Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -41,88 +41,82 @@
// http://www.amillionpixels.us
//
/* a = b - c */
#define vector(a,b,c) \
(a)[0] = (b)[0] - (c)[0]; \
(a)[1] = (b)[1] - (c)[1]; \
#define vector(a, b, c) \
(a)[0] = (b)[0] - (c)[0]; \
(a)[1] = (b)[1] - (c)[1]; \
(a)[2] = (b)[2] - (c)[2];
#define innerProduct(v, q) \
((v)[0] * (q)[0] + \
(v)[1] * (q)[1] + \
(v)[2] * (q)[2])
#define innerProduct(v,q) \
((v)[0] * (q)[0] + \
(v)[1] * (q)[1] + \
(v)[2] * (q)[2])
#define crossProduct(a,b,c) \
#define crossProduct(a, b, c) \
(a)[0] = (b)[1] * (c)[2] - (c)[1] * (b)[2]; \
(a)[1] = (b)[2] * (c)[0] - (c)[2] * (b)[0]; \
(a)[2] = (b)[0] * (c)[1] - (c)[0] * (b)[1];
bool rayIntersectsTriangle(const float *p,const float *d,const float *v0,const float *v1,const float *v2,float &t)
bool rayIntersectsTriangle(const float *p, const float *d, const float *v0, const float *v1, const float *v2, float &t)
{
float e1[3], e2[3], h[3], s[3], q[3];
float a, f, u, v;
float e1[3],e2[3],h[3],s[3],q[3];
float a,f,u,v;
vector(e1,v1,v0);
vector(e2,v2,v0);
crossProduct(h,d,e2);
a = innerProduct(e1,h);
vector(e1, v1, v0);
vector(e2, v2, v0);
crossProduct(h, d, e2);
a = innerProduct(e1, h);
if (a > -0.00001 && a < 0.00001)
return(false);
return (false);
f = 1/a;
vector(s,p,v0);
u = f * (innerProduct(s,h));
f = 1 / a;
vector(s, p, v0);
u = f * (innerProduct(s, h));
if (u < 0.0 || u > 1.0)
return(false);
return (false);
crossProduct(q,s,e1);
v = f * innerProduct(d,q);
crossProduct(q, s, e1);
v = f * innerProduct(d, q);
if (v < 0.0 || u + v > 1.0)
return(false);
return (false);
// at this stage we can compute t to find out where
// the intersection point is on the line
t = f * innerProduct(e2,q);
if (t > 0) // ray intersection
return(true);
else // this means that there is a line intersection
// but not a ray intersection
return (false);
t = f * innerProduct(e2, q);
if (t > 0) // ray intersection
return (true);
else // this means that there is a line intersection
// but not a ray intersection
return (false);
}
bool lineIntersectsTriangle(const float *rayStart,const float *rayEnd,const float *p1,const float *p2,const float *p3,float *sect)
bool lineIntersectsTriangle(const float *rayStart, const float *rayEnd, const float *p1, const float *p2, const float *p3, float *sect)
{
float dir[3];
dir[0] = rayEnd[0] - rayStart[0];
dir[1] = rayEnd[1] - rayStart[1];
dir[2] = rayEnd[2] - rayStart[2];
dir[0] = rayEnd[0] - rayStart[0];
dir[1] = rayEnd[1] - rayStart[1];
dir[2] = rayEnd[2] - rayStart[2];
float d = sqrtf(dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2]);
float r = 1.0f / d;
float d = sqrtf(dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]);
float r = 1.0f / d;
dir[0]*=r;
dir[1]*=r;
dir[2]*=r;
dir[0] *= r;
dir[1] *= r;
dir[2] *= r;
float t;
float t;
bool ret = rayIntersectsTriangle(rayStart, dir, p1, p2, p3, t);
bool ret = rayIntersectsTriangle(rayStart, dir, p1, p2, p3, t );
if ( ret )
if (ret)
{
if ( t > d )
if (t > d)
{
sect[0] = rayStart[0] + dir[0]*t;
sect[1] = rayStart[1] + dir[1]*t;
sect[2] = rayStart[2] + dir[2]*t;
sect[0] = rayStart[0] + dir[0] * t;
sect[1] = rayStart[1] + dir[1] * t;
sect[2] = rayStart[2] + dir[2] * t;
}
else
{
@@ -130,5 +124,5 @@ bool lineIntersectsTriangle(const float *rayStart,const float *rayEnd,const floa
}
}
return ret;
return ret;
}