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[Core] Codestyle improvements to math types

This commit is contained in:
A Thousand Ships
2024-02-17 23:24:59 +01:00
parent 01dc5c5b58
commit a497a5cb3e
22 changed files with 348 additions and 348 deletions

View File

@@ -197,23 +197,23 @@ Transform3D Transform3D::operator*(const Transform3D &p_transform) const {
return t;
}
void Transform3D::operator*=(const real_t p_val) {
void Transform3D::operator*=(real_t p_val) {
origin *= p_val;
basis *= p_val;
}
Transform3D Transform3D::operator*(const real_t p_val) const {
Transform3D Transform3D::operator*(real_t p_val) const {
Transform3D ret(*this);
ret *= p_val;
return ret;
}
void Transform3D::operator/=(const real_t p_val) {
void Transform3D::operator/=(real_t p_val) {
basis /= p_val;
origin /= p_val;
}
Transform3D Transform3D::operator/(const real_t p_val) const {
Transform3D Transform3D::operator/(real_t p_val) const {
Transform3D ret(*this);
ret /= p_val;
return ret;
@@ -238,7 +238,7 @@ Transform3D::Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &
basis.set_column(2, p_z);
}
Transform3D::Transform3D(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, real_t ox, real_t oy, real_t oz) {
basis = Basis(xx, xy, xz, yx, yy, yz, zx, zy, zz);
origin = Vector3(ox, oy, oz);
Transform3D::Transform3D(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz, real_t p_ox, real_t p_oy, real_t p_oz) {
basis = Basis(p_xx, p_xy, p_xz, p_yx, p_yy, p_yz, p_zx, p_zy, p_zz);
origin = Vector3(p_ox, p_oy, p_oz);
}