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Some code reformatting.
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38133ac6f2
commit
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3 changed files with 39 additions and 39 deletions
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@ -195,7 +195,7 @@ ImportDialog::~ImportDialog() {
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void ImportDialog::init() {
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VoxelSystem* voxelSystem = Application::getInstance()->getSharedVoxelSystem();
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connect(voxelSystem, SIGNAL(importSize(float,float,float)), SLOT(setGLCamera(float, float, float)));
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connect(voxelSystem, SIGNAL(importSize(float,float,float)), SLOT(setGLCamera(float,float,float)));
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connect(voxelSystem, SIGNAL(importProgress(int)), &_previewBar, SLOT(setValue(int)));
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}
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@ -44,11 +44,11 @@ public:
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void render(bool texture);
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void changeTree(VoxelTree* newTree);
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VoxelTree* getTree() const {return _tree;}
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ViewFrustum* getViewFrustum() const {return _viewFrustum;}
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void setViewFrustum(ViewFrustum* viewFrustum) {_viewFrustum = viewFrustum;}
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unsigned long getVoxelsUpdated() const {return _voxelsUpdated;};
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unsigned long getVoxelsRendered() const {return _voxelsInReadArrays;};
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VoxelTree* getTree() const { return _tree; }
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ViewFrustum* getViewFrustum() const { return _viewFrustum; }
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void setViewFrustum(ViewFrustum* viewFrustum) { _viewFrustum = viewFrustum; }
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unsigned long getVoxelsUpdated() const { return _voxelsUpdated; }
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unsigned long getVoxelsRendered() const { return _voxelsInReadArrays; }
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void loadVoxelsFile(const char* fileName,bool wantColorRandomizer);
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void writeToSVOFile(const char* filename, VoxelNode* node) const;
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@ -24,50 +24,50 @@ const float DEFAULT_KEYHOLE_RADIUS = 3.0f;
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class ViewFrustum {
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public:
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// setters for camera attributes
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void setPosition (const glm::vec3& p) { _position = p; };
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void setOrientation (const glm::quat& orientationAsQuaternion);
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void setPosition(const glm::vec3& p) { _position = p; }
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void setOrientation(const glm::quat& orientationAsQuaternion);
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// getters for camera attributes
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const glm::vec3& getPosition() const { return _position; };
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const glm::quat& getOrientation() const { return _orientation; };
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const glm::vec3& getDirection() const { return _direction; };
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const glm::vec3& getUp() const { return _up; };
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const glm::vec3& getRight() const { return _right; };
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const glm::vec3& getPosition() const { return _position; }
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const glm::quat& getOrientation() const { return _orientation; }
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const glm::vec3& getDirection() const { return _direction; }
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const glm::vec3& getUp() const { return _up; }
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const glm::vec3& getRight() const { return _right; }
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// setters for lens attributes
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void setFieldOfView ( float f ) { _fieldOfView = f; };
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void setAspectRatio ( float a ) { _aspectRatio = a; };
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void setNearClip ( float n ) { _nearClip = n; };
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void setFarClip ( float f ) { _farClip = f; };
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void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; };
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void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; };
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void setFieldOfView(float f) { _fieldOfView = f; }
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void setAspectRatio(float a) { _aspectRatio = a; }
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void setNearClip(float n) { _nearClip = n; }
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void setFarClip(float f) { _farClip = f; }
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void setEyeOffsetPosition(const glm::vec3& p) { _eyeOffsetPosition = p; }
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void setEyeOffsetOrientation(const glm::quat& o) { _eyeOffsetOrientation = o; }
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// getters for lens attributes
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float getFieldOfView() const { return _fieldOfView; };
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float getAspectRatio() const { return _aspectRatio; };
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float getNearClip() const { return _nearClip; };
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float getFarClip() const { return _farClip; };
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const glm::vec3& getEyeOffsetPosition() const { return _eyeOffsetPosition; };
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const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation;};
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float getFieldOfView() const { return _fieldOfView; }
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float getAspectRatio() const { return _aspectRatio; }
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float getNearClip() const { return _nearClip; }
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float getFarClip() const { return _farClip; }
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const glm::vec3& getEyeOffsetPosition() const { return _eyeOffsetPosition; }
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const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation; }
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const glm::vec3& getOffsetPosition() const { return _offsetPosition; };
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const glm::vec3& getOffsetDirection() const { return _offsetDirection;};
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const glm::vec3& getOffsetUp() const { return _offsetUp; };
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const glm::vec3& getOffsetRight() const { return _offsetRight; };
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const glm::vec3& getOffsetPosition() const { return _offsetPosition; }
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const glm::vec3& getOffsetDirection() const { return _offsetDirection; }
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const glm::vec3& getOffsetUp() const { return _offsetUp; }
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const glm::vec3& getOffsetRight() const { return _offsetRight; }
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const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
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const glm::vec3& getFarTopRight() const { return _farTopRight; };
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const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
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const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
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const glm::vec3& getFarTopLeft() const { return _farTopLeft; }
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const glm::vec3& getFarTopRight() const { return _farTopRight; }
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const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; }
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const glm::vec3& getFarBottomRight() const { return _farBottomRight; }
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const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
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const glm::vec3& getNearTopRight() const { return _nearTopRight; };
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const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
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const glm::vec3& getNearBottomRight() const { return _nearBottomRight;};
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const glm::vec3& getNearTopLeft() const { return _nearTopLeft; }
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const glm::vec3& getNearTopRight() const { return _nearTopRight; }
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const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; }
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const glm::vec3& getNearBottomRight() const { return _nearBottomRight; }
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// get/set for keyhole attribute
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void setKeyholeRadius(float keyholdRadius) { _keyholeRadius = keyholdRadius; };
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float getKeyholeRadius() const { return _keyholeRadius; };
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void setKeyholeRadius(float keyholdRadius) { _keyholeRadius = keyholdRadius; }
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float getKeyholeRadius() const { return _keyholeRadius; }
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void calculate();
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