[Bf-blender-cvs] [d526b35ce28] master: Code cleanup: use spaces for aligned indentation.

Brecht Van Lommel noreply at git.blender.org
Sat Mar 10 06:44:07 CET 2018


Commit: d526b35ce282b97bef99844f405e802788a2d399
Author: Brecht Van Lommel
Date:   Sat Mar 10 03:57:18 2018 +0100
Branches: master
https://developer.blender.org/rBd526b35ce282b97bef99844f405e802788a2d399

Code cleanup: use spaces for aligned indentation.

===================================================================

M	intern/cycles/render/mesh_volume.cpp

===================================================================

diff --git a/intern/cycles/render/mesh_volume.cpp b/intern/cycles/render/mesh_volume.cpp
index f2347c79610..3571beb40d6 100644
--- a/intern/cycles/render/mesh_volume.cpp
+++ b/intern/cycles/render/mesh_volume.cpp
@@ -152,22 +152,22 @@ public:
 	void add_node_with_padding(int x, int y, int z);
 
 	void create_mesh(vector<float3> &vertices,
-					 vector<int> &indices,
-					 vector<float3> &face_normals);
+	                 vector<int> &indices,
+	                 vector<float3> &face_normals);
 
 private:
 	void generate_vertices_and_quads(vector<int3> &vertices_is,
-									 vector<QuadData> &quads);
+	                                 vector<QuadData> &quads);
 
 	void deduplicate_vertices(vector<int3> &vertices,
-							  vector<QuadData> &quads);
+	                          vector<QuadData> &quads);
 
 	void convert_object_space(const vector<int3> &vertices,
-							  vector<float3> &out_vertices);
+	                          vector<float3> &out_vertices);
 
 	void convert_quads_to_tris(const vector<QuadData> &quads,
-							   vector<int> &tris,
-							   vector<float3> &face_normals);
+	                           vector<int> &tris,
+	                           vector<float3> &face_normals);
 };
 
 VolumeMeshBuilder::VolumeMeshBuilder(VolumeParams *volume_params)
@@ -224,8 +224,8 @@ void VolumeMeshBuilder::add_node_with_padding(int x, int y, int z)
 }
 
 void VolumeMeshBuilder::create_mesh(vector<float3> &vertices,
-									vector<int> &indices,
-									vector<float3> &face_normals)
+                                    vector<int> &indices,
+                                    vector<float3> &face_normals)
 {
 	/* We create vertices in index space (is), and only convert them to object
 	 * space when done. */
@@ -260,8 +260,8 @@ void VolumeMeshBuilder::generate_vertices_and_quads(
 
 				/* Compute min and max coords of the node in index space. */
 				int3 min = make_int3((x - pad_offset.x)*CUBE_SIZE,
-									 (y - pad_offset.y)*CUBE_SIZE,
-									 (z - pad_offset.z)*CUBE_SIZE);
+				                     (y - pad_offset.y)*CUBE_SIZE,
+				                     (z - pad_offset.z)*CUBE_SIZE);
 
 				/* Maximum is just CUBE_SIZE voxels away from minimum on each axis. */
 				int3 max = make_int3(min.x + CUBE_SIZE, min.y + CUBE_SIZE, min.z + CUBE_SIZE);
@@ -316,7 +316,7 @@ void VolumeMeshBuilder::generate_vertices_and_quads(
 }
 
 void VolumeMeshBuilder::deduplicate_vertices(vector<int3> &vertices,
-											 vector<QuadData> &quads)
+                                             vector<QuadData> &quads)
 {
 	vector<int3> sorted_vertices = vertices;
 	std::sort(sorted_vertices.begin(), sorted_vertices.end());
@@ -355,7 +355,7 @@ void VolumeMeshBuilder::deduplicate_vertices(vector<int3> &vertices,
 }
 
 void VolumeMeshBuilder::convert_object_space(const vector<int3> &vertices,
-											 vector<float3> &out_vertices)
+	                                         vector<float3> &out_vertices)
 {
 	out_vertices.reserve(vertices.size());
 
@@ -369,8 +369,8 @@ void VolumeMeshBuilder::convert_object_space(const vector<int3> &vertices,
 }
 
 void VolumeMeshBuilder::convert_quads_to_tris(const vector<QuadData> &quads,
-											  vector<int> &tris,
-											  vector<float3> &face_normals)
+                                              vector<int> &tris,
+                                              vector<float3> &face_normals)
 {
 	int index_offset = 0;
 	tris.resize(quads.size()*6);
@@ -399,8 +399,8 @@ struct VoxelAttributeGrid {
 };
 
 void MeshManager::create_volume_mesh(Scene *scene,
-									 Mesh *mesh,
-									 Progress& progress)
+                                     Mesh *mesh,
+                                     Progress& progress)
 {
 	string msg = string_printf("Computing Volume Mesh %s", mesh->name.c_str());
 	progress.set_status("Updating Mesh", msg);
@@ -470,8 +470,8 @@ void MeshManager::create_volume_mesh(Scene *scene,
 	const int3 resolution = volume_params.resolution;
 	float3 start_point = make_float3(0.0f, 0.0f, 0.0f);
 	float3 cell_size = make_float3(1.0f/resolution.x,
-								   1.0f/resolution.y,
-								   1.0f/resolution.z);
+	                               1.0f/resolution.y,
+	                               1.0f/resolution.z);
 
 	if(attr) {
 		const Transform *tfm = attr->data_transform();
@@ -575,12 +575,12 @@ void MeshManager::create_volume_mesh(Scene *scene,
 
 	/* Print stats. */
 	VLOG(1) << "Memory usage volume mesh: "
-			<< ((vertices.size() + face_normals.size())*sizeof(float3) + indices.size()*sizeof(int))/(1024.0*1024.0)
-			<< "Mb.";
+	        << ((vertices.size() + face_normals.size())*sizeof(float3) + indices.size()*sizeof(int))/(1024.0*1024.0)
+	        << "Mb.";
 
 	VLOG(1) << "Memory usage volume grid: "
-			<< (resolution.x*resolution.y*resolution.z*sizeof(float))/(1024.0*1024.0)
-			<< "Mb.";
+	        << (resolution.x*resolution.y*resolution.z*sizeof(float))/(1024.0*1024.0)
+	        << "Mb.";
 }
 
 CCL_NAMESPACE_END



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