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Bring that Whole New World to the Old Continent too

Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
This commit is contained in:
Rémi Verschelde
2017-03-19 00:36:26 +01:00
parent 1d418afe86
commit f8db8a3faa
1308 changed files with 147754 additions and 174357 deletions

View File

@@ -34,8 +34,6 @@
@author Juan Linietsky <reduzio@gmail.com>
*/
struct CameraMatrix {
enum Planes {
@@ -47,20 +45,19 @@ struct CameraMatrix {
PLANE_BOTTOM
};
float matrix[4][4];
float matrix[4][4];
void set_identity();
void set_zero();
void set_light_bias();
void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false);
void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false);
void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far, bool p_flip_fov = false);
void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar, bool p_flip_fov = false);
void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
static float get_fovy(float p_fovx,float p_aspect) {
static float get_fovy(float p_fovx, float p_aspect) {
return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5))*2.0);
return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
}
float get_z_far() const;
@@ -68,39 +65,38 @@ struct CameraMatrix {
float get_aspect() const;
float get_fov() const;
Vector<Plane> get_projection_planes(const Transform& p_transform) const;
Vector<Plane> get_projection_planes(const Transform &p_transform) const;
bool get_endpoints(const Transform& p_transform,Vector3 *p_8points) const;
void get_viewport_size(float& r_width, float& r_height) const;
bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
void get_viewport_size(float &r_width, float &r_height) const;
void invert();
CameraMatrix inverse() const;
CameraMatrix operator*(const CameraMatrix& p_matrix) const;
CameraMatrix operator*(const CameraMatrix &p_matrix) const;
Plane xform4(const Plane& p_vec4);
_FORCE_INLINE_ Vector3 xform(const Vector3& p_vec3) const;
Plane xform4(const Plane &p_vec4);
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
operator String() const;
void scale_translate_to_fit(const AABB& p_aabb);
void scale_translate_to_fit(const AABB &p_aabb);
void make_scale(const Vector3 &p_scale);
operator Transform() const;
CameraMatrix();
CameraMatrix(const Transform& p_transform);
CameraMatrix(const Transform &p_transform);
~CameraMatrix();
};
Vector3 CameraMatrix::xform(const Vector3& p_vec3) const {
Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
Vector3 ret;
ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
return ret/w;
return ret / w;
}
#endif