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synced 2025-04-23 09:33:29 +02:00
fix method names for CR feedback
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parent
ca3cf6d517
commit
29bbeadbc7
11 changed files with 31 additions and 32 deletions
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@ -29,7 +29,7 @@ AddEntityOperator::AddEntityOperator(EntityTree* tree,
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_newEntityBox = _newEntity->getAACube().clamp(0.0f, 1.0f);
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}
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bool AddEntityOperator::PreRecursion(OctreeElement* element) {
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bool AddEntityOperator::preRecursion(OctreeElement* element) {
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EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
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// In Pre-recursion, we're generally deciding whether or not we want to recurse this
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@ -59,7 +59,7 @@ bool AddEntityOperator::PreRecursion(OctreeElement* element) {
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return keepSearching; // if we haven't yet found it, keep looking
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}
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bool AddEntityOperator::PostRecursion(OctreeElement* element) {
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bool AddEntityOperator::postRecursion(OctreeElement* element) {
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// Post-recursion is the unwinding process. For this operation, while we
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// unwind we want to mark the path as being dirty if we changed it below.
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// We might have two paths, one for the old entity and one for the new entity.
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@ -73,7 +73,7 @@ bool AddEntityOperator::PostRecursion(OctreeElement* element) {
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return keepSearching; // if we haven't yet found it, keep looking
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}
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OctreeElement* AddEntityOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
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OctreeElement* AddEntityOperator::possiblyCreateChildAt(OctreeElement* element, int childIndex) {
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// If we're getting called, it's because there was no child element at this index while recursing.
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// We only care if this happens while still searching for the new entity location.
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// Check to see if
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@ -16,9 +16,9 @@ class AddEntityOperator : public RecurseOctreeOperator {
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public:
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AddEntityOperator(EntityTree* tree, EntityItem* newEntity);
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virtual bool PreRecursion(OctreeElement* element);
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virtual bool PostRecursion(OctreeElement* element);
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virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
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virtual bool preRecursion(OctreeElement* element);
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virtual bool postRecursion(OctreeElement* element);
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virtual OctreeElement* possiblyCreateChildAt(OctreeElement* element, int childIndex);
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private:
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EntityTree* _tree;
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EntityItem* _newEntity;
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@ -74,7 +74,7 @@ bool DeleteEntityOperator::subTreeContainsSomeEntitiesToDelete(OctreeElement* el
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return containsEntity;
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}
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bool DeleteEntityOperator::PreRecursion(OctreeElement* element) {
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bool DeleteEntityOperator::preRecursion(OctreeElement* element) {
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EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
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// In Pre-recursion, we're generally deciding whether or not we want to recurse this
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@ -114,7 +114,7 @@ bool DeleteEntityOperator::PreRecursion(OctreeElement* element) {
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return keepSearching; // if we haven't yet found it, keep looking
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}
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bool DeleteEntityOperator::PostRecursion(OctreeElement* element) {
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bool DeleteEntityOperator::postRecursion(OctreeElement* element) {
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// Post-recursion is the unwinding process. For this operation, while we
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// unwind we want to mark the path as being dirty if we changed it below.
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// We might have two paths, one for the old entity and one for the new entity.
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@ -34,8 +34,8 @@ public:
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~DeleteEntityOperator();
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void addEntityIDToDeleteList(const EntityItemID& searchEntityID);
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virtual bool PreRecursion(OctreeElement* element);
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virtual bool PostRecursion(OctreeElement* element);
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virtual bool preRecursion(OctreeElement* element);
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virtual bool postRecursion(OctreeElement* element);
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private:
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EntityTree* _tree;
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QSet<EntityToDeleteDetails> _entitiesToDelete;
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@ -1008,12 +1008,11 @@ void EntityTree::debugDumpMap() {
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class DebugOperator : public RecurseOctreeOperator {
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public:
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virtual bool PreRecursion(OctreeElement* element);
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virtual bool PostRecursion(OctreeElement* element) { return true; };
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virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex) { return NULL; }
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virtual bool preRecursion(OctreeElement* element);
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virtual bool postRecursion(OctreeElement* element) { return true; }
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};
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bool DebugOperator::PreRecursion(OctreeElement* element) {
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bool DebugOperator::preRecursion(OctreeElement* element) {
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EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
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qDebug() << "EntityTreeElement [" << entityTreeElement << "]";
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entityTreeElement->debugDump();
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@ -67,7 +67,7 @@ bool MovingEntitiesOperator::shouldRecurseSubTree(OctreeElement* element) {
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return containsEntity;
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}
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bool MovingEntitiesOperator::PreRecursion(OctreeElement* element) {
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bool MovingEntitiesOperator::preRecursion(OctreeElement* element) {
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EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
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// In Pre-recursion, we're generally deciding whether or not we want to recurse this
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@ -111,7 +111,7 @@ bool MovingEntitiesOperator::PreRecursion(OctreeElement* element) {
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return keepSearching; // if we haven't yet found it, keep looking
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}
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bool MovingEntitiesOperator::PostRecursion(OctreeElement* element) {
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bool MovingEntitiesOperator::postRecursion(OctreeElement* element) {
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// Post-recursion is the unwinding process. For this operation, while we
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// unwind we want to mark the path as being dirty if we changed it below.
