style cleanup: whitespace / commas
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@@ -129,7 +129,7 @@ static float KDOP_AXES[13][3] =
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/*
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* Generic push and pop heap
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*/
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#define PUSH_HEAP_BODY(HEAP_TYPE,PRIORITY,heap,heap_size) \
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#define PUSH_HEAP_BODY(HEAP_TYPE, PRIORITY, heap, heap_size) \
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{ \
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HEAP_TYPE element = heap[heap_size-1]; \
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int child = heap_size-1; \
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@@ -146,7 +146,7 @@ static float KDOP_AXES[13][3] =
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heap[child] = element; \
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}
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#define POP_HEAP_BODY(HEAP_TYPE, PRIORITY,heap,heap_size) \
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#define POP_HEAP_BODY(HEAP_TYPE, PRIORITY, heap, heap_size) \
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{ \
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HEAP_TYPE element = heap[heap_size-1]; \
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int parent = 0; \
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@@ -215,7 +215,7 @@ static int floor_lg(int a)
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*/
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static void bvh_insertionsort(BVHNode **a, int lo, int hi, int axis)
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{
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int i,j;
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int i, j;
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BVHNode *t;
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for (i=lo; i < hi; i++) {
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j=i;
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@@ -237,7 +237,7 @@ static int bvh_partition(BVHNode **a, int lo, int hi, BVHNode * x, int axis)
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while (x->bv[axis] < (a[j])->bv[axis]) j--;
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if (!(i < j))
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return i;
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SWAP( BVHNode* , a[i], a[j]);
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SWAP(BVHNode *, a[i], a[j]);
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i++;
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}
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}
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@@ -269,12 +269,12 @@ static void bvh_heapsort(BVHNode **a, int lo, int hi, int axis)
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int n = hi-lo, i;
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for (i=n/2; i>=1; i=i-1)
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{
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bvh_downheap(a, i,n,lo, axis);
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bvh_downheap(a, i, n, lo, axis);
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}
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for (i=n; i>1; i=i-1)
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{
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SWAP(BVHNode*, a[lo],a[lo+i-1]);
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bvh_downheap(a, 1,i-1,lo, axis);
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SWAP(BVHNode*, a[lo], a[lo+i-1]);
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bvh_downheap(a, 1, i-1, lo, axis);
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}
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}
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#endif
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@@ -409,7 +409,7 @@ static void create_kdop_hull(BVHTree *tree, BVHNode *node, const float *co, int
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// depends on the fact that the BVH's for each face is already build
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static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
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{
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float newmin,newmax;
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float newmin, newmax;
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int i, j;
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float *bv = node->bv;
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@@ -671,7 +671,7 @@ static int implicit_needed_branches(int tree_type, int leafs)
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* - if all elements are different all partition will get the same subset of elements
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* as if the array was sorted.
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*
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* partition P is described as the elements in the range ( nth[P] , nth[P+1] ]
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* partition P is described as the elements in the range ( nth[P], nth[P+1] ]
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*
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* TODO: This can be optimized a bit by doing a specialized nth_element instead of K nth_elements
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*/
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@@ -1180,14 +1180,14 @@ typedef struct NodeDistance
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} NodeDistance;
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#define NodeDistance_priority(a,b) ( (a).dist < (b).dist )
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#define NodeDistance_priority(a, b) ( (a).dist < (b).dist )
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// TODO: use a priority queue to reduce the number of nodes looked on
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static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
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{
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if (node->totnode == 0) {
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if (data->callback)
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data->callback(data->userdata , node->index, data->co, &data->nearest);
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data->callback(data->userdata, node->index, data->co, &data->nearest);
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else {
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data->nearest.index = node->index;
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data->nearest.dist = calc_nearest_point(data->proj, node, data->nearest.co);
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@@ -1329,7 +1329,7 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float co[3], BVHTreeNearest *n
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}
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if (nearest) {
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memcpy( &data.nearest , nearest, sizeof(*nearest) );
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memcpy( &data.nearest, nearest, sizeof(*nearest) );
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}
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else {
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data.nearest.index = -1;
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