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mirror of https://github.com/godotengine/godot.git synced 2025-11-09 12:50:35 +00:00

#18051: Remove redundant casts and 'using', 'else', 'this' statements

This commit is contained in:
Xavier Cho
2018-04-08 12:28:24 +09:00
parent 9e2e6bb1e2
commit 0ef3e0577b
19 changed files with 211 additions and 281 deletions

View File

@@ -1,6 +1,5 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
@@ -188,7 +187,7 @@ namespace Godot
public Vector3 GetEuler()
{
Basis m = this.Orthonormalized();
Basis m = Orthonormalized();
Vector3 euler;
euler.z = 0.0f;
@@ -302,7 +301,7 @@ namespace Godot
zAxis = (zAxis - xAxis * (xAxis.Dot(zAxis)) - yAxis * (yAxis.Dot(zAxis)));
zAxis.Normalize();
return Basis.CreateFromAxes(xAxis, yAxis, zAxis);
return CreateFromAxes(xAxis, yAxis, zAxis);
}
public Basis Rotated(Vector3 axis, real_t phi)
@@ -393,34 +392,38 @@ namespace Godot
(_y[0] - _x[1]) * inv_s,
s * 0.25f
);
} else if (_x[0] > _y[1] && _x[0] > _z[2]) {
real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
s * 0.25f,
(_x[1] + _y[0]) * inv_s,
(_x[2] + _z[0]) * inv_s,
(_z[1] - _y[2]) * inv_s
);
} else if (_y[1] > _z[2]) {
real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(_x[1] + _y[0]) * inv_s,
s * 0.25f,
(_y[2] + _z[1]) * inv_s,
(_x[2] - _z[0]) * inv_s
);
} else {
real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(_x[2] + _z[0]) * inv_s,
(_y[2] + _z[1]) * inv_s,
s * 0.25f,
(_y[0] - _x[1]) * inv_s
);
}
if (_x[0] > _y[1] && _x[0] > _z[2]) {
real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
s * 0.25f,
(_x[1] + _y[0]) * inv_s,
(_x[2] + _z[0]) * inv_s,
(_z[1] - _y[2]) * inv_s
);
}
if (_y[1] > _z[2]) {
real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(_x[1] + _y[0]) * inv_s,
s * 0.25f,
(_y[2] + _z[1]) * inv_s,
(_x[2] - _z[0]) * inv_s
);
} else {
real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(_x[2] + _z[0]) * inv_s,
(_y[2] + _z[1]) * inv_s,
s * 0.25f,
(_y[0] - _x[1]) * inv_s
);
}
}
public Basis(Quat quat)
@@ -440,33 +443,33 @@ namespace Godot
real_t yz = quat.y * zs;
real_t zz = quat.z * zs;
this._x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
this._y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
this._z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
_x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
_y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
_z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
}
public Basis(Vector3 axis, real_t phi)
{
Vector3 axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
real_t cosine = Mathf.Cos( (real_t)phi);
real_t sine = Mathf.Sin( (real_t)phi);
real_t cosine = Mathf.Cos( phi);
real_t sine = Mathf.Sin( phi);
this._x = new Vector3
_x = new Vector3
(
axis_sq.x + cosine * (1.0f - axis_sq.x),
axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
axis.z * axis.x * (1.0f - cosine) + axis.y * sine
);
this._y = new Vector3
_y = new Vector3
(
axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
axis_sq.y + cosine * (1.0f - axis_sq.y),
axis.y * axis.z * (1.0f - cosine) - axis.x * sine
);
this._z = new Vector3
_z = new Vector3
(
axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
@@ -476,16 +479,16 @@ namespace Godot
public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
{
this._x = xAxis;
this._y = yAxis;
this._z = zAxis;
_x = xAxis;
_y = yAxis;
_z = zAxis;
}
public Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
{
this._x = new Vector3(xx, xy, xz);
this._y = new Vector3(yx, yy, yz);
this._z = new Vector3(zx, zy, zz);
_x = new Vector3(xx, xy, xz);
_y = new Vector3(yx, yy, yz);
_z = new Vector3(zx, zy, zz);
}
public static Basis operator *(Basis left, Basis right)
@@ -532,9 +535,9 @@ namespace Godot
{
return String.Format("({0}, {1}, {2})", new object[]
{
this._x.ToString(),
this._y.ToString(),
this._z.ToString()
_x.ToString(),
_y.ToString(),
_z.ToString()
});
}
@@ -542,9 +545,9 @@ namespace Godot
{
return String.Format("({0}, {1}, {2})", new object[]
{
this._x.ToString(format),
this._y.ToString(format),
this._z.ToString(format)
_x.ToString(format),
_y.ToString(format),
_z.ToString(format)
});
}
}