Mesh: remove trailing whitespace

This commit is contained in:
luz paz
2022-11-10 06:41:42 -05:00
committed by Chris Hennes
parent 356faf94da
commit c174e063f3
102 changed files with 632 additions and 633 deletions

View File

@@ -173,14 +173,14 @@ SbBool SoSFMeshFacetArray::readValue(SoInput *in)
MeshCore::MeshKernel mesh;
// Let the mesh kernel restore the neighbourhoods of the facets for us
mesh.Adopt(vertex, *value, true);
// Give us back the face data
// Give us back the face data
mesh.Adopt(vertex, *value, false);
// We need to trigger the notification chain here, as this function
// can be used on a node in a scene graph in any state -- not only
// during initial scene graph import.
this->valueChanged();
return TRUE;
}
@@ -384,7 +384,7 @@ void SoFCMeshFacet::getPrimitiveCount(SoGetPrimitiveCountAction * action)
* \brief The SoFCMeshNode class is designed to render huge meshes.
*
* The SoFCMeshNode is an Inventor shape node that is designed to render huge meshes. If the mesh exceeds a certain number of triangles
* and the user does some intersections (e.g. moving, rotating, zooming, spinning, etc.) with the mesh then the GLRender() method renders
* and the user does some intersections (e.g. moving, rotating, zooming, spinning, etc.) with the mesh then the GLRender() method renders
* only the gravity points of a subset of the triangles.
* If there is no user interaction with the mesh then all triangles are rendered.
* The limit of maximum allowed triangles can be specified in \a MaximumTriangles, the default value is set to 100.000.
@@ -397,30 +397,30 @@ void SoFCMeshFacet::getPrimitiveCount(SoGetPrimitiveCountAction * action)
*/
// Helper functions: draw vertices
inline void glVertex(const MeshCore::MeshPoint& _v)
{
inline void glVertex(const MeshCore::MeshPoint& _v)
{
float v[3];
v[0]=_v.x; v[1]=_v.y;v[2]=_v.z;
glVertex3fv(v);
glVertex3fv(v);
}
// Helper functions: draw normal
inline void glNormal(const Base::Vector3f& _n)
{
{
float n[3];
n[0]=_n.x; n[1]=_n.y;n[2]=_n.z;
glNormal3fv(n);
glNormal3fv(n);
}
// Helper functions: draw normal
inline void glNormal(float* n)
{
glNormal3fv(n);
{
glNormal3fv(n);
}
// Helper function: convert Vec to SbVec3f
inline SbVec3f sbvec3f(const Base::Vector3f& _v) {
return SbVec3f(_v.x, _v.y, _v.z);
return SbVec3f(_v.x, _v.y, _v.z);
}
SO_NODE_SOURCE(SoFCMeshFaceSet);
@@ -442,13 +442,13 @@ void SoFCMeshFaceSet::notify(SoNotList * node)
}
/**
* Creates a rough proxy mesh model from the original data attached to a grid in case \a simplest is false. The number of grids
* Creates a rough proxy mesh model from the original data attached to a grid in case \a simplest is false. The number of grids
* in each direction doesn't exceed 50.
* If \a simplest is true then the model is built from the bounding box instead.
*
* For every move event the complete data set must be iterated to refresh internal Inventor data @see generatePrimitives().
* Doing this very often for very huge data sets slows down the system noticeably. Using a rough model as proxy instead of the original
* data set can speed up the user interaction extremely.
* For every move event the complete data set must be iterated to refresh internal Inventor data @see generatePrimitives().
* Doing this very often for very huge data sets slows down the system noticeably. Using a rough model as proxy instead of the original
* data set can speed up the user interaction extremely.
* @note The proxy will never be displayed. It's just used for the picking mechanism.
* @note The usage of the proxy might be confusing a little bit due to the fact that some details get lost. So it'll be possible
* to pick the data set where no data seem to be.
@@ -490,7 +490,7 @@ void SoFCMeshFaceSet::createProxyModel(const MeshCore::MeshPointArray* rPoints,
// Check the boundings and the average edge length
float fAvgLen = 5.0f * MeshCore::MeshAlgorithm(mesh).GetAverageEdgeLength();
// create maximum 50 grids in each direction
// create maximum 50 grids in each direction
fAvgLen = std::max<float>(fAvgLen, (cBox.MaxX-cBox.MinX)/50.0f);
fAvgLen = std::max<float>(fAvgLen, (cBox.MaxY-cBox.MinY)/50.0f);
fAvgLen = std::max<float>(fAvgLen, (cBox.MaxZ-cBox.MinZ)/50.0f);
@@ -624,9 +624,9 @@ void SoFCMeshFaceSet::GLRender(SoGLRenderAction *action)
SbBool needNormals = !mb.isColorOnly()/* || tb.isFunction()*/;
mb.sendFirst(); // make sure we have the correct material
SbBool ccw = TRUE;
if (SoShapeHintsElement::getVertexOrdering(state) == SoShapeHintsElement::CLOCKWISE)
if (SoShapeHintsElement::getVertexOrdering(state) == SoShapeHintsElement::CLOCKWISE)
ccw = FALSE;
if ( mode == false || index->size() <= this->MaximumTriangles ) {
@@ -680,7 +680,7 @@ SoFCMeshFaceSet::Binding SoFCMeshFaceSet::findMaterialBinding(SoState * const st
* FIXME: Do it the same way as Coin did to have only one implementation which is controlled by defines
