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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

@@ -29,27 +29,25 @@
#include "vector3.h"
#include "matrix3.h"
void Vector3::rotate(const Vector3 &p_axis, float p_phi) {
void Vector3::rotate(const Vector3& p_axis,float p_phi) {
*this=Matrix3(p_axis,p_phi).xform(*this);
*this = Matrix3(p_axis, p_phi).xform(*this);
}
Vector3 Vector3::rotated(const Vector3& p_axis,float p_phi) const {
Vector3 Vector3::rotated(const Vector3 &p_axis, float p_phi) const {
Vector3 r = *this;
r.rotate(p_axis,p_phi);
r.rotate(p_axis, p_phi);
return r;
}
void Vector3::set_axis(int p_axis,real_t p_value) {
ERR_FAIL_INDEX(p_axis,3);
coord[p_axis]=p_value;
void Vector3::set_axis(int p_axis, real_t p_value) {
ERR_FAIL_INDEX(p_axis, 3);
coord[p_axis] = p_value;
}
real_t Vector3::get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis,3,0);
ERR_FAIL_INDEX_V(p_axis, 3, 0);
return operator[](p_axis);
}
@@ -62,31 +60,28 @@ int Vector3::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
void Vector3::snap(float p_val) {
x+=p_val/2.0;
x-=Math::fmod(x,p_val);
y+=p_val/2.0;
y-=Math::fmod(y,p_val);
z+=p_val/2.0;
z-=Math::fmod(z,p_val);
x += p_val / 2.0;
x -= Math::fmod(x, p_val);
y += p_val / 2.0;
y -= Math::fmod(y, p_val);
z += p_val / 2.0;
z -= Math::fmod(z, p_val);
}
Vector3 Vector3::snapped(float p_val) const {
Vector3 v=*this;
Vector3 v = *this;
v.snap(p_val);
return v;
}
Vector3 Vector3::cubic_interpolaten(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, float p_t) const {
Vector3 Vector3::cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const {
Vector3 p0=p_pre_a;
Vector3 p1=*this;
Vector3 p2=p_b;
Vector3 p3=p_post_b;
Vector3 p0 = p_pre_a;
Vector3 p1 = *this;
Vector3 p2 = p_b;
Vector3 p3 = p_post_b;
{
//normalize
@@ -95,44 +90,41 @@ Vector3 Vector3::cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, c
float bc = p1.distance_to(p2);
float cd = p2.distance_to(p3);
if (ab>0)
p0 = p1+(p0-p1)*(bc/ab);
if (cd>0)
p3 = p2+(p3-p2)*(bc/cd);
if (ab > 0)
p0 = p1 + (p0 - p1) * (bc / ab);
if (cd > 0)
p3 = p2 + (p3 - p2) * (bc / cd);
}
float t = p_t;
float t2 = t * t;
float t3 = t2 * t;
Vector3 out;
out = 0.5f * ( ( p1 * 2.0f) +
( -p0 + p2 ) * t +
( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
out = 0.5f * ((p1 * 2.0f) +
(-p0 + p2) * t +
(2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
return out;
}
Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const {
Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, float p_t) const {
Vector3 p0=p_pre_a;
Vector3 p1=*this;
Vector3 p2=p_b;
Vector3 p3=p_post_b;
Vector3 p0 = p_pre_a;
Vector3 p1 = *this;
Vector3 p2 = p_b;
Vector3 p3 = p_post_b;
float t = p_t;
float t2 = t * t;
float t3 = t2 * t;
Vector3 out;
out = 0.5f * ( ( p1 * 2.0f) +
( -p0 + p2 ) * t +
( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
out = 0.5f * ((p1 * 2.0f) +
(-p0 + p2) * t +
(2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
return out;
}
#if 0
@@ -179,8 +171,8 @@ Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, co
( -p0.z + 3.0f * p1.z - 3.0f * p2.z + p3.z ) * t3 );
return out;
}
# endif
#endif
Vector3::operator String() const {
return (rtos(x)+", "+rtos(y)+", "+rtos(z));
return (rtos(x) + ", " + rtos(y) + ", " + rtos(z));
}