Coding standard cleanup and VoxelNode optimization
- make octalCode and children members private
- add public getters for accessing these private members
- change constructor to require an OctalCode for all non-roots
- default constructor constructs a rootNode
- make primary access for deleting, adding, and accessing children through public methods that do bookkeeping
- calculate AABox on voxel creation so that we don't need to do all the math when we deal with voxels
- added methods on VoxelNode for common items like getCorner(), getCenter(), getLevel(), etc
short circuit shouldRender logic in treeToArrays()
Merge branch 'master' of https://github.com/worklist/hifi into render_voxels_optimization
add matches()
added PerformanceWarning class
changed VoxelNodeBag to just compare pointers, since we don't really care about ordering the bag
added removeChildAtIndex() which removes a node, but doesn't delete it
First cut are removing out of view voxels and switch to using PerformanceWarnings
Merge branch 'master' of https://github.com/worklist/hifi into render_voxels_optimization
Merge branch 'master' of https://github.com/worklist/hifi into render_voxels_optimization
added debug to ViewFrustum::matches()
added VIEW_CULLING_RATE_IN_MILLISECONDS
switched getAABox() interface
second cut at view culling voxels
Merge branch 'master' of https://github.com/worklist/hifi into render_voxels_optimization
fixed Xcode compiler warnings
bump up voxel send rate, since client can now handle it
removed some debug code
some cleanup pre CR
some cleanup pre CR