(tree[node + 1]);
float tr = intBitsToFloat(tree[node + 2]);
node = offset;
if (tl > p[axis] || tr < p[axis])
{
break;
}
continue;
}
} // traversal loop
// stack is empty?
if (stackPos == 0)
{
return;
}
// move back up the stack
stackPos--;
node = stack[stackPos].node;
@@ -366,7 +400,7 @@ protected:
public:
BuildStats()
{
for (int & i : numLeavesN) i = 0;
for (int& i : numLeavesN) { i = 0; }
}
void updateInner() { numNodes++; }