Some code reformatting.

This commit is contained in:
atlante45 2013-09-03 10:30:46 -07:00
parent 38133ac6f2
commit 26691118de
3 changed files with 39 additions and 39 deletions

View file

@ -195,7 +195,7 @@ ImportDialog::~ImportDialog() {
void ImportDialog::init() {
VoxelSystem* voxelSystem = Application::getInstance()->getSharedVoxelSystem();
connect(voxelSystem, SIGNAL(importSize(float,float,float)), SLOT(setGLCamera(float, float, float)));
connect(voxelSystem, SIGNAL(importSize(float,float,float)), SLOT(setGLCamera(float,float,float)));
connect(voxelSystem, SIGNAL(importProgress(int)), &_previewBar, SLOT(setValue(int)));
}

View file

@ -44,11 +44,11 @@ public:
void render(bool texture);
void changeTree(VoxelTree* newTree);
VoxelTree* getTree() const {return _tree;}
ViewFrustum* getViewFrustum() const {return _viewFrustum;}
void setViewFrustum(ViewFrustum* viewFrustum) {_viewFrustum = viewFrustum;}
unsigned long getVoxelsUpdated() const {return _voxelsUpdated;};
unsigned long getVoxelsRendered() const {return _voxelsInReadArrays;};
VoxelTree* getTree() const { return _tree; }
ViewFrustum* getViewFrustum() const { return _viewFrustum; }
void setViewFrustum(ViewFrustum* viewFrustum) { _viewFrustum = viewFrustum; }
unsigned long getVoxelsUpdated() const { return _voxelsUpdated; }
unsigned long getVoxelsRendered() const { return _voxelsInReadArrays; }
void loadVoxelsFile(const char* fileName,bool wantColorRandomizer);
void writeToSVOFile(const char* filename, VoxelNode* node) const;

View file

@ -24,50 +24,50 @@ const float DEFAULT_KEYHOLE_RADIUS = 3.0f;
class ViewFrustum {
public:
// setters for camera attributes
void setPosition (const glm::vec3& p) { _position = p; };
void setOrientation (const glm::quat& orientationAsQuaternion);
void setPosition(const glm::vec3& p) { _position = p; }
void setOrientation(const glm::quat& orientationAsQuaternion);
// getters for camera attributes
const glm::vec3& getPosition() const { return _position; };
const glm::quat& getOrientation() const { return _orientation; };
const glm::vec3& getDirection() const { return _direction; };
const glm::vec3& getUp() const { return _up; };
const glm::vec3& getRight() const { return _right; };
const glm::vec3& getPosition() const { return _position; }
const glm::quat& getOrientation() const { return _orientation; }
const glm::vec3& getDirection() const { return _direction; }
const glm::vec3& getUp() const { return _up; }
const glm::vec3& getRight() const { return _right; }
// setters for lens attributes
void setFieldOfView ( float f ) { _fieldOfView = f; };
void setAspectRatio ( float a ) { _aspectRatio = a; };
void setNearClip ( float n ) { _nearClip = n; };
void setFarClip ( float f ) { _farClip = f; };
void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; };
void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; };
void setFieldOfView(float f) { _fieldOfView = f; }
void setAspectRatio(float a) { _aspectRatio = a; }
void setNearClip(float n) { _nearClip = n; }
void setFarClip(float f) { _farClip = f; }
void setEyeOffsetPosition(const glm::vec3& p) { _eyeOffsetPosition = p; }
void setEyeOffsetOrientation(const glm::quat& o) { _eyeOffsetOrientation = o; }
// getters for lens attributes
float getFieldOfView() const { return _fieldOfView; };
float getAspectRatio() const { return _aspectRatio; };
float getNearClip() const { return _nearClip; };
float getFarClip() const { return _farClip; };
const glm::vec3& getEyeOffsetPosition() const { return _eyeOffsetPosition; };
const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation;};
float getFieldOfView() const { return _fieldOfView; }
float getAspectRatio() const { return _aspectRatio; }
float getNearClip() const { return _nearClip; }
float getFarClip() const { return _farClip; }
const glm::vec3& getEyeOffsetPosition() const { return _eyeOffsetPosition; }
const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation; }
const glm::vec3& getOffsetPosition() const { return _offsetPosition; };
const glm::vec3& getOffsetDirection() const { return _offsetDirection;};
const glm::vec3& getOffsetUp() const { return _offsetUp; };
const glm::vec3& getOffsetRight() const { return _offsetRight; };
const glm::vec3& getOffsetPosition() const { return _offsetPosition; }
const glm::vec3& getOffsetDirection() const { return _offsetDirection; }
const glm::vec3& getOffsetUp() const { return _offsetUp; }
const glm::vec3& getOffsetRight() const { return _offsetRight; }
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
const glm::vec3& getFarTopRight() const { return _farTopRight; };
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; }
const glm::vec3& getFarTopRight() const { return _farTopRight; }
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; }
const glm::vec3& getFarBottomRight() const { return _farBottomRight; }
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
const glm::vec3& getNearBottomRight() const { return _nearBottomRight;};
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; }
const glm::vec3& getNearTopRight() const { return _nearTopRight; }
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; }
const glm::vec3& getNearBottomRight() const { return _nearBottomRight; }
// get/set for keyhole attribute
void setKeyholeRadius(float keyholdRadius) { _keyholeRadius = keyholdRadius; };
float getKeyholeRadius() const { return _keyholeRadius; };
void setKeyholeRadius(float keyholdRadius) { _keyholeRadius = keyholdRadius; }
float getKeyholeRadius() const { return _keyholeRadius; }
void calculate();