cr cleanup

This commit is contained in:
ZappoMan 2013-04-30 10:27:38 -07:00
parent 37b139621a
commit 218dd3d62b

View file

@ -39,7 +39,7 @@ void VoxelNodeBag::insert(VoxelNode* node) {
for (int i = 0; i < _elementsInUse; i++) {
// compare the newNode to the elements already in the bag
OctalCodeComparison comparison = compareOctalCodes(_bagElements[i]->octalCode,node->octalCode);
OctalCodeComparison comparison = compareOctalCodes(_bagElements[i]->octalCode, node->octalCode);
// If we found a code in the bag that matches, then just return, since the element is already in the bag.
if (comparison == EXACT_MATCH) {
@ -56,9 +56,9 @@ void VoxelNodeBag::insert(VoxelNode* node) {
// at this point, inserAt will be the location we want to insert at.
// If we don't have room in our bag, then grow the bag
if (_sizeOfElementsArray < _elementsInUse+1) {
if (_sizeOfElementsArray < _elementsInUse + 1) {
VoxelNode** oldBag = _bagElements;
_bagElements = new VoxelNode*[_sizeOfElementsArray + GROW_BAG_BY];
_bagElements = new VoxelNode * [_sizeOfElementsArray + GROW_BAG_BY];
_sizeOfElementsArray += GROW_BAG_BY;
// If we had an old bag...
@ -66,12 +66,12 @@ void VoxelNodeBag::insert(VoxelNode* node) {
// copy old elements into the new bag, but leave a space where we need to
// insert the new node
memcpy(_bagElements, oldBag, insertAt*sizeof(VoxelNode*));
memcpy(&_bagElements[insertAt+1], &oldBag[insertAt], (_elementsInUse-insertAt)*sizeof(VoxelNode*));
memcpy(&_bagElements[insertAt+1], &oldBag[insertAt], (_elementsInUse-insertAt) * sizeof(VoxelNode*));
}
} else {
// move existing elements further back in the bag array, leave a space where we need to
// insert the new node
memmove(&_bagElements[insertAt+1], &_bagElements[insertAt], (_elementsInUse-insertAt)*sizeof(VoxelNode*));
memmove(&_bagElements[insertAt+1], &_bagElements[insertAt], (_elementsInUse-insertAt) * sizeof(VoxelNode*));
}
_bagElements[insertAt] = node;
_elementsInUse++;
@ -83,7 +83,7 @@ VoxelNode* VoxelNodeBag::extract() {
if (_elementsInUse) {
// get the last element
VoxelNode* node = _bagElements[_elementsInUse-1];
VoxelNode* node = _bagElements[_elementsInUse - 1];
// reduce the count
_elementsInUse--;