* FIXME: Implement using different values of transparency for each vertex or face
*/
void SoFCMeshFaceSet::drawFaces(const MeshCore::MeshPointArray * rPoints, const MeshCore::MeshFacetArray* rFacets,
void SoFCMeshFaceSet::drawFaces(const MeshCore::MeshPointArray * rPoints, const MeshCore::MeshFacetArray* rFacets,
SoMaterialBundle* mb, Binding bind, SbBool needNormals, SbBool ccw) const
{
bool perVertex = (mb && bind == PER_VERTEX_INDEXED);
@@ -702,7 +702,7 @@ void SoFCMeshFaceSet::drawFaces(const MeshCore::MeshPointArray * rPoints, const
n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y);
n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z);
n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x);
if(perFace)
mb->send(it-rFacets->begin(), TRUE);
glNormal(n);
@@ -729,7 +729,7 @@ void SoFCMeshFaceSet::drawFaces(const MeshCore::MeshPointArray * rPoints, const
n[0] = -((v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y));
n[1] = -((v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z));
n[2] = -((v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x));
glNormal(n);
glVertex(v0);
glVertex(v1);
@@ -738,7 +738,7 @@ void SoFCMeshFaceSet::drawFaces(const MeshCore::MeshPointArray * rPoints, const
}
glEnd();
}
else
else
{
glBegin(GL_TRIANGLES);
for ( MeshCore::MeshFacetArray::_TConstIterator it = rFacets->begin(); it != rFacets->end(); ++it )
@@ -754,7 +754,7 @@ void SoFCMeshFaceSet::drawFaces(const MeshCore::MeshPointArray * rPoints, const
/**
* Renders the gravity points of a subset of triangles.
*/
void SoFCMeshFaceSet::drawPoints(const MeshCore::MeshPointArray * rPoints,
void SoFCMeshFaceSet::drawPoints(const MeshCore::MeshPointArray * rPoints,
const MeshCore::MeshFacetArray* rFacets, SbBool needNormals, SbBool ccw) const
{
int mod = rFacets->size()/MaximumTriangles+1;
@@ -779,7 +779,7 @@ void SoFCMeshFaceSet::drawPoints(const MeshCore::MeshPointArray * rPoints,
n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y);
n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z);
n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x);
// Calculate the center point p=(v0+v1+v2)/3
float p[3];
p[0] = (v0.x+v1.x+v2.x)/3.0f;
@@ -802,7 +802,7 @@ void SoFCMeshFaceSet::drawPoints(const MeshCore::MeshPointArray * rPoints,
n[0] = -((v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y));
n[1] = -((v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z));
n[2] = -((v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x));
// Calculate the center point p=(v0+v1+v2)/3
float p[3];
p[0] = (v0.x+v1.x+v2.x)/3.0f;
@@ -815,7 +815,7 @@ void SoFCMeshFaceSet::drawPoints(const MeshCore::MeshPointArray * rPoints,
}
glEnd();
}
else
else
{
glBegin(GL_POINTS);
int ct=0;
@@ -882,7 +882,7 @@ void SoFCMeshFaceSet::generatePrimitives(SoAction* action)
// In case we have too many triangles we just create a rough model of the original mesh
if ( this->MaximumTriangles < rFacets->size() ) {
// We notify this shape when the data has changed because just counting the number of triangles won't always work.
//
//
if ( meshChanged ) {
try {
createProxyModel(rPoints, rFacets, FALSE);
@@ -901,14 +901,14 @@ void SoFCMeshFaceSet::generatePrimitives(SoAction* action)
}
SoPrimitiveVertex vertex;
beginShape(action, TRIANGLES, 0);
try
try
{
int i=0;
while ( i<coordIndex.getNum() )
{
const SbVec3f& v0 = point[coordIndex[i++]];
const SbVec3f& v1 = point[coordIndex[i++]];
const SbVec3f& v2 = point[coordIndex[i++]];
const SbVec3f& v0 = point[coordIndex[i++]];
const SbVec3f& v1 = point[coordIndex[i++]];
const SbVec3f& v2 = point[coordIndex[i++]];
// Calculate the normal n = (v1-v0)x(v2-v0)
SbVec3f n;
@@ -943,7 +943,7 @@ void SoFCMeshFaceSet::generatePrimitives(SoAction* action)
vertex.setDetail(&pointDetail);
beginShape(action, TRIANGLES, &faceDetail);
try
try
{
for ( MeshCore::MeshFacetArray::_TConstIterator it = rFacets->begin(); it != rFacets->end(); ++it )
{
@@ -1107,10 +1107,10 @@ void SoFCMeshOpenEdgeSet::GLRender(SoGLRenderAction *action)
/**
* Renders the triangles of the complete mesh.
*/
void SoFCMeshOpenEdgeSet::drawLines(const MeshCore::MeshPointArray * rPoints,
void SoFCMeshOpenEdgeSet::drawLines(const MeshCore::MeshPointArray * rPoints,
const MeshCore::MeshFacetArray* rFacets) const
{
// When rendering open edges use the given line width * 3
// When rendering open edges use the given line width * 3
GLfloat lineWidth;
glGetFloatv(GL_LINE_WIDTH, &lineWidth);
glLineWidth(3.0f*lineWidth);
@@ -1202,7 +1202,7 @@ void SoFCMeshOpenEdgeSet::getPrimitiveCount(SoGetPrimitiveCountAction * action)
return;
SoState* state = action->getState();
const MeshCore::MeshFacetArray * rFaces = SoFCMeshFacetElement::get(state);
// Count number of open edges first
int ctEdges=0;
for ( MeshCore::MeshFacetArray::_TConstIterator jt = rFaces->begin(); jt != rFaces->end(); ++jt ) {