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// We might have two paths, one for the old entity and one for the new entity.
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@ -129,7 +129,7 @@ bool MovingEntitiesOperator::PostRecursion(OctreeElement* element) {
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return keepSearching; // if we haven't yet found it, keep looking
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}
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OctreeElement* MovingEntitiesOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
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OctreeElement* MovingEntitiesOperator::possiblyCreateChildAt(OctreeElement* element, int childIndex) {
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// If we're getting called, it's because there was no child element at this index while recursing.
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// We only care if this happens while still searching for the new entity locations.
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if (_foundNewCount < _lookingCount) {
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@ -37,9 +37,9 @@ public:
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~MovingEntitiesOperator();
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void addEntityToMoveList(EntityItem* entity, const AACube& oldCube, const AACube& newCube);
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virtual bool PreRecursion(OctreeElement* element);
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virtual bool PostRecursion(OctreeElement* element);
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virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
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virtual bool preRecursion(OctreeElement* element);
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virtual bool postRecursion(OctreeElement* element);
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virtual OctreeElement* possiblyCreateChildAt(OctreeElement* element, int childIndex);
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bool hasMovingEntities() const { return _entitiesToMove.size() > 0; }
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private:
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EntityTree* _tree;
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@ -121,7 +121,7 @@ bool UpdateEntityOperator::subTreeContainsNewEntity(OctreeElement* element) {
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}
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bool UpdateEntityOperator::PreRecursion(OctreeElement* element) {
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bool UpdateEntityOperator::preRecursion(OctreeElement* element) {
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EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
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// In Pre-recursion, we're generally deciding whether or not we want to recurse this
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@ -194,7 +194,7 @@ bool UpdateEntityOperator::PreRecursion(OctreeElement* element) {
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return keepSearching; // if we haven't yet found it, keep looking
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}
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bool UpdateEntityOperator::PostRecursion(OctreeElement* element) {
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bool UpdateEntityOperator::postRecursion(OctreeElement* element) {
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// Post-recursion is the unwinding process. For this operation, while we
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// unwind we want to mark the path as being dirty if we changed it below.
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// We might have two paths, one for the old entity and one for the new entity.
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@ -226,7 +226,7 @@ bool UpdateEntityOperator::PostRecursion(OctreeElement* element) {
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return keepSearching; // if we haven't yet found it, keep looking
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}
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OctreeElement* UpdateEntityOperator::PossiblyCreateChildAt(OctreeElement* element, int childIndex) {
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OctreeElement* UpdateEntityOperator::possiblyCreateChildAt(OctreeElement* element, int childIndex) {
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// If we're getting called, it's because there was no child element at this index while recursing.
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// We only care if this happens while still searching for the new entity location.
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// Check to see if
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@ -18,9 +18,9 @@ public:
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EntityItem* existingEntity, const EntityItemProperties& properties);
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~UpdateEntityOperator();
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virtual bool PreRecursion(OctreeElement* element);
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virtual bool PostRecursion(OctreeElement* element);
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virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex);
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virtual bool preRecursion(OctreeElement* element);
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virtual bool postRecursion(OctreeElement* element);
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virtual OctreeElement* possiblyCreateChildAt(OctreeElement* element, int childIndex);
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private:
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EntityTree* _tree;
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EntityItem* _existingEntity;
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@ -155,14 +155,14 @@ bool Octree::recurseElementWithOperator(OctreeElement* element, RecurseOctreeOpe
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return false;
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}
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if (operatorObject->PreRecursion(element)) {
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if (operatorObject->preRecursion(element)) {
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for (int i = 0; i < NUMBER_OF_CHILDREN; i++) {
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OctreeElement* child = element->getChildAtIndex(i);
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// If there is no child at that location, the Operator may want to create a child at that location.
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// So give the operator a chance to do so....
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if (!child) {
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child = operatorObject->PossiblyCreateChildAt(element, i);
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child = operatorObject->possiblyCreateChildAt(element, i);
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}
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if (child) {
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@ -173,7 +173,7 @@ bool Octree::recurseElementWithOperator(OctreeElement* element, RecurseOctreeOpe
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}
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}
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return operatorObject->PostRecursion(element);
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return operatorObject->postRecursion(element);
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}
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@ -39,9 +39,9 @@ class Shape;
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/// derive from this class to use the Octree::recurseTreeWithOperator() method
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class RecurseOctreeOperator {
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public:
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virtual bool PreRecursion(OctreeElement* element) = 0;
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virtual bool PostRecursion(OctreeElement* element) = 0;
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virtual OctreeElement* PossiblyCreateChildAt(OctreeElement* element, int childIndex) { return NULL; }
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virtual bool preRecursion(OctreeElement* element) = 0;
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virtual bool postRecursion(OctreeElement* element) = 0;
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virtual OctreeElement* possiblyCreateChildAt(OctreeElement* element, int childIndex) { return NULL; }
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};
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// Callback function, for recuseTreeWithOperation
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