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mirror of https://github.com/godotengine/godot.git synced 2025-11-14 13:41:12 +00:00

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

@@ -31,7 +31,6 @@
#include "os/copymem.h"
#include "print_string.h"
void Transform::affine_invert() {
basis.invert();
@@ -40,13 +39,11 @@ void Transform::affine_invert() {
Transform Transform::affine_inverse() const {
Transform ret=*this;
Transform ret = *this;
ret.affine_invert();
return ret;
}
void Transform::invert() {
basis.transpose();
@@ -55,35 +52,34 @@ void Transform::invert() {
Transform Transform::inverse() const {
Transform ret=*this;
Transform ret = *this;
ret.invert();
return ret;
}
void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
void Transform::rotate(const Vector3& p_axis,real_t p_phi) {
*this = *this * Transform( Matrix3( p_axis, p_phi ), Vector3() );
*this = *this * Transform(Matrix3(p_axis, p_phi), Vector3());
}
Transform Transform::rotated(const Vector3& p_axis,real_t p_phi) const{
Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
return *this * Transform( Matrix3( p_axis, p_phi ), Vector3() );
return *this * Transform(Matrix3(p_axis, p_phi), Vector3());
}
void Transform::rotate_basis(const Vector3& p_axis,real_t p_phi) {
void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
basis.rotate(p_axis,p_phi);
basis.rotate(p_axis, p_phi);
}
Transform Transform::looking_at( const Vector3& p_target, const Vector3& p_up ) const {
Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
Transform t = *this;
t.set_look_at(origin,p_target,p_up);
t.set_look_at(origin, p_target, p_up);
return t;
}
void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up ) {
void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
// Reference: MESA source code
Vector3 v_x, v_y, v_z;
@@ -97,23 +93,21 @@ void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, cons
v_y = p_up;
v_x=v_y.cross(v_z);
v_x = v_y.cross(v_z);
/* Recompute Y = Z cross X */
v_y=v_z.cross(v_x);
v_y = v_z.cross(v_x);
v_x.normalize();
v_y.normalize();
basis.set_axis(0,v_x);
basis.set_axis(1,v_y);
basis.set_axis(2,v_z);
origin=p_eye;
basis.set_axis(0, v_x);
basis.set_axis(1, v_y);
basis.set_axis(2, v_z);
origin = p_eye;
}
Transform Transform::interpolate_with(const Transform& p_transform, float p_c) const {
Transform Transform::interpolate_with(const Transform &p_transform, float p_c) const {
/* not sure if very "efficient" but good enough? */
@@ -126,45 +120,44 @@ Transform Transform::interpolate_with(const Transform& p_transform, float p_c) c
Vector3 dst_loc = p_transform.origin;
Transform dst;
dst.basis=src_rot.slerp(dst_rot,p_c);
dst.basis.scale(src_scale.linear_interpolate(dst_scale,p_c));
dst.origin=src_loc.linear_interpolate(dst_loc,p_c);
dst.basis = src_rot.slerp(dst_rot, p_c);
dst.basis.scale(src_scale.linear_interpolate(dst_scale, p_c));
dst.origin = src_loc.linear_interpolate(dst_loc, p_c);
return dst;
}
void Transform::scale(const Vector3& p_scale) {
void Transform::scale(const Vector3 &p_scale) {
basis.scale(p_scale);
origin*=p_scale;
origin *= p_scale;
}
Transform Transform::scaled(const Vector3& p_scale) const {
Transform Transform::scaled(const Vector3 &p_scale) const {
Transform t = *this;
t.scale(p_scale);
return t;
}
void Transform::scale_basis(const Vector3& p_scale) {
void Transform::scale_basis(const Vector3 &p_scale) {
basis.scale(p_scale);
}
void Transform::translate( real_t p_tx, real_t p_ty, real_t p_tz) {
translate( Vector3(p_tx,p_ty,p_tz) );
void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
translate(Vector3(p_tx, p_ty, p_tz));
}
void Transform::translate( const Vector3& p_translation ) {
void Transform::translate(const Vector3 &p_translation) {
for( int i = 0; i < 3; i++ ) {
for (int i = 0; i < 3; i++) {
origin[i] += basis[i].dot(p_translation);
}
}
Transform Transform::translated( const Vector3& p_translation ) const {
Transform Transform::translated(const Vector3 &p_translation) const {
Transform t=*this;
Transform t = *this;
t.translate(p_translation);
return t;
}
@@ -181,25 +174,25 @@ Transform Transform::orthonormalized() const {
return _copy;
}
bool Transform::operator==(const Transform& p_transform) const {
bool Transform::operator==(const Transform &p_transform) const {
return (basis==p_transform.basis && origin==p_transform.origin);
return (basis == p_transform.basis && origin == p_transform.origin);
}
bool Transform::operator!=(const Transform& p_transform) const {
bool Transform::operator!=(const Transform &p_transform) const {
return (basis!=p_transform.basis || origin!=p_transform.origin);
return (basis != p_transform.basis || origin != p_transform.origin);
}
void Transform::operator*=(const Transform& p_transform) {
void Transform::operator*=(const Transform &p_transform) {
origin=xform(p_transform.origin);
basis*=p_transform.basis;
origin = xform(p_transform.origin);
basis *= p_transform.basis;
}
Transform Transform::operator*(const Transform& p_transform) const {
Transform Transform::operator*(const Transform &p_transform) const {
Transform t=*this;
t*=p_transform;
Transform t = *this;
t *= p_transform;
return t;
}
@@ -208,11 +201,8 @@ Transform::operator String() const {
return basis.operator String() + " - " + origin.operator String();
}
Transform::Transform(const Matrix3 &p_basis, const Vector3 &p_origin) {
Transform::Transform(const Matrix3& p_basis, const Vector3& p_origin) {
basis=p_basis;
origin=p_origin;
basis = p_basis;
origin = p_origin;